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1

Popov, A., and N. Gudkova. "Career path for software engineer in Ukraine." Thesis, Міжнародний центр науки і досліджень, 2020. https://er.knutd.edu.ua/handle/123456789/16770.

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Today the IT market is at a high level of its development and this system is still a work in progress. It stands to reason that the 21st century is called the age of information technology because of the huge impact of the above-mentioned technologies on people’s daily lives. It is attractive to many people for several reasons. Building a portrait of a successful IT specialist depends on many factors, such as hard and soft skills, university degree, location, age. By meeting the requirements of the market, you have to improve any chance to build a successful career in IT area.
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Zielieke, Jane. "Maximizing student software engineer productivity in hybrid commercial-educational environments." Online version, 2004. http://www.uwstout.edu/lib/thesis/2004/2004zieliekej.pdf.

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3

Bruce, Bobby R. "The blind software engineer : improving the non-functional properties of software by means of genetic improvement." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10052290/.

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Life, even in its most basic of forms, continues to amaze mankind with the complexity of its design. When analysing this complexity it is easy to see why the idea of a grand designer has been such a prevalent idea in human history. If it is assumed intelligence is required to undertake a complex engineering feat, such as developing a modern computer system, then it is logical to assume a creature, even as basic as an earthworm, is the product of an even greater intelligence. Yet, as Darwin observed, intelligence is not a requirement for the creation of complex systems. Evolution, a phenomenon without consciousness or intellect can, over time, create systems of grand complexity and order. From this observation a question arises - is it possible to develop techniques inspired by Darwinian evolution to solve engineering problems without engineers? The first to ask such a question was Alan Turing, a person considered by many to be the father of computer science. In 1948 Turing proposed three approaches he believed could solve complex problems without the need for human intervention. The first was a purely logicdriven search. This arose a decade later in the form of general problem-solving algorithms. Though successful in solving toy problems which could be sufficiently formalised, solving real-world problems was found to be infeasible. The second approach Turing called 'cultural search'. This approach would store libraries of information to then reference and provide solutions to particular problems in accordance to this information. This is similar to what we would now refer to as an expert system. Though the first expert system is hard to date due to differences in definition, the development is normally attributed to Feigenbaum, Bachanan, Lederberg, and Sutherland for their work, originating in the 1960s, on the DENRAL system. Turing's last proposal was an iterative, evolutionary technique which he later expanded on stating: "We cannot expect to find a good child-machine at the first attempt. One must experiment with teaching one machine and see how well it learns. One can then try another and see if it is better or worse. There is an obvious connection between this process and evolution". Though a primitive proposal in comparison to modern techniques, Turing clearly identified the foundation of what we now refer to as Evolutionary Computation (EC). EC borrows principles from biological evolution and adapts them for use in computer systems. Despite EC initially appearing to be an awkward melding between the two perpendicular disciplines of biology and computer science, useful ideas from evolutionary theory can be utilised in engineering processes. Just as man dreamt of flight from watching birds, EC researchers dream of self-improving systems from observing evolutionary processes. Despite these similarities, evolutionary inspired techniques in computer science have yet to build complex software systems from scratch. Though they have been successfully utilised to solve complex problems, such as classification and clustering, there is a general acceptance that, as in nature, these evolutionary processes take vast amounts of time to create complex structures from simple starting points. Even the best computer systems cannot compete with nature's ability to evaluate many millions of variants in parallel over the course of millennia. It is for this reason research into modifying and optimising already existing software, a process known as Genetic Improvement, has blossomed. Genetic Improvement (commonly referred to as 'GI') modifies existing software using search-based techniques with respect to some objective. These search-based techniques are typically evolutionary and, if not, are based on iterative improvement which we may view as a form of evolution. GI sets out to solve the 'last mile' problems of software development; problems that arise in software engineering close to completion, such as bugs or sub-optimal performance. It is the genetic improvement of non-functional properties, such as execution time and energy consumption, which we concern ourselves with in this thesis, as we find it to be the area of research which is the most interesting, and the most exciting. It is hoped that those referencing this thesis may share the same vision: that the genetic improvement of non-functional properties has the potential to transform software development, and that the work presented here is a step towards that goal. The thesis is divided into six chapters (inclusive of this 'Introduction' chapter). In Chapter 2 we explain the background material necessary to understand the content discussed later in the following chapters. From this, in Chapter 3, we highlight our investigations into the novel nonfunctional property of energy consumption which, in part, includes a study in how energy may be reduced via the approximation of output. We then expand on this in Chapter 4 by discussing our investigations into the applicability of GI in the domain of approximate computing, which covers a study into optimising the non-functional properties of software running on novel hardware - in this case, Android tablet devices. We then show, in Chapter 5, early research into how GI may be used to specialise software for specific hardware targets; in particular, how GI may automatically modify sequential code to run on GPUs. Finally, in Chapter 6 we discuss what relevant work is currently being undertaken by using the area of genetic improvement, and provide the reader with clear and concise take-away messages from this thesis.
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LaGuardia, John Louis. "Computer Aided Parametric Screw Design and Analysis Using Pro/Engineer Solid Modeling Software." University of Akron / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=akron1237988201.

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5

Iftikhar, Muhammad Usman. "A Model-Based Approach to Engineer Self-Adaptive Systems with Guarantees." Doctoral thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-69136.

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Modern software systems are increasingly characterized by uncertainties in the operating context and user requirements. These uncertainties are difficult to predict at design time. Achieving the quality goals of such systems depends on the ability of the software to deal with these uncertainties at runtime. A self-adaptive system employs a feedback loop to continuously monitor and adapt itself to achieve particular quality goals (i.e., adaptation goals) regardless of uncertainties. Current research applies formal techniques to provide guarantees for adaptation goals, typically using exhaustive verification techniques. Although these techniques offer strong guarantees for the goals, they suffer from well-known state explosion problem. In this thesis, we take a broader perspective and focus on two types of guarantees: (1) functional correctness of the feedback loop, and (2) guaranteeing the adaptation goals in an efficient manner. To that end, we present ActivFORMS (Active FORmal Models for Self-adaptation), a formally founded model-driven approach for engineering self-adaptive systems with guarantees. ActivFORMS achieves functional correctness by direct execution of formally verified models of the feedback loop using a reusable virtual machine. To efficiently provide guarantees for the adaptation goals with a required level of confidence, ActivFORMS applies statistical model checking at runtime. ActivFORMS supports on the fly changes of adaptation goals and updates of the verified feedback loop models that meet the changed goals. To demonstrate the applicability and effectiveness of the approach, we applied ActivFORMS in several domains: warehouse transportation, oceanic surveillance, tele assistance, and IoT building security monitoring.
Marie Curie CIG, FP7-PEOPLE-2011-CIG, Project ID: 303791
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França, Alberto César Cavalcanti. "A theory of motivation and satisfaction of software engineers." Universidade Federal de Pernambuco, 2014. https://repositorio.ufpe.br/handle/123456789/12006.

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CNPq
Pesquisas na área de engenharia de software indicam que o gerenciamento apropriado da motivação e satisfação no trabalho são importantes para o sucesso de projetos de software. No entanto, rara tem sido a preocupação com o uso apropriado de teorias bem estabelecidas para fundamentar tais pesquisas, o que deixa em aberto várias questões práticas sobre motivação e satisfação no contexto do desenvolvimento de softwares. Evidências apontam que o conhecimento sobre a satisfação no trabalho, neste contexto, está relativamente consolidado, mas ainda há muito a se aprender sobre as características específicas que antecedem a motivação dos engenheiros de software. Objetivo: O ponto de partida compreende teorias de Satisfação no Trabalho e das Características do Trabalho, que defendem que motivação e satisfação no trabalho referem-se a fenômenos distintos. Esta tese objetiva então clarificar quais são as características do trabalho que influenciam a motivação de engenheiros de software. Método: Este quadro teórico inicial foi evoluído baseado nos aprendizados resultantes de um estudo de múltiplos casos, executado em quatro organisações de software em Recife-PE. Durante 11 meses, dados foram coletados nestas organizações, através de entrevistas semi-estruturadas, estudos diários, e análise documental. Resultados: Os resultados apontam que (1) engenheiros de software não estão conscientes sobre a distinção entre os dois fenômenos (motivação e satisfação no trabalho), (2) motivação é caracterizada pelo engajamento e concentração, (3) motivação é afetada por diversas características da tarefa do engenheiro de software, mas também pela percepção sobre o engajamento dos colegas de trabalho e pela auto-confiança técnica do trabalhador, (4) motivação contribui para a satisfação no trabalho, moderada pela informação provida sobre a performance individual dos engenheiros, e (5) o papel mediador das características pessoais do indivíduo é universal. Conclusão: Com base nestes dados, é proposta uma nova teoria de motivação e satisfação de engenheiros de software (TMS-SE) que une elementos de teorias bem estabelecidas, expandindo-as e adaptando-as à realidade específica de engenheiros de software. A TMS-SE representa um avanço em nossa compreensão do comportamento de engenheiros de software, bem como levanta novas questões e propõe um terreno organizado para futuras investigações nesta área.
Context: Previous research work in the Software Engineering field indicates that a proper management of motivation and job satisfaction at work can help software organisations to achieve higher levels of project success. However, the little concern with the adequate use of well-established theories to underpin these researches left unclear several theoretical and practical aspects of work motivation and job satisfaction in the software context. In fact, there is enough knowledge about job satisfaction factors, but not on specific characteristics of the work that motivate software engineers. Objective: The starting point of this research comprises the Job Satisfaction and the Job Characteristics theories, which argue that job satisfaction and work motivation are distinguishable phenomena, with distinct antecedents and different outcomes. Then, this thesis aims to clarify specifically what factors drive motivation of software engineers at work. Method: The initial theoretical framework was evaluated and enhanced based on findings from a multiple case study that comprised four different software organisations from Recife, Brazil. For 11 months, rich data was collected independently in those organisations, by means of semi-structured interviews, diary studies, and document analyses, and the synthesis followed a standard procedure of cross-case analysis. Results: The results point out that (1) practitioners are not aware of the distinction between work motivation and job satisfaction, (2) work motivation is characterized by engagement and concentration, (3) work motivation is affected by software engineering tasks characteristics and by the co-workers’ engagement, workload and technical confidence, (4) work motivation improves satisfaction moderated by feedback information provided about the individual’s performance, and (5) the mediating role of individual characteristics is pervasive. Conclusion: Based on these data, it was possible to draw up a new theory of motivation and satisfaction of software engineers (TMS-SE), which unites elements from well established theories, expands and adapts them to the software engineering specific context. The TMS-SE represents an advance on our understanding of software engineers’ behaviour as well as it raises new questions and provides an organised ground for future investigations in this area.
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SANTOS, Ronnie Edson de Souza. "The Influence of Job Rotation on Motivation and Satisfaction of Software Engineers." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/16366.

