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Journal articles on the topic 'Software prototyping'

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1

Del Fiol, Guilherme, Haley Hanseler, Barbara Crouch, Mollie Cummins, and Scott Nelson. "Software prototyping." Applied Clinical Informatics 07, no. 01 (2016): 22–32. http://dx.doi.org/10.4338/aci-2015-07-cr-0091.

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SummaryHealth information exchange (HIE) between Poison Control Centers (PCCs) and Emergency Departments (EDs) could improve care of poisoned patients. However, PCC information systems are not designed to facilitate HIE with EDs; therefore, we are developing specialized software to support HIE within the normal workflow of the PCC using user-centered design and rapid prototyping.To describe the design of an HIE dashboard and the refinement of user requirements through rapid prototyping.Using previously elicited user requirements, we designed low-fidelity sketches of designs on paper with iterative refinement. Next, we designed an interactive high-fidelity prototype and conducted scenario-based usability tests with end users. Users were asked to think aloud while accomplishing tasks related to a case vignette. After testing, the users provided feedback and evaluated the prototype using the System Usability Scale (SUS).Survey results from three users provided useful feedback that was then incorporated into the design. After achieving a stable design, we used the prototype itself as the specification for development of the actual software. Benefits of prototyping included having 1) subject-matter experts heavily involved with the design; 2) flexibility to make rapid changes, 3) the ability to minimize software development efforts early in the design stage; 4) rapid finalization of requirements; 5) early visualization of designs; 6) and a powerful vehicle for communication of the design to the programmers. Challenges included 1) time and effort to develop the prototypes and case scenarios; 2) no simulation of system performance; 3) not having all proposed functionality available in the final product; and 4) missing needed data elements in the PCC information system.
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2

Sahraoui, A. E. K., and N. Ould-Kaddour. "Control software prototyping." Computers in Industry 20, no. 3 (1992): 327–34. http://dx.doi.org/10.1016/0166-3615(92)90081-w.

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3

Gauvin, Michael Anthony, and Andreas Stangassinger. "Virtual Prototyping Software." Imaging & Microscopy 10, no. 3 (2008): 52–54. http://dx.doi.org/10.1002/imic.200890075.

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4

Luqi, Carl K. Chang, and Hong Zhu. "Specifications in software prototyping." Journal of Systems and Software 42, no. 2 (1998): 125–40. http://dx.doi.org/10.1016/s0164-1212(98)10004-3.

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5

Raghunathan, V. "Prototyping-oriented Software Developmen." Computer Journal 37, no. 6 (1994): 548. http://dx.doi.org/10.1093/comjnl/37.6.548.

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6

Pineda Ballesteros, Eliécer, Freddy Reynaldo Tellez Acuña, and Javier Medina Cruz. "Software requirements: prototyping, legacy software, and document analysis." Ingeniería y Desarrollo 37, no. 2 (2020): 327–45. http://dx.doi.org/10.14482/inde.37.2.1053.

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7

Veasey, Philip. "Software prototyping in the curriculum." Information Technology for Development 1, no. 1 (1986): 17–22. http://dx.doi.org/10.1080/02681102.1986.9627057.

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8

Trong-Yen Lee and Pao-Ann Hsiung. "Embedded software synthesis and prototyping." IEEE Transactions on Consumer Electronics 50, no. 1 (2004): 386–92. http://dx.doi.org/10.1109/tce.2004.1277888.

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9

Kieback, Antoinette, Horst Lichter, Matthias Schneider‐Hufschmidt, and Heinz Züllighoven. "Prototyping in industrial software projects:." Information Technology & People 6, no. 2/3 (1990): 109–43. http://dx.doi.org/10.1108/eum0000000003548.

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10

Bernstein, Larry. "Foreword: Importance of software prototyping." Journal of Systems Integration 6, no. 1-2 (1996): 9–14. http://dx.doi.org/10.1007/bf02262748.

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11

Luqi. "Software evolution through rapid prototyping." Computer 22, no. 5 (1989): 13–25. http://dx.doi.org/10.1109/2.27953.

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12

Ince, DC, and S. Hekmatpour. "Software prototyping — progress and prospects." Information and Software Technology 29, no. 1 (1987): 8–14. http://dx.doi.org/10.1016/0950-5