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Context. During the last decades, human factors have become of great interest for many software engineering researchers, considering there are a wide variety of human and social aspects that might affect the way software engineers perform their work. As an example of this, recent research revealed a need for the proper management of two elements, the motivation and the satisfaction of software engineers, in order to achieve higher levels of performance at work. In this context, the Theory of Motivation and Satisfaction of Software Engineers (TMS-SE), recently established, confirms this need and recognizes the difference between these two factors, demonstrating that motivated software engineers are engaged and concentrated, while satisfaction is perceived in terms of happiness at work. Goal. Although having observed a wide diversity of aspects present at the software development environment, the TMS-SE did not specifically address the practice known as Job Rotation, whereby people are constantly switching jobs or projects at the same organization, and the effects of this practice on the motivation and satisfaction of software engineers. Thus, the main goal of this research is to investigate and discuss how the practice of job rotation can influence the motivation and the satisfaction of these individuals. Method. To achieve this goal, a qualitative case study was conducted in a software organization where the practice of job rotation amongst software projects is common. A group of software engineers were interviewed in order to collect data about their experience with this practice. Results. The findings suggest that, in a context in which the rotation of software engineers is frequent, it is necessary to find the balance between the positive and negative factors affecting the engagement and the concentration of these individuals, otherwise, their motivation will be impaired by the increase in the cognitive overload at work. In addition, the lack of feedback, resultant from constant movement among projects and teams, has a direct and negative impact on job satisfaction.
Contexto. Durante as últimas décadas, os fatores humanos tem recebido grande atenção de muitos pesquisadores de área de Engenharia de Software, pois estes fatores afetam a forma como os engenheiros de software executam o seu trabalho. A exemplo disto, pesquisas recentes revelaram a necessidade de uma gestão adequada da motivação e satisfação de engenheiros de software para que se possa atingir altos níveis de desempenho. Neste contexto, a Teoria da Motivação e Satisfação dos Engenheiros de Software (TMS-SE), estabelecida recentemente, confirma esta necessidade e estabelece a diferença entre estes dois fatores, demonstrando que engenheiros de software motivados são empenhados e concentrados, enquanto a satisfação é percebida em termos de contentamento com o trabalho. Objetivo. Apesar de ter discutido uma grande variedade de aspectos relacionados com o trabalho de equipes de desenvolvimento de software, a TMS-SE não explica diretamente o impacto da prática de Job Rotation (rotações de trabalho), através da qual estes indivíduos são periodicamente mudados de equipe e de projeto de software, na motivação e satisfação dos engenheiros de software. Assim, o objetivo desta pesquisa foi investigar e discutir como as rotações de trabalho podem influenciar a motivação e a satisfação de engenheiros de software. Método. Para atingir este objetivo, um estudo de caso qualitativo foi realizado em uma organização de software que utiliza a prática de rotação de engenheiros de software, os quais foram entrevistados sobre a sua experiência neste processo. Resultados. Os resultados sugerem que, em um contexto em que a rotação de engenheiros de software é freqüente, faz-se necessário buscar o equilíbrio entre os fatores positivos e negativos que afetam o engajamento e a concentração destes indivíduos, caso contrário, sua motivação será prejudicada pelo aumento da carga cognitiva do trabalho. Além disso, a falta de feedback sobre o trabalho, tem impacto negativo direto sobre a satisfação no trabalho.
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Karlson, Max, and Fredrik Olsson. "Investigating the Newly Graduated StudentsExperience after University." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18133.

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Today’s labor market is teeming with software development jobs, and employeesare needed more than ever. With this statement, one would believe it is easy fora newly graduated student to start their career. However, according to severalstudies, there are specific areas where newly graduated Software Engineeringstudents struggle when beginning their first job. Currently, there is a displace-ment about what the school should focus on when teaching their students. Thiscauses various challenges to arise for newly graduated students when they areinitially starting their career. To address this issue, this study aims to iden-tify whether or not there exists a gap between the education provided by theuniversities, and what is expected from the industry. In accordance with this,the purpose is also the point out which areas might be challenging for newlygraduated students, and highlight how the school and industry can benefit fromthe results of this study.By conducting interviews with both newly graduated student with one to threeyears working experience or personnel responsible for hiring new employees atcompanies, this study will give an insight on which common areas newly grad-uates may struggle with. Although the result specifies several areas which arechallenging to newly graduated students. The greatest challenges which thenewly graduated graduated students faced were areas revolving around softskills. This was in accordance with the opinions of the recruiters. Insinuatingthat these areas are what the school should focus more on. Other differencesbetween the newly graduated interviewee’s opinions and the recruiters are alsohighlighted in the report Several subjects in school could improve its way ofteaching. Furthermore, there are possibilities for companies to better adjusttheir on-boarding of newly graduated. By addressing the challenges which newlygraduated face they can provide their new employees with a better understand-ing of how to properly work and function in the industry today.
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Ferreira, Adriane Pedroso Dias. "MetImage: uma metodologia para desenvolvimento de software para o processamento e análise de imagens." Universidade Federal de Santa Maria, 2006. http://repositorio.ufsm.br/handle/1/8243.

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The development of image processing and analysis software is a complex task by using mathematical methods to solve problems, by needing multidisciplinary team and demanding high degree of software developed quality. Therefore, is very important to utilize a methodology that organizes and improves the process of development of this type of software. The existence of a methodology is pointed out as one of the first steps toward the management and improvement the process software development. Therefore, this work presents a specific methodology for the development of image processing and analysis software, called, in this work, MetImage. The goal of this methodology is to improve the deficiencies detected in existing methodologies, such as the excessive resources, bureaucracy, exaggerated control and the documentation gap, in same specific cases. The methodology proposal was implanted in the context of a research group. The main results obtained were the specification of the team activities, the inclusion of the stage of learning on the necessary mathematical methods for the implementation of the functionalities and the standardization of code. Moreover, the documentation generated can be use as a support for the agreement between specialists of the different areas that make part of the research group.
O desenvolvimento de software para processamento e análise de imagens é uma tarefa complexa por utilizar métodos matemáticos para resolver os problemas, por necessitar de uma equipe multidisciplinar e por exigir alto grau de qualidade do software desenvolvido. Portanto, fazer uso de uma metodologia que organize e melhore o processo de desenvolvimento desse tipo de software é de vital importância. A existência de uma metodologia é apontada como um dos primeiros passos em direção ao gerenciamento e a melhoria do processo de desenvolvimento de software. Assim, este trabalho apresenta uma metodologia específica para o desenvolvimento de software para processamento e análise de imagens, chamada nesse trabalho de MetImage. O objetivo dessa metodologia é suprir as deficiências detectadas nas metodologias existentes, tais como o excesso de recursos, burocracia, controle exagerado e falta de documentação, em alguns casos específicos. A metodologia proposta foi implantada no contexto de um grupo de pesquisa. Os principais resultados obtidos foram: a especificação das atividades da equipe, a inclusão de uma etapa de aprendizagem sobre os métodos matemáticos necessários para a implementação das funcionalidades requeridas pelos sistemas e a padronização de código. Além disso, a documentação gerada pode servir de apoio para o entendimento entre especialistas das diferentes áreas que fazem parte do grupo de pesquisa.
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Cyrillo, Luciano Cavallini. "GesProDS - um modelo de gestão de projetos distribuídos de software." Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-01032006-113023/.

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Este trabalho apresenta um modelo para gestão de projetos distribuídos de software. Inicialmente, são apresentados os principais problemas identificados na literatura em relação ao Desenvolvimento Distribuído de Software. Em seguida, são analisados alguns modelos de gestão especializados neste tipo de desenvolvimento e também modelos tradicionais de gestão. Uma comparação entre os modelos é realizada para identificação do nível de atendimento de cada um em relação aos principais problemas identificados para este contexto de desenvolvimento. As melhores práticas de gestão em ambientes de Desenvolvimento Distribuído de Software são identificadas e utilizadas para compor um modelo de Gestão de Projetos Distribuídos de Software (GesProDS). O detalhamento do modelo envolve a descrição dos papéis, responsabilidades das organizações e recursos envolvidos. Além disso, a estrutura da organização envolvida e os processos de gestão identificados são descritos.
This work shows a model for management of Global Software Development projects. Initially the main problems identified in literature for this kind of projects are presented. After that, some specialized models of project management are discussed. A comparison between the identified models and the most known models of project management in relation to the main described problems for this context is also carried through. From the described information, the best practices of project management are identified and used to compose a project management model (GesProDS) for Global Software Development Projects. This model is described including its roles, responsibilities of organizations and required resources. Further more, the structure of the virtual organization and management processes are described.
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Vieira, Junior Ivanilson Fran?a. "Uma abordagem na camada de middleware para troca din?mica de componentes em sistemas multim?dia distribu?dos baseados no framework Cosmos." Universidade Federal do Rio Grande do Norte, 2009. http://repositorio.ufrn.br:8080/jspui/handle/123456789/17998.

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Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior
To manage the complexity associated with the management of multimedia distributed systems, a solution must incorporate concepts of middleware in order to hide specific hardware and operating systems aspects. Applications in these systems can be implemented in different types of platforms, and the components of these systems must interact each with the other. Because of the variability of the state of the platforms implementation, a flexible approach should allow dynamic substitution of components in order to ensure the level of QoS of the running application . In this context, this work presents an approach in the layer of middleware that we are proposing for supporting dynamic substitution of components in the context the Cosmos framework , starting with the choice of target component, rising taking the decision, which, among components candidates will be chosen and concluding with the process defined for the exchange. The approach was defined considering the Cosmos QoS model and how it deals with dynamic reconfiguration
Para tratar a complexidade associada ao gerenciamento dos sistemas multim?dia distribu?dos, uma solu??o deve incorporar conceitos de middleware de forma a abstrair especificidades de hardware e sistemas operacionais. Aplica??es nesses sistemas podem ser executadas em diferentes tipos de plataformas, e os componentes destes sistemas precisam interagir uns com os outros. Devido ? variabilidade dos estados das plataforma de execu??o, uma abordagem flex?vel deve permitir a troca din?mica de componentes visando garantir o n?vel de QoS da aplica??o em execu??o. Neste contexto, o presente trabalho apresenta uma abordagem na camada de middleware para a realiza??o de troca din?mica de componentes no contexto do framework Cosmos, iniciando com a escolha do componente alvo para a troca, passando pela tomada de decis?o de qual, entre os componentes candidatos, ser? escolhido e concluindo com o processo definido para a troca. A abordagem foi definida com base nos requisitos de QoS considerados no framework Cosmos de maneira a suportar a reconfigura??o din?mica de componentes
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Cournoyer, Richard John. "The Application of Parametric Software into the Undergraduate Computer-Aided Manufacturing Environment." Digital WPI, 1999. https://digitalcommons.wpi.edu/etd-theses/1078.

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"This thesis presents an in depth study of Pro/Engineer's manufacturing module and its application into the Computer-Aided Manufacturing (CAM) undergraduate education environment. Mechanical Engineering has a lot to gain by incorporating computers into the undergraduate curriculum in comparison to only the traditional classroom surroundings. Today, complex problems can be solved in mere seconds thanks to the power and speed of current computers. Likewise within today's manufacturing sector, numerical controlled (NC) machines are no longer programmed manually. In today's globally competitive manufacturing environment, integrated systems such as CAD/CAM help reduce the ever-shrinking time to market. This thesis contains the background as well as the curriculum material necessary to teach undergraduate students CAM using Pro/Engineer's manufacturing module. The curriculum material starts with the tutorials to teach and reinforce Pro/Engineer basic sketcher skills, which are necessary background information. Followed with in-depth click tutorials to teach the manufacturing module for 2 axes turning, and 3 axes hole drilling and milling. It also includes the necessary lab manuals that reinforce the class lecture material, an electronic manufacturing exam, and the students' evaluations from 2 terms when the CAM course (ME3820) was offered."
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Filho, Ari do Amaral Torres. "AnÃlise da utilizaÃÃo de mÃtodos Ãgeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=12689.

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FundaÃÃo de Amparo à Pesquisa do Estado do CearÃ
Nas duas Ãltimas dÃcadas houve um considerÃvel avanÃo no uso de Tecnologias da InformaÃÃo e ComunicaÃÃo Digitais no processo de ensino e aprendizagem, tanto na modalidade de EducaÃÃo presencial quanto a distÃncia. Neste contexto, o uso de Ambientes Virtuais de Aprendizagem - softwares criados para o suporte a cursos atravÃs da Internet - vÃm crescendo e seu acesso se tornando cada vez mais diversificado, indo de computadores desktop a celulares smartphones. Desta forma, a complexidade de criaÃÃo destes ambientes se torna cada vez maior e exige tÃcnicas de Engenharia de Software e GestÃo de Projetos cada vez melhores para garantir a qualidade do produto gerado e a satisfaÃÃo do cliente. Tendo em vista tal cenÃrio, o presente trabalho propÃe o uso de Metodologias Ãgeis tanto no desenvolvimento quanto na gestÃo de projetos de ambientes virtuais como uma soluÃÃo mais interessante que a tradicional forma de criaÃÃo de softwares baseada somente na qualidade do produto, esquecendo, muitas vezes, a satisfaÃÃo do cliente e a motivaÃÃo dos desenvolvedores
In the last two decades there has been considerable progress in the use of Information Technologies and Digital Communication in the process of teaching and learning, both in the form of classroom education as distance. In this context, the use of Virtual Learning Environments - software designed to support the courses via the Internet - is growing and access becoming increasingly diverse, ranging from desktop computers to mobile smartphones. Thus, the complexity of creating these environments becomes increasingly technical and requires Software Engineering and Project Management always better to ensure product quality and customer satisfaction generated. Given such a scenario, this paper proposes the use of Agile methodologies in the development and project management of virtual environments as a more interesting way than traditional software delivery based only on product quality, forgetting often , customer satisfaction and motivation of developers. This paper reports the adoption of agile methodologies in the development of the SOLAR AVA 2.0, showing that it is possible to succeed in both the technical level and at the organizational and personally with the adoption of agile practices in the development of AVAs that can be proven through experiments done with the satisfaction surveys with users and project developers.
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14

Valbasas, Hubertas. "Aparatinės programų apsaugos metodų tyrimas ir paskirstytų skaičiavimų modelio panaudojimas apsaugos rakto realizacijai." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110901_122838-58955.

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Programų apsaugą yra svarbus šių dienų klausimas. 2009 metais pasaulyje buvo užfksuotas 43% piratavimo lygis, o Rytų Europoje 64% lygis. Vienas iš būdų apsaugoti programas nuo neteisėto naudojimo yra aparatiniai apsaugos metodai. Atlikus aparatinių apsaugos metodų analizę nustatyta, kad pažeidžiamiausia apsaugos vieta yra komunikavimas tarp programos ir aparatinio įrenginio, todėl apsaugos raktai, kurie vykdo dalį programos, gali apsaugoti nuo daugumą apgrąžos inžinerijos atakų. Įrodymui buvo sukurtas simuliacinis paskirstytų skaičiavimų aparatinės apsaugos Matlab modelis ir atliktas eksperimentis jo patikrinimas parodė, kad siūlomas apsaugos modelis yra atsparus derinimo ir programos klonavimo atakoms. Tyrimo metu, buvo sukurtas eksperimentinis apsaugos rakto prototipas, kuri vykdo dalį programos, o apsauga ištirta su dviem eksperimentinėmis programomis nuo derinimo, dekompiliavimo ir programos klonavimo atakų. Eksperimentinis tyrimas parodė, kad galima rasti programos kreipinius į apsaugos raktą, tačiau jų apėjimas ar pakeitimas, sugadina programą, praneša apie nežinomus adresus. Taip pat buvo atliktas eksperimetinės programos, apsaugotos komerciniu apsaugos raktu, tyrimas, kuris parodė, kad tradiciniai apsaugos metodai neužtikrina apsaugos nuo apgrąžos inžinerijos, kaip tai buvo įrodyta su eksperimentiniu apsaugos rakto prototipu.
Software protection is important problem of nowaday. In 2009 the piracy rate reaches 43% of all globe softwares usage, especialy high piracy rate is in Eastern Europe, where 64% of softwares are illegal. This brings hardware-based protection to be one of the prime defense against illegal software usage. The analysis of hardware-based software protection showed that the weakest part of hardware-based protection is communication with software, so dongle method, which computes part of the software inside dongle, could withstand most of reverse engineer attack methods. To prove this Matlab model of distributed dongle-based protection scheme was created and its experimental evaluation showed, that suggested software protection model is resistant against deassembling, debbuging and software cloning attacks. Equally, experimental distributed computing protection dongle prototype was created and tested with two experimental programs against deassembling, debbuging, decompilation and software cloning attacks. This shows that attackers can find calls to the dongle, but can not jump or nop it, such it was done in experimental software protected with traditional commercial dongle.
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15

Hrnčíř, Petr. "Ocelová konstrukce průmyslové skladovací haly." Master's thesis, Vysoké učení technické v Brně. Fakulta stavební, 2012. http://www.nusl.cz/ntk/nusl-225489.

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This thesis deals with design and static assessment of steel structures buildings for storage purposes. The work contains a static calculation performed by software Scia Engineer, manual examination of selected bars and drawings proposed design solution.
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16

Kratz, Ricardo de Andrade. "Fábrica de adequação de conteúdos de ensino para objetos de aprendizagem reutilizáveis (RLOs) respeitando a norma SCORM." Universidade do Vale do Rio do Sinos, 2006. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2219.

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Para promover a reutilização de conteúdos de aprendizagem é necessário promover a normalização desses conteúdos para que possam funcionar corretamente em qualquer sistema de e-learning. A normalização permite: uma fácil reutilização; a portabilidade dos conteúdos criados; a padronização dos processos de criação; e a gestão dos conteúdos de aprendizagem. Porém, normalizar um ambiente de Educação a Distância já existente não é uma tarefa trivial e necessita de uma adequação tanto dos conteúdos de aprendizagem quanto do sistema de e-learning, pois toda a arquitetura é alterada, sendo necessário separar o conteúdo da estrutura. Esta pesquisa propõe e implementa uma arquite-tura denominada Fábrica de Adequação capaz de promover a interoperabilidade dos conteúdos educacionais e promover a adequação de recursos educacionais para Objetos de Aprendizagem Reutilizáveis, respeitando a norma SCORM, utilizando de tecnologias de Agentes de Software,Meta-dado (SCORM) e Web Services, os quais dispõem de mecanismo de auton
To promote learning object reusability it is necessary to provide the normalization of its contents so that they can work appropriately in any e-learning system. The normalization alows easy reusability, portability of created contents, standardization of processes of creation, and management of learning objects. However, to normalize an existing E-learning environment it is not a trivial task and it requires adequacy either of the learning contents and the e-learning system, once the whole architecture is modified, being necessary though to separate the content from the structure. This research proposes and implements an architecture caled Adequacy Factory which is capable of promoting the interoperability of educational contents and the adequacy of educational resources for Learning Object Reusability, respecting the SCORM norm by using technologies such as Soft-ware Agents, Meta-Data (SCORM), and Web Services which make use of autonomy mechanism, interaction, invocation, access, and reuse of services
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17

Torres, Filho Ari do Amaral. "Análise da utilização de métodos ágeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0." reponame:Repositório Institucional da UFC, 2014. http://www.repositorio.ufc.br/handle/riufc/13359.

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TORRES FILHO, A. A. Análise da utilização de métodos ágeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0. 2014. 158 f. Dissertação (Mestrado em Ciência da Computação) - Centro de Ciências, Universidade Federal do Ceará, Fortaleza, 2014.
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In the last two decades there has been considerable progress in the use of Information Technologies and Digital Communication in the process of teaching and learning, both in the form of classroom education as distance. In this context, the use of Virtual Learning Environments - software designed to support the courses via the Internet - is growing and access becoming increasingly diverse, ranging from desktop computers to mobile smartphones. Thus, the complexity of creating these environments becomes increasingly technical and requires Software Engineering and Project Management always better to ensure product quality and customer satisfaction generated. Given such a scenario, this paper proposes the use of Agile methodologies in the development and project management of virtual environments as a more interesting way than traditional software delivery based only on product quality, forgetting often , customer satisfaction and motivation of developers. This paper reports the adoption of agile methodologies in the development of the SOLAR AVA 2.0, showing that it is possible to succeed in both the technical level and at the organizational and personally with the adoption of agile practices in the development of AVAs that can be proven through experiments done with the satisfaction surveys with users and project developers.
Nas duas últimas décadas houve um considerável avanço no uso de Tecnologias da Informação e Comunicação Digitais no processo de ensino e aprendizagem, tanto na modalidade de Educação presencial quanto a distância. Neste contexto, o uso de Ambientes Virtuais de Aprendizagem - softwares criados para o suporte a cursos através da Internet - vêm crescendo e seu acesso se tornando cada vez mais diversificado, indo de computadores desktop a celulares smartphones. Desta forma, a complexidade de criação destes ambientes se torna cada vez maior e exige técnicas de Engenharia de Software e Gestão de Projetos cada vez melhores para garantir a qualidade do produto gerado e a satisfação do cliente. Tendo em vista tal cenário, o presente trabalho propõe o uso de Metodologias Ágeis tanto no desenvolvimento quanto na gestão de projetos de ambientes virtuais como uma solução mais interessante que a tradicional forma de criação de softwares baseada somente na qualidade do produto, esquecendo, muitas vezes, a satisfação do cliente e a motivação dos desenvolvedores
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18

Blaauw, Pieter. "Search engine poisoning and its prevalence in modern search engines." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1002037.

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The prevalence of Search Engine Poisoning in trending topics and popular search terms on the web within search engines is investigated. Search Engine Poisoning is the act of manipulating search engines in order to display search results from websites infected with malware. Research done between February and August 2012, using both manual and automated techniques, shows us how easily the criminal element manages to insert malicious content into web pages related to popular search terms within search engines. In order to provide the reader with a clear overview and understanding of the motives and the methods of the operators of Search Engine Poisoning campaigns, an in-depth review of automated and semi-automated web exploit kits is done, as well as looking into the motives for running these campaigns. Three high profile case studies are examined, and the various Search Engine Poisoning campaigns associated with these case studies are discussed in detail to the reader. From February to August 2012, data was collected from the top trending topics on Google’s search engine along with the top listed sites related to these topics, and then passed through various automated tools to discover if these results have been infiltrated by the operators of Search Engine Poisoning campaings, and the results of these automated scans are then discussed in detail. During the research period, manual searching for Search Engine Poisoning campaigns was also done, using high profile news events and popular search terms. These results are analysed in detail to determine the methods of attack, the purpose of the attack and the parties behind it
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Chan, Kwok Hung Billy Carleton University Dissertation Engineering Mechanical. "Software for welding engineers." Ottawa, 1990.

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20

Bradley, Roxanne. "Software design : communication between human factors engineers and software developers /." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-08222009-040239/.

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21

Palmé, Michael, and Felix Toppar. "Line of Code Software Metrics Applied to Novice Software Engineers." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264120.

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In the world of modern software engineering, there are certain metrics used to measure size and effort of projects. This provides insight to how engineers work, however when it comes to novice engineers there is little to no documentation. Without enough documentation this becomes a problem when trying to make predictions on projects involving novice software engineers, since there simply is not enough previous work on the area involving novice software engineers.The problem is that there is very little research available when it comes to how novice software engineers efficiency compares to more experienced software engineers. This makes it difficult to calculate predictions on software projects where novice engineers are involved. So how do novice engineers distribute their time and effort in a software development project?The purpose is to find out how the time is distributed in a workplace involving novice software engineers. Further is to learn more of the differences between how novice and experienced software engineers distribute their time and effort in a project.The goal of this thesis is to improve the understanding of how novice software engineers contribute to a software project.In this work, a case study has been done with two novice engineers at a workplace in order to learn more about how novice engineers contribute to a software project. In this case study, a quantitative research method was adapted using the Line of Code software metric to document how the novice engineers distributed their time.The results of the case study showed that the two novice engineers spent far more time coding than planning and that they wrote code faster than the average experienced engineer.
Menigen med detta arbete är att ta reda på hur tiden som läggs på ett mjukvaruprojekt distrubieras på en arbetsplats med nyutbildade mjukvaruingenjörer.Målet med detta arbete är att förbättra förståelsen angående hur nyutbildade mjukvaruingenjörer bidrar till ett mjukvaruprojekt.I det här arbetet så har en fallstudie gjorts med två stycken nyutbildade mjukvaruingenjörer för att undersöka hur nyutbildade ingenjörer bidrar till ett mjukvaruprojekt. Fallstudien följer dessa två ingenjörer på en arbetsplats där en kvantitativ undersökning görs med hjälp av Line of Code mjukvarumetriken som används för att dokumentera hur ingenjörerna fördelade sin tid på arbetsplatsen.Resultaten av fallstudien visade att dessa två nyutbildade ingenjörer spenderade mycket mer tid åt kodande än åt planerande, och att de skrev kod snabbare än den genomsnittliga erfarna ingenjören.
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22

Miranda, Jonathan Rodrigo A. "Automating Self Evaluations for Software Engineers." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1614.

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Software engineers frequently compose self-evaluations as part of employee perfor- mance reviews. These evaluations can be a key artifact for assessing a software engineer’s contributions to a team and organization, and for generating useful feed- back. Self-evaluations can be challenging because a) they can be time consuming, b) individuals may forget about important contributions especially when the review period is long such as a full year, c) some individuals can consciously or unconsciously overstate their contributions, and d) some individuals can be reluctant to describe their contributions for fear of appearing too proud [24]. UNBIASED, Useful New Basic Interactive Automated Self-Evaluation Demon- stration, is a web application designed to tackle the challenges of performing a self- evaluation by automatically gathering data from existing third party APIs, perform- ing an analysis on the data, and generating a self-evaluation starting point for soft- ware engineers to build off. The third party APIs currently supported are: Bitbucket, Gmail, Google Calendar, GitHub, and JIRA.
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23

Savary-Leblanc, Maxime. "Augmenting software engineers with modeling assistants." Thesis, Université de Lille (2018-2021), 2021. https://pepite-depot.univ-lille.fr/LIBRE/EDMADIS/2021/2021LILUB027.pdf.

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La connaissance du domaine est une condition préalable à la conception et à la mise en œuvre de logiciels adaptés aux exigences des parties prenantes. Une façon courante de formaliser cette connaissance est réalisée par des modèles conceptuels, qui sont couramment utilisés pour décrire ou simuler un système. L'acquisition d'une telle expertise nécessite de discuter avec des parties prenantes bien informées et/ou d'avoir accès à des documents utiles, qui ne sont pas toujours facilement accessibles. Dans le même temps, de plus en plus d'échantillons de modèles peuvent être rassemblés à partir de sources multiples, ce qui représente un nombre croissant d'éléments de connaissance déjà formalisés et accessibles. Par exemple, certaines entreprises conservent des archives de référentiels de modèles internes. Il existe également de nombreux projets open source qui contiennent des modèles, tandis que certains outils de modélisation offrent même la possibilité de créer des projets publics que l'on peut parcourir librement. Ces sources de données pourraient être exploitées pour créer une connaissance du domaine qui pourrait être fournie aux ingénieurs logiciels lors de la modélisation. Pour être utile, cette connaissance doit être de haute qualité, mais doit aussi être bien intégrée dans le processus de modélisation du logiciel. L'objectif de cette thèse est de fournir un cadre pour exploiter les connaissances afin d'aider les utilisateurs d'outils de modélisation informatique avec des assistants de modélisation logicielle. Cette thèse présente d'abord nos questions de recherche basées sur une étude de cartographie systématique sur les assistants logiciels pour l'ingénierie logicielle, et se concentre ensuite sur les assistants logiciels pour la modélisation. Elle rend compte de la conception d'assistants de modélisation basée sur une approche centrée sur l'utilisateur. Nous présentons les conclusions des entretiens menés avec des experts en modélisation, une étape au cours de laquelle les exigences sont recueillies. Ensuite, nous développons la création d'un prototype de base de connaissances en modélisation permettant (i) de créer des connaissances artificielles générales et spécifiques en modélisation, et (ii) de les mettre à disposition de tout client logiciel via des recommandations. Après avoir présenté les résultats d'une expérience concernant la précision du système, nous discutons ces résultats préliminaires. Enfin, cette thèse présente l'implémentation d'un assistant de modélisation logiciel intégré à l'outil Papyrus, qui vise à cognifier l'environnement de modélisation UML en intégrant les connaissances précédemment créées. Notre travail permet de clarifier le besoin d'assistance pendant les travaux de modélisation de logiciels, de présenter une première approche de la conception d'assistants logiciels pour la modélisation de logiciels, et d'identifier les défis de recherche dans l'assistance à la modélisation
Domain knowledge is a prerequisite to produce software design and implementation tailored to stakeholders’ requirements. One common way to formalize that knowledge is achieved through conceptual models, which are commonly used to describe or simulate a system. Acquiring such expertise requires to discuss with knowledgeable stakeholders and/or to get an access to useful documents, which both might not always be easily accessible. In the same time, more and more model samples can be gathered from multiple sources, what represents an increasing number of already formalized and accessible knowledge pieces. For example, some companies keep archives of internal model repositories. There also exist numerous open source projects that contain models while some modeling tools even offer the possibility to create public projects that are free to browse. Such data sources could be exploited to create domain knowledge that could be provided to software engineers while modeling. To be useful, this knowledge must be of high quality, but must also be well integrated into the software modeling process. The focus of this thesis is to provide a framework to exploit knowledge to assist users of computer-based modeling tools with software modeling assistants. This thesis first introduces our research questions based on a systematic mapping study about software assistants for software engineering, and then focuses on software assistants for modeling. It reports on the design of modeling assistants based on a user-centered approach. We present the conclusions of interviews conducted with experts in modeling, a stage in which requirements are collected. Then, we develop the creation of a prototype modeling knowledge base allowing (i) to create general and specific artificial modeling knowledge, and (ii) to make them available to any software client via recommendations. After introducing the results of an experiment regarding the accuracy of the system, we discuss these preliminary results. Finally, this thesis presents a software modeling assistant implementation integrated to the Papyrus tool, which aims to cognify the UML modeling environment by integrating the previously created knowledge. Our work helps to clarify the need for assistance during software modeling work, presents an initial approach to the design of software assistants for software modeling, and identify research challenges in modeling assistance
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24

Bates, Christopher David. "Message passing : how software engineers use talk." Thesis, Sheffield Hallam University, 2014. http://shura.shu.ac.uk/19328/.

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In this thesis I present software engineering as a social process in which programmers work together to create technical solutions. I propose that the social structures which developers create and within which they work provide the foundations from which they are able to collaborate to build software. In doing so I characterise software engineering as being as much a social enterprise as it is a technical one. Since its origins in the late 1960s, the discipline of software engineering has been one that is concerned primarily with tools, techniques and processes. Research and writing within the area, by both academics and practitioners, have been interested in developing better ways to deliver better software and, hence, better customer satisfaction. Relatively little effort has gone into understanding what it is that software developers, in particular programmers, do as they work collaboratively. Starting from an ethnomethodological position, I present an examination of those activities of programmers which enable both sense-making and coordination. The research examines the work of developers in teams that self-identify as adherents to the Agile Manifesto. These teams are interesting because of the Manifesto's commitment to a social view of software development. Three teams of professional developers are studied in their normal working environments as they work on commercial projects for their clients. The first is a failing team which I follow as they begin to use Scrum whilst the second team has been using Scrum for a number of years. The final team uses a mixture of techniques from XP, TDD and Kanban to create their own way of working. By revealing the ethnomethods of developers across the three organisations I show that the design and implementation of code is enabled through social interaction.
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Cosic, Prica Srdjan. "Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15324.

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Context: This is a study about investigating if playing video games can improve any skills and characteristics in a software engineer. Due to lack of resources and time, this study will focus on designing a study that others may use to measure the results and if video games actually can improve software engineers. Objectives: The main objectives are finding the benefits of playing video games and how those benefits are discovered. Meaning what types of games and for how long someone needs to play in order to be affected and show improvements. Another objective is to find out what skills are requested and required in a software engineer. Then it is time to design the study based on the information gathered. Methods: There is a lot of literature studying involved. The method is parallel research which is when reading about the benefits of playing video games, then also reading and trying to find corresponding benefits in what is requested and required in software engineers. Results: There are many cognitive benefits from video games that are also beneficial in software engineers. There is no recorded limit to how long a study can go on playing video games that it proves to have negative consequences. That means that the study designed from the information gathered is very customizable and there are many results that can be measured. Conclusions: There is a very high chance that playing video games can result in better software engineers because the benefits that games provide are connected to skills requested and required by employers and other expert software engineers that have been in the business for a long time and have a high responsibilities over other teams of software engineers.
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26

Arnaud, Virginie B. (Virginie Blandine). "Quantifying architects' and engineers' use of structural design software." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82174.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2013.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis. Page 137 blank.
Includes bibliographical references (p. 135-136).
Both architects and engineers encounter significant barriers and hurdles that compartmentalize both fields and increase the complexity of collaborative design. In addition to little interaction between both fields, software programs are limited in many aspects. That is why the current industry's organization and tools confront engineers and architects with significant challenges. If improvements are made, they would reduce designers' effort and the time spent to overcome these challenges, and would positively impact the quality of their work. Thus, it is necessary to identify problems in current tools and to study the design process to find areas for improvement in design software programs. This paper presents a discussion on the limitations of structural design software and a study on the differences between architects and engineers during the design process through the analysis of the use of a newly developed framework: StructureFIT. This tool was recently developed at MIT and aims to create an interface between both disciplines. In this thesis, a usability study and a questionnaire were specifically designed to gather data from 38 graduate students of architecture and engineering. This material aims to assess users' level of satisfaction with current tools, identify the areas to be improved in current software programs, quantify the differences in designers' practices, and assess StructureFIT. The analysis of findings suggests that users are not fully satisfied with current tools. The reason is that most design tools do not easily foster the exploration of structural alternatives due to lack of user-friendliness, compared to StructureFIT that did meet the users' demands. This work also provides a better understanding of engineers' and architects' respective design approaches as discussed through the analysis of the usability study results. Lastly, StructureFIT does provide a positive design exploration for designers, since the tool enabled users to dramatically improve structural performance while providing a wide diversity of solutions. The richness of generated efficient design solutions is what makes StructureFIT an innovative and promising approach.
by Virginie B. Arnaud.
M.Eng.
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27

Kutomi, Esdras. "Supporting Support Engineers." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8431.

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The steady and uninterrupted availability of systems is essential for the mission of many companies and other organizations. This responsibility relies mostly upon support engineers, who are responsible to respond to incidents. Incident response is a unique type of task in software engineering, given it carries distinguishing characteristics like risks, pressure, incomplete information and urgency. Despite the importance of this task for many organizations, little can be found in the literature about the incident response task and model. To fill the gap, we created a theoretical foundation to foster research on incident response. We conducted an interview study, asking 12 support engineers about their experiences dealing with outages, service degradation, and other incidents that demanded an urgent response. We used our 22 collected cases to identify important concepts of incidents and their dimensions, and created an ontology of incidents and a model of the incident response. To validate the usefulness of our results, we analyzed our incidents based on our ontology and model, providing some insights related to detection of incidents, investigation and the hand over process. We also provide analytical insights related to the prevention of resource limitation incidents. Finally, we validate the usefulness of our research by proposing an improvement on monitoring tools used by support engineers.
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Sach, Rien. "The impact of feedback on the motivation of software engineers." Thesis, Open University, 2013. http://oro.open.ac.uk/39125/.

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This research investigates how feedback affects the motivation of software engineers and develops a model of feedback in software engineering. Motivation has been reported as having an impact on software engineers’ productivity, the quality of the software they produce, the overall success of a software development project, and on the retention of software engineers. Findings from the last 30 years of research investigating motivation in software engineering have identified several factors that influence the motivation of software engineers, but the impact of each individual factor remains unclear. Feedback was identified as a factor affecting motivation by several studies investigating motivation in software engineering. Several theories of motivation exist which identify factors affecting motivation and models of how motivation is affected. Feedback is identified as a factor in four theories of motivation. In 2008 a systematic literature review identified that the majority of previous studies investigating motivation in software engineering were not grounded in motivation theory. This suggests that the majority of previous research investigating motivation in software engineering has not adequately considered theories of motivation and their relevance in software engineering. This research explored the importance of feedback and the effect of the characteristics of feedback on the motivation of software engineers, collecting their thoughts, perceptions, reflections and reactions to feedback using a range of different research methods. The research began with a preliminary study investigating how software engineers perceived feedback, and if the characteristics they identified were comparable to those identified in other disciplines, notably clinical education. Further studies followed by investigating feedback in software engineering, the short-term impact of received feedback, and the effect of the ‘source’ and ‘medium’ feedback characteristics. The findings of the preliminary study were that software engineers identified characteristics of feedback comparable to those found in clinical education, which gave a basis for further studies. Software engineers reported that feedback was the most common method of tracking their individual progress in a software project. A diary study collecting instances of feedback reported by software engineers found that positive feedback typically increased the engineers’ job satisfaction, and that negative feedback typically led to a change in their behaviour. Building on the earlier findings of this research, a scenario study and an online survey combining both scenarios and questions investigated the effect of the source and medium feedback characteristics. The findings of the four studies identified that the feedback recipient’s values and perceptions of the feedback source, and any preference they had to the medium used to send the feedback, affected the impact of received feedback. The findings suggested that the feedback software engineers report as the most valuable is not the same as feedback reported as having the most impact. The findings suggest that in software engineering, theories of motivation do not adequately consider the impact of the characteristics of feedback and the effect of different forms of feedback on motivation. A model of feedback in software engineering was identified by combining the findings of the four empirical studies and relevant literature. The model captures how feedback is experienced by software engineers. Software engineers perceive the characteristics of the received feedback, which provides information that is used to make several assessments about the feedback. Each engineer’s individual value set influences their assessments, and their current state of mind / mood / emotions affect the engineer’s perceptions, assessments, and individual value set. The assessments of the feedback then result in the impact of the received feedback, which can have an effect on the engineer’s attitude, behaviour, motivation, performance, job satisfaction, and feelings.
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29

Wheeler, Sharon A. "Software Engineers: License, Certify or Classify ? Modeling Practitioners Through SPECS." NSUWorks, 2005. http://nsuworks.nova.edu/gscis_etd/916.

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Although the title "Software Engineer" is widely used throughout industry, each software practitioner who bears the title is not a software engineer by many standards. In many instances, people believe that "Software Engineer" is a euphemism for a "programmer" who writes well-structured code while others believe it is about the software used by engineers. These suppositions expose the ignorance about the historical and legal meaning of "Engineer". Furthermore, the general use of the designation "Engineer" by other non-engineering professions has resulted in weakening the title. Licensing and certification are two possible methods to restrict the use of and restore respectability to the title "Software Engineer ". Unfortunately, efforts to license and certify software engineers have led to debate, controversy and opposition throughout the software community. This dissertation presumes that the debate over licensing and certification of software engineers is not truly a debate about licensing and certification but a debate about classification. This dissertation presents a system called SPECS (Software Practitioner Expert Classification System). The researcher suggests that a preliminary step prior to initiating the process of certification or licensing should be one of classification. The goal of classification is to associate the proper job title with the professional qualifications and services of the practitioner. The SPECS prototype has an underlying foundation in software engineering. Eight key components are used to build the classification model. These components include initial professional education, accreditation, skills development, certification, licensing, professional societies, continuing education and code of ethics. The significance of this dissertation is through the research and development of the classification model and the decision support system SPECS, an organization is provided a standard method to properly classify software practitioners and thus identify software engineers that qualify for certification or licensing. In addition, the research contributes to the field of expert system validation, knowledge discovery and knowledge acquisition.
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30

Buisman, Jacco. "Game Theory and Bidding for Software Projects An Evaluation of the Bidding Behaviour of Software Engineers." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5850.

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The conception phase is one of the most important phases of software projects. In this phase it is determined which software development company will perform a software project. To obtain a software project, companies can have several bidding strategies. This thesis investigates if and how game theory can be a helpful tool to evaluate bidding for software projects. This thesis can be divided into two different parts: a theoretical and a practical. The theoretical part investigates the applicable parts of game theory in this thesis, explains what software projects are, explains the difference between costing and bidding and provides results of a literature survey about bidding behaviour. The practical part introduces a study to investigate strategies and bidding behaviour of software engineers, explains the experimental design that found the study, provides the results of the performed study and a discussion of the results. This thesis concludes that game theory contains some concepts that make it possible to evaluate bidding for software projects.
Jacco Buisman Bonairestraat 32 9715 SE Groningen The Netherlands
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31

Toscanelli, Massimo. "Multicore Software Development for Engine Control Units." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19281/.

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The aim of this thesis was to find the best solution for multi-core data transfer of Engine Control Units provided with AUTOSAR architecture. Once studied the best algorithm to design a proper inter-core communicator, a code generator has been developed to automatically produce C code and implement multi-core control units' functionalities.
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32

Shah, Dhaval Kashyap. "Impact of Visualization on Engineers – A Survey." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6385.

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In the recent years, there has been a tremendous growth in data. Numerous research and technologies have been proposed and developed in the field of Visualization to cope with the associated data analytics. Despite these new technologies, the pace of people’s capacity to perform data analysis has not kept pace with the requirement. Past literature has hinted as to various reasons behind this disparity. The purpose of this research is to demonstrate specifically the usage of Visualization in the field of engineering. We conducted the research with the help of a survey identifying the places where Visualization educational shortcomings may exist. We conclude by asserting that there is a need for creating awareness and formal education about Visualization for Engineers.
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33

SABINO, Melina Mongiovi Cunha Lima. "Scaling testing of refactoring engines." Universidade Federal de Campina Grande, 2016. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/883.

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Submitted by Maria Medeiros (maria.dilva1@ufcg.edu.br) on 2018-06-05T13:58:29Z No. of bitstreams: 1 MELINA MONGIOVI CUNHA LIMA SABINO - TESE (PPGCC) 2016.pdf: 4752189 bytes, checksum: e1034c42632a733df07a498a7eea6d0b (MD5)
Made available in DSpace on 2018-06-05T13:58:29Z (GMT). No. of bitstreams: 1 MELINA MONGIOVI CUNHA LIMA SABINO - TESE (PPGCC) 2016.pdf: 4752189 bytes, checksum: e1034c42632a733df07a498a7eea6d0b (MD5) Previous issue date: 2016
Capes
Definir e implementar refatoramentos não é uma tarefa trivial, pois é difícil definir todas as pré-condições necessárias para garantir que a transformação preserve o comportamento observável do programa. Com isso, ferramentas de refatoramentos podem ter condições muito fracas, condições muito fortes e podem aplicar transformações que não seguem a definição do refatoramento. Na prática, desenvolvedores escrevem casos de testes para checar suas implementações de refatoramentos e se preocupam em evitar esses tipos de bugs, pois 84% das asserções de testes do Eclipse e JRRT testam as ferramentas com relação aos bugs citados anteriormente. No entanto, as ferramentas ainda possuem esses bugs. Existem algumas técnicas automáticas para testar ferramentas de refatoramentos, mas elas podem ter limitações relacionadas com tipos de bugs que podem ser detectados, geração de entradas de testes, automação e performance. Este trabalho propõe uma técnica para escalar testes de ferramentas de refatoramentos. A técnica contém DOLLY um gerador automático de programas Java e C, no qual foram adicionadas mais construções de Java (classes e métodos abstratos e interface) e uma estratégia de pular algumas entradas de testes com o propósito de reduzir o tempo de testar as implementações de refatoramentos. Foi proposto um conjunto de oráculos para avaliar a corretude das transformações, dentre eles SAFEREFACTORIMPACT que identifica falhas relacionadas com mudanças comportamentais. SAFEREFACTORIMPACT gera testes apenas para os métodos impactados pela transformação. Além disso, foi proposto um novo oráculo para identificar transformações que não seguem a definição do refatoramento e uma nova técnica para identificar condições muito fortes. A técnica proposta foi avaliada em 28 implementações de refatoramentos de Java (Eclipse e JRRT) e C (Eclipse) e detectou 119 bugs relacionados com erros de compilação, mudanças comportamentais, condições muito fortes, e transformações que não seguem a definição do refatoramento. Usando pulos de 10 e 25 no gerador de programas, a técnica reduziu em 90% e 96% o tempo para testar as implementações de refatoramentos, enquanto deixou de detectar apenas 3% e 6% dos bugs, respectivamente. Além disso, detectou a primeira falha geralmente em alguns segundos. Por fim, com o objetivo de avaliar a técnica proposta com outras entradas de testes, foram avaliadas implementações do Eclipse e JRRT usando os programas de entrada das suas coleções de testes. Neste estudo, nossa técnica detectou mais 31 bugs não detectados pelos desenvolvedores das ferramentas.
Defining and implementing refactorings is a nontrivial task since it is difficult to define preconditions to guarantee that the transformation preserves the program behavior. There fore, refactoring engines may have overly weak preconditions, overly strong preconditions, and transformation issues related to the refactoring definition. In practice, developers manually write test cases to check their refactoring implementations. We find that 84% of the test suites of Eclipse and JRRT are concerned with identifying these kinds of bugs. However, bugs are still present. Researchers have proposed a number of techniques for testing refactoring engines. Nevertheless, they may have limitations related to the bug type, program generation, time consumption, and number of refactoring engines necessary to evaluate the implementations. In this work, we propose a technique to scale testing of refactoring engines by extending a previous technique. It automatically generates programs as test inputs using Dolly, a Java and C program generator. We add more Java constructs in DOLLY, such abstract classes and methods and interface, and a skip parameter to reduce the time to test the refactoring implementations by skipping some consecutive test inputs. Our technique uses SAFEREFACTORIMPACT to identify failures related to behavioral changes. It generates test cases only for the methods impacted by a transformation. Also, we propose a new oracle to evaluate whether refactoring preconditions are overly strong by disabling a subset of them. Finally, we present a technique to identify transformation issues related to the refactoring definition. We evaluate our technique in 28 refactoring implementations of Java (Eclipse and JRRT) and C (Eclipse) and find 119 bugs related to compilation errors, behavioral changes, overly strong preconditions, and transformation issues. The technique reduces the time in 90% and 96% using skips of 10 and 25 in Dolly while missing only 3% and 6% of the bugs, respectively. Additionally, it finds the first failure in general in a few seconds using skips. Finally, we evaluate our proposed technique by using other test inputs, such as the input programs of Eclipse and JRRT refactoring test suites. We find 31 bugs not detected by the developers.
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34

Wu, Xiongnan Newman. "A Compositional Automation Engine for Verifying Complex System Software." Thesis, Yale University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13851930.

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Formal verification is the only known way of building bug-free or hacker-proof programs. However, due to its prohibitive associated costs, formal verification has rarely been considered as an option in building robust large-scale system software. Practical system software normally consists of highly correlated interdependent subsystems, with complex invariants that need to be globally maintained. To reason about the correctness of a program, we not only need to show that the program in consideration satisfies the invariants and the specification, but also prove that the invariants cannot be accidentally broken by other parts of the system, e.g., via pointer manipulation. Furthermore, we often have some snippet of code that temporarily breaks the invariants, and re-establishes them later, which could make reasoning of such code more complex. Even worse, many complex system software contains device drivers to work with the devices, which brings a major challenge of handling device interrupts; and consists of multiple threads running on multiple CPUs concurrently. This forces us to further reason about arbitrary interactions and interleaved executions among different devices, interrupts, and programs running on different CPUs, which could quickly make the verification task intractable.

In this dissertation, we present a compositional, and powerful automation engine for effectively verifying complex system software. It is compositional because it solely focuses on providing strong automation support for verifying functional correctness properties of C source programs, while taking the memory isolation and invariant properties as given, and separately provide a systematic approach for guaranteeing the isolation among different in-memory data, and proving invariants, completely at the logical level. The engine also contains a novel way of representing devices and drivers, and simulation-based approach for turning the low-level interrupt model into an equivalent abstract model which is suitable for reasoning about interruptible code. Furthermore, the engine provides a new way of representing concurrently shared states into a sequence of external UO events and allows us to verify concurrent programs as if they were sequential and provided a separate logical framework to effectively reason about interleaved executions. This very modular design allows us to be able to reason about each aspect of the system separately, and while each of the reasoning tasks looks unbelievably simple, we could combine all the proofs to obtain proofs of properties about complex system software. An OS kernel is a typical example of complex low-level system software with highly interdependent modules. To illustrate the effectiveness of our approach, using all the tools, we have developed a fully verified feature-rich operating system kernel with machine-checkable proof in the Coq proof assistant.

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35

Sandy, Megan Elizabeth. "Longitudinal Study of Adjustable Workstations." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6378.

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Workplace interventions to reduce discomfort and sedentary time have been studied in a variety of settings. Adjustable workstations are one type of ergonomic intervention that is used to potentially reduce occupational sitting time, negative health impacts, and to increase productivity. This investigation compared two types of ergonomic interventions, as well as contrasting behavioral interventions among workers with and without adjustable workstations. Seventy-two sedentary office workers were selected to participate in a longitudinal study to evaluate interventions for a reduction in occupational sitting time, to understand the effect on productivity and to evaluate musculoskeletal pain and behaviors. Workers were randomly placed into four different intervention groups and observed over 14 weeks. Group assignments were: control group, employees trained on behavioral interventions, employees given adjustable workstations and the final group had both ergonomic and behavioral interventions. During the study, there was a decrease in discomfort scores and fatigue for the adjustable workstation users. Standing time was increased in groups that had the adjustable workstations and frequency of workstation use remained constant throughout the 14 weeks. There was sufficient evidence to suggest that adjustable workstations will decrease sitting time and decease all over body discomfort in occupations that typically involve long hours of sitting. More research is needed to determine the health benefits of less occupational sitting.
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36

Estlind, Björn. "Order Engine : Prestandajämförelse mellan paradigmen MTEDA och COOA." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28124.

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Denna undersökning har gått ut på att utveckla ett system “Order Engine” vars uppgift är att asynkront konsumera köer med ordrar (uppgifter) åt både interna- och externa enheter. Systemet har utvecklats enligt paradigmet MTEDA och prestandajämförts med ett (sedan tidigare befintligt) OE-system som är utvecklat enligt paradigmet COOA för att avgöra vilket av de två paradigmen som är att föredra vid utveckling av ett OE-system. Systemet som följer paradigmet MTEDA använder en struktur där en huvudprocess delegerar arbete till slavprocesserna som följer en event-driven arkitektur, vilket innebär att processer skapas och avbryts av huvudprocessen. Systemet som följer paradigmet COOA använder istället en trådpool där trådar tilldelas arbete ifall de är lediga. Det visade sig att MTEDA-systemet exekverade ordrarna snabbare än COOA-systemet väl under själva exekveringen av ordrarna, dock så kan olika förutsättningar hos ordrarna påverka exekveringshastigheten för MTEDA-systemet. MTEDA-systemet är en mer kostsam lösning på grund av det mindre effektiva sättet som arbete fördelas på. Skapandet och avbrytandet av flertalet processer visade sig nämligen vara mer kostsamt än hanteringen av en trådpool. Båda av dessa paradigmen kan vara fördelaktiga att följa vid utvecklingen av ett OE-system. Resultatet från denna undersökning tyder på att det paradigm som ska väljas vid utveckling av ett OE-system bör avgöras med avseende för resurstillgänglighet samt de generella förutsättningar som inkommande ordrar har.
The purpose of this project has been about comparing what performance-differences there is between the paradigms MTEDA and COOA when applied for an “Order Engine”-system, a system that receives orders (tasks) from internal and external units and executes them asynchronously. The company Dewire that has developed the COOA-system has supervised the author to find out if an OE-system can benefit from using the MTEDA-paradigm. The solution for the MTEDA-system included a structure where a master-process delegate incoming orders for slave-processes, the slave-processes then executes the orders through an event-driven manner. The COOA-system on the other hand uses a thread-pool, where the orders get assigned to the threads in the pool if they are available. It turned out that the MTEDA- system executed the orders faster than the COOA-system, even though the MTEDA-system can gain- or loose execution-speed depending on the conditions of the orders. The way MTEDA delegates the orders, that is spawning and destroying processes, turned out to be more expensive for the CPU. Assigning orders to threads that are already active turned out to be an efficient way of using the resources. Both of these paradigms could be the better choice when developing an OE-system. Therefore, the things that should decide that choice is the resources available and the general conditions that the incoming orders have.
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37

Dippmann, Junghänel, Müller, Richter, Riedel, Schier, Strobel, Trapp, Wegener, and Ziegler. "Mitteilungen des URZ 2/2003." Universitätsbibliothek Chemnitz, 2004. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200400223.

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38

Festini, Wendorff Matthew Alexander, and Ferreyros Carlos Mauriccio Torres. "Desarrollo de un videojuego con Unreal Engine." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/622446.

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La industria de los videojuegos es una industria relativamente nueva pero que sin embargo, ha tomado gran cabida debido a su rápido crecimiento económico y tecnológico. Esta nueva forma de entretenimiento es creada gracias a equipos multidisciplinarios quienes usan distintas herramientas y técnicas para poder crear un videojuego. Debido a esta forma de trabajar, las empresas siguen desarrollando tecnologías que facilitan la creación de los videojuegos y un mercado competitivo, de manera que es de gran importancia lograr una alta eficiencia llevada de la mano con la eficacia de la metodología a emplear. Es por esto, que el objetivo del proyecto fue demostrar, con un videojuego, un caso práctico de la tesis “Proceso de desarrollo de software de entretenimiento”. Para crearlo se usará los patrones descritos en esta memoria, pasando por las etapas de Pre Producción, Producción, Testing y Post Producción. Por consiguiente, se logró verificar que las etapas y áreas asignadas al desarrollo del videojuego, basado en la metodología antes mencionada, consiguieron un juego de alta calidad en un periodo de tiempo corto. Por otro lado, nos dimos cuenta que con la misma metodología se logró obviar ciertas etapas dependiendo del tipo de proyecto y cantidad de recursos humanos empleados. Cabe mencionar, que si bien para fines prácticos solo se tuvieron dos recursos humanos empleados en la producción del mismo que es el objetivo del proyecto. Por otra parte, se empleó el motor de desarrollo Unreal Engine 4 demostrando este ser óptimo para el uso de esta metodología y no tuvo ningún inconveniente para el corto tiempo de desarrollo o el limitado recurso humano. En otras palabras, el sistema de desarrollo visual de Unreal (Blueprints) nos permitió desde el primer día trabajar con prototipos y crear interacciones complejas que no hubieran sido posibles realizar en otros sistemas en el mismo periodo de tiempo y es por esto que gracias tanto al motor y la metodología usada se logró obtener una experiencia de uso agradable para el usuario final. Para concluir, el proyecto resulto ser un buen indicador para medir le efectividad de la metodología y las tecnologías empleadas en su proceso. La metodología debe adaptarse al tipo de proyecto que se está desarrollando, pero los procesos son un buen indicador de cómo se está avanzando el proyecto para mantener un orden y mejorar la calidad del producto final.
El objetivo de este proyecto es resolver el problema de la ausencia de una metodología de desarrollo enfocada en videojuegos en el Perú. Para lograrlo, se ha diseñado y desarrollado un videojuego de género plataformas y acción utilizando la tecnología de Unreal Engine, motor de videojuegos desarrollado por Epic Games. Los resultados obtenidos al finalizar este proyecto fueron beneficiosos, se pudo crear un videojuego de alta calidad en un corto periodo de tiempo y con recursos limitados. Así mismo, se encontró que la metodología puede ser adaptada dependiendo del alcance del proyecto, presupuesto y equipo. El uso de documentos y metodologías de trabajo han servido para poder establecer un orden en el desarrollo de un videojuego, las etapas definidas de Preproducción, Producción, Testing y Postproducción fueron bastante ventajosos para poder terminar el proyecto a tiempo.
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39

PAULA, MAIRA GRECO DE. "COMUNIHC-ES: AN HCI TOOL TO SUPPORT THE COMMUNICATION BETWEEN HCI PROFESSIONALS AND SOFTWARE ENGINEERS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11496@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
O desenvolvimento de sistemas interativos envolve profissionais de várias áreas, dentre as quais interação humano-computador (IHC) e engenharia de software (ESw), cada qual com o seu foco e objetivo. IHC se concentra, de modo geral, em entender as características, necessidades e objetivos dos usuários da aplicação, o seu ambiente de trabalho e as tarefas que eles precisam ou desejam realizar através do sistema. A partir deste entendimento, IHC projeta a interface e interação, tendo como atividade constante a avaliação dos artefatos produzidos. Já a ESw tem como principal objetivo a especificação, implementação e testes das funcionalidades e arquitetura do sistema interativo. Essas duas áreas possuem um objetivo comum: a criação de um sistema interativo que atenda bem as necessidades dos usuários da aplicação. Para alcançar esse objetivo, este trabalho supõe que a comunicação entre os profissionais dessas áreas durante o processo de desenvolvimento é necessária para que se possa criar um entendimento compartilhado do problema e do que deve ser construído e, conseqüentemente, para que a camada de aplicação desenvolvida seja compatível com a camada de interação, mantendo-se a consistência do que será apresentado para o usuário final. Então, para apoiar a comunicação e negociação sobre o projeto da interação entre as áreas de IHC e ESw, esta pesquisa propõe uma ferramenta de comunicação fundamentada na engenharia semiótica, a ComunIHC-ES. Essa ferramenta contém informações sobre o domínio em questão, seus usuários, as tarefas envolvidas e o contexto de uso; uma linguagem para se projetar a interação; e elementos para apoiar a explicação deste projeto para os engenheiros de software. A ComunIHC-ES foi utilizada em um estudo de caso envolvendo profissionais dessas duas áreas e, após a análise dos resultados, obteve-se indícios de sua utilidade no apoio à comunicação e ao trabalho dos engenheiros de software.
Developing interactive systems involves professionals from many areas of expertise, including HCI (Human-Computer Interaction) and Software Engineering (SE), each one with specific focus and goals. HCI focuses, generally, on understanding the users` characteristics, needs and objectives, their work environment and the tasks they need or want to perform using the system. Based on this understanding, HCI designs interface and interaction, constantly evaluating the produced artifacts. SE, on the other hand, aims primarily at specifying, implementing and testing the interactive system`s functionalities and architecture. These two areas have a common objective: to create an interactive system that meets the needs of its users. To attain this goal, this work supposes that, throughout the development process, communication is needed between the professionals from these areas, in order to create a shared understanding about the problem and about what should be built, so that, consequently, the developed application layer will be compatible with the interaction layer, promoting the consistency of what will be presented to the end user. Thus, to support both the communication and the negotiation about interaction design between HCI and SE professionals, this research proposes a communication tool based on semiotic engineering, called ComunIHC-ES. This tool contains information about the problem domain, its users, the tasks involved and the usage context; a language to represent the interaction; and elements that help to explain the HCI design to software engineers. ComunIHC-ES was used in a case study involving professionals from both areas and, after analyzing its results, indications were obtained of its usefulness in supporting both the HCISE communication and the software engineers work.
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40

Lopes, André Filipe da Rocha. "tlCell: a software transactional memory for the cell broadband engine architecture." Master's thesis, Faculdade de Cencias e Tecnologia, 2010. http://hdl.handle.net/10362/4110.

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do Grau de Mestre em Engenharia Informática
Os computadores evoluíram exponencialmente na ultima década. A performance tem sido o principal objectivo resultando no aumento do frequência dos processadores, situação que já não é fazível devido ao consumo de energia exagerado dos processadores actuais. A arquitectura Cell Broadband Engine começou com o objectivo de providenciar alta capacidade computacional com um baixo consumo energético. O resultado é uma arquitectura com multiprocessadores heterogéneos e uma distribuição de memória única com vista a alto desempenho e redução da complexidade do hardware para reduzir o custo de produção. Espera-se que as técnicas de concorrência e paralelismo aumentem a performance desta arquitectura, no entanto as soluções de alto desempenho apresentadas s˜ao sempre muito especificas e devido à sua arquitectura e distribuição de memória inovadora ´e ainda difícil apresentar ferramentas passíveis de explorar concorrência e paralelismo como um camada de abstracção. Memória Transaccional por Software é um modelo de programação que propõe este nível de abstracção e tem vindo a ganhar popularidade existindo já variadas implementações com performance perto de soluções específicas de grão fino. A possibilidade de usar Memória Transaccional por Software nesta arquitectura inovadora, desenvolvendo uma ferramenta capaz de abstrair o programador da consistência e gestão de memória é apelativo. Neste documento especifica-se uma plataforma deffered-update de Memória Transactional por Software para a arquitectura Cell Broadband Engine que tira partido da capacidade computacional dos Synergistic Processing Elements (SPEs) usando locks em commit-time. São propostos dois modelos diferentes, fully local e multi-buffered de forma a poder estudar as implicações das escolhas feitas no desenho da plataforma.
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41

Bartholomew, David L. "Spectral modeling of the SSME enhancements and a software system." Ohio : Ohio University, 1992. http://www.ohiolink.edu/etd/view.cgi?ohiou1172083672.

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42

Toivonen, Daniel. "Sign Engine : Enkel reklam." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-27079.

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The project aims to develop a web-based interface for managing an advertisingsystem, development of a mobile application, more specifically an Android application,whose main task is to present advertising. The Android application issupposed to run on an Android device which is connected to a TV or monitorfor viewing slides, consisting of the advertises. The web interface is developedin PHP, HTML, and CSS while the Android application is developed in a Javabasedlanguage. The project aims to develop an easy to use and cost effectivealternative to the existing systems available in the market today. The project isdeveloped as a "proof of concept" and is delimited to the creation of an Androidapplication with features to launch the application automatically, set up the device, and viewing slideshows with advertises. The web-based system is delimitedto manage business/customers , users, devices , slides , and slides. The projectalso focused on security, primarily in the form of licenses (number of units)and unauthorized access to other customers. The objectives of the project areconsidered to be fulfilled in that a functioning Android application has been developed,as well as a completion of the web-based interface with previouslysaid features.
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43

Vogel, Thomas, and Holger Giese. "Model-driven engineering of adaptation engines for self-adaptive software : executable runtime megamodels." Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6382/.

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The development of self-adaptive software requires the engineering of an adaptation engine that controls and adapts the underlying adaptable software by means of feedback loops. The adaptation engine often describes the adaptation by using runtime models representing relevant aspects of the adaptable software and particular activities such as analysis and planning that operate on these runtime models. To systematically address the interplay between runtime models and adaptation activities in adaptation engines, runtime megamodels have been proposed for self-adaptive software. A runtime megamodel is a specific runtime model whose elements are runtime models and adaptation activities. Thus, a megamodel captures the interplay between multiple models and between models and activities as well as the activation of the activities. In this article, we go one step further and present a modeling language for ExecUtable RuntimE MegAmodels (EUREMA) that considerably eases the development of adaptation engines by following a model-driven engineering approach. We provide a domain-specific modeling language and a runtime interpreter for adaptation engines, in particular for feedback loops. Megamodels are kept explicit and alive at runtime and by interpreting them, they are directly executed to run feedback loops. Additionally, they can be dynamically adjusted to adapt feedback loops. Thus, EUREMA supports development by making feedback loops, their runtime models, and adaptation activities explicit at a higher level of abstraction. Moreover, it enables complex solutions where multiple feedback loops interact or even operate on top of each other. Finally, it leverages the co-existence of self-adaptation and off-line adaptation for evolution.
Die Entwicklung selbst-adaptiver Software erfordert die Konstruktion einer sogenannten "Adaptation Engine", die mittels Feedbackschleifen die unterliegende Software steuert und anpasst. Die Anpassung selbst wird häufig mittels Laufzeitmodellen, die die laufende Software repräsentieren, und Aktivitäten wie beispielsweise Analyse und Planung, die diese Laufzeitmodelle nutzen, beschrieben. Um das Zusammenspiel zwischen Laufzeitmodellen und Aktivitäten systematisch zu erfassen, wurden Megamodelle zur Laufzeit für selbst-adaptive Software vorgeschlagen. Ein Megamodell zur Laufzeit ist ein spezielles Laufzeitmodell, dessen Elemente Aktivitäten und andere Laufzeitmodelle sind. Folglich erfasst ein Megamodell das Zusammenspiel zwischen verschiedenen Laufzeitmodellen und zwischen Aktivitäten und Laufzeitmodellen als auch die Aktivierung und Ausführung der Aktivitäten. Darauf aufbauend präsentieren wir in diesem Artikel eine Modellierungssprache für ausführbare Megamodelle zur Laufzeit, EUREMA genannt, die aufgrund eines modellgetriebenen Ansatzes die Entwicklung selbst-adaptiver Software erleichtert. Der Ansatz umfasst eine domänen-spezifische Modellierungssprache und einen Laufzeit-Interpreter für Adaptation Engines, insbesondere für Feedbackschleifen. EUREMA Megamodelle werden über die Spezifikationsphase hinaus explizit zur Laufzeit genutzt, um mittels Interpreter Feedbackschleifen direkt auszuführen. Zusätzlich können Megamodelle zur Laufzeit dynamisch geändert werden, um Feedbackschleifen anzupassen. Daher unterstützt EUREMA die Entwicklung selbst-adaptiver Software durch die explizite Spezifikation von Feedbackschleifen, der verwendeten Laufzeitmodelle, und Adaptionsaktivitäten auf einer höheren Abstraktionsebene. Darüber hinaus ermöglicht EUREMA komplexe Lösungskonzepte, die mehrere Feedbackschleifen und deren Interaktion wie auch die hierarchische Komposition von Feedbackschleifen umfassen. Dies unterstützt schließlich das integrierte Zusammenspiel von Selbst-Adaption und Wartung für die Evolution der Software.
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44

Santos, Bruno Marinho. "Extensões do metamodelo KDM para apoiar modernizações orientadas a aspectos de sistemas legados." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/593.

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Made available in DSpace on 2016-06-02T19:06:20Z (GMT). No. of bitstreams: 1 6500.pdf: 5345644 bytes, checksum: e886844b4ba61e58d704a8babf113721 (MD5) Previous issue date: 2014-10-21
Maintaining legacy systems is a complex and expensive activity for many companies. A recently proposal to solve this problem is Architecture-Driven Modernization (ADM), proposed by Object Management Group (OMG). The ADM consists of a set of concepts and standard metamodels that support systems modernization using models. The Knowledge Discovery Metamodel (KDM) is the main metamodel of ADM, it can represent many artifacts of a legacy system, such as source code, architecture, user interface, configuration files and business process. In general, legacy systems have crosscutting concerns, it can show source code problems like tangling and scattering, and it raises the maintenance costs. The aspect orientation is an alternative to improve crosscutting concerns modularization. Thus, in this dissertation is presented the term Aspect Oriented Modernization that uses the aspect oriented concepts in the ADM context. This modernization process consists in modularize legacy systems with aspects represented in model level. To achieve this goal, in this work were performed a lightweight and a heavyweight extension in the KDM metamodel, to analyze which one would present a better performance if used by Modernization Engineers. The evaluation of these extensions was performed by a case study that considered the modernization with aspects of a small-sized system. To evaluate the case study in both extensions, a set of comparison criteria were created to support the software engineers in choosing the best extension mechanism, according to their needs. In the context of this dissertation an experimental study were developed that aimed reproducing the scenarios that the modernization engineers had to perform maintenances and developing new refactorings in a aspect oriented KDM model. The experiment data considered the development time of the activities and the found number of errors. Finally, it was noticed that the extension mechanism to be choose will depend on the context that it will be applied, however, considering the approach studied here the best extension mechanism is the heavyweight one.
Manter sistemas legados é uma atividade complexa e onerosa para muitas empresas. Uma proposta recente para esse problema é a Modernização Dirigida à Arquitetura (Architecture-Driven Modernization - ADM), proposta pela OMG (Object Management Group). A ADM consiste em um conjunto de princípios e metamodelos padrões que apoiam a modernização de sistemas utilizando modelos. O Knowledge Discovery Metamodel (KDM) é o principal metamodelo da ADM, podendo representar diversos artefatos de um sistema, como código-fonte, arquitetura, interface de usuário, arquivos de configuração e processos de negócio. Em geral, sistemas legados possuem interesses transversais, apresentando problemas de entrelaçamento e espalhamento de código, o que eleva os custos de manutenção. A orientação a aspectos é uma alternativa para melhorar a modularização de interesses transversais. Mediante isso, neste trabalho é apresentado o termo Modernização Orientada a Aspectos que utiliza os conceitos da orientação a aspectos na ADM. Essa modernização consiste em remodularizar sistemas legados utilizando aspectos representados em nível de modelo. Para atingir esse objetivo, foi realizada uma extensão leve e outra pesada do metamodelo KDM, para analisar em qual das duas o desempenho dos engenheiros de modernização seria melhor. Para fazer a avaliação das extensões, foi realizado um estudo de caso levando em consideração a modernização com aspectos em um sistema de pequeno porte. Com o objetivo de avaliar o estudo de caso usando as duas extensões, foram desenvolvidos critérios de comparação que auxiliassem os engenheiros de software a escolher qual dos dois mecanismos de extensão utilizar em seu projeto. Foi feito também um estudo experimental que buscou reproduzir os cenários em que engenheiros de modernização tivessem que realizar manutenções e desenvolver novas refatorações em um modelo KDM orientado a aspectos. Os dados do experimento foram avaliados em relação ao tempo de desenvolvimento das atividades e quantidade de erros encontrados. Por fim, percebeu-se que o mecanismo de extensão a ser utilizado vai depender do contexto em que ele será aplicado, mas, para o domínio aqui estudado a extensão que melhor atendeu aos requisitos foi a pesada.
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45

Rodríguez, Rodríguez Juan Tomás, and Sebastian Hönel. "Developing pedagogical software describing processes in Computer Graphics." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21567.

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46

Ålind, Markus. "A Skeleton library for Cell Broadband Engine." Thesis, Linköping University, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54476.

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The Cell Broadband Engine processor is a powerful processor capable of over 220 GFLOPS. It is highly specialized and can be controlled in detail by the programmer. The Cell is significantly more complicated to program than a standard homogeneous multi core processor such as the Intel Core2 Duo and Quad. This thesis explores the possibility to abstract some of the complexities of Cell programming while maintaining high performance. The abstraction is achieved through a library of parallel skeletons implemented in the bulk synchronous parallel programming environment NestStep. The library includes constructs for user defined SIMD optimized data parallel skeletons such as map, reduce and more. The evaluation of the library includes porting of a vector based scientific computation program from sequential C code to the Cell using the library and the NestStep environment. The ported program shows good performance when compared to the sequential original code run on a high-end x86 processor. The evaluation also shows that a dot product implemented with the skeleton library is faster than the dot product in the IBM BLAS library for the Cell processor with more than two slave processors.

 

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47

Zhai, Yujia. "Advanced neural network based control for automotive engines." Thesis, Liverpool John Moores University, 2009. http://researchonline.ljmu.ac.uk/5933/.

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This thesis investigates the application of artificial neural networks (NN) in air/fuel ratio (AFR) control of spark ignition(SI) engines. Three advanced neural network based control schemes are proposed: radial basis function(RBF) neural network based feedforward-feedback control scheme, RBF based model predictive control scheme, and diagonal recurrent neural network (DRNN) - based model predictive control scheme. The major objective of these control schemes is to maintain the air/fuel ratio at the stoichiometric value of 14.7 , under varying disturbance and system uncertainty. All the developed methods have been assessed using an engine simulation model built based on a widely used engine model benchmark, mean value engine model (MVEM). Satisfactory control performance in terms of effective regulation and robustness to disturbance and system component change have been achieved. In the feedforward-feedback control scheme, a neural network model is used to predict air mass flow from system measurements. Then, the injected fuel is estimated by an inverse NN controller. The simulation results have shown that much improved control performance has been achieved compared with conventional PID control in both transient and steady-state response. A nonlinear model predictive control is developed for AFR control in this re- . search using RBF model. A one-dimensional optimization method, the secant method is employed to obtain optimal control variable in the MPC scheme, so that the computation load and consequently the computation time is greatly reduced. This feature significantly enhances the applicability of the MPC to industrial systems with fast dynamics. Moreover, the RBF model is on-line adapted to model engine time-varying dynamics and parameter uncertainty. As such, the developed control scheme is more robust and this is approved in the evaluation. The MPC strategy is further developed with the RBF model replaced by a DRNN model. The DRNN has structure including a information-storing neurons and is therefore more appropriate for dynamics system modelling than the RBF, a static network. In this research, the dynamic back-propagation algorithm (DBP) is adopted to train the DRNN and is realized by automatic differentiation (AD) technique. This greatly reduces the computation load and time in the model training. The MPC using the DRNN model is found in the simulation evaluation having better control performance than the RBF -based model predictive control. The main contribution of this research lies in the following aspects. A neural network based feedforward-feedback control scheme is developed for AFR of SI engines, which is performed better than traditional look-up table with PI control method. This new method needs moderate computation and therefore has strong potential to be applied in production engines in automotive industry. Furthermore, two adaptive neural network models, a RBF model and a DRNN model, are developed for engine and incorporated into the MPC scheme. Such developed two MPC schemes are proved by simulations having advanced features of low computation load, better regulation performance in both transient and steady state, and stronger robustness to engine time-varying dynamics and parameter uncertainty. Finally, the developed schemes are considered to suit the limited hardware capacity of engine control and have feasibility and strong potential to be practically implemented in the production engines.
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48

Pučálka, Martin. "Herní engine pro ITIL trenažér." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385956.

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This master's thesis is focused on Information Technology Infrastructure Library (ITIL). Objective of the project was to analyze, design and implement a game engine, which would provide simulation of IT service operation in real or accelerated time or in turns. Basic part of the engine is a creators mode, which allows users to create custom IT services and specify their behaviour during operation, like the service would be used in real. Another part of the engine is a players mode and simple service desk. In this mode, players can take care of fluent operation of their services. Thanks to this, they can learn and train practices, which are described in ITIL.
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49

Walid, Rohaimi. "Software Evolution in the context of .Net Framework." Thesis, Jönköping University, School of Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-902.

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This paper discusses the process of software evolution and especially software migration in the context of .NET Technologies. Actually most of the companies that uses legacy systems implemented with procedural languages as C, Visual Basic and so on, meet some problems when new requirement specifications have to be integrated.

One possibility to deal with this situation is to choose a good migration strategy from these legacy systems towards new Object Oriented design.

There are some migration processes that enable the fulfilment of this task but most of the time theses processes cannot be applied directly without any modification.

This report presents a migration strategy and migration process applied for a real case of an application in a company. The New Object Oriented design of the application and the result are discussed in the following sections of this document.

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50

Pikartová, Ivana. "Analýza komunikačního mixu společnosti Memos Software s.r.o." Master's thesis, Vysoká škola ekonomická v Praze, 2007. http://www.nusl.cz/ntk/nusl-5278.

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The thesis is focused on the analysis of the communication mix of Memos Software s.r.o. company which develops the custom software. Before the main analysis the theoretical part takes place in which the traditional components of the communication mix are explained. After that the attention is oriented on the communication mix which is done through the internet. In the practical part the analyzed company is introduced and after that the contemporary status of its communication mix is being described. Based on the analysis in the end of this thesis the recommendations are given with the aim to retrieve the imperfections and to optimize the communication mix of this company.
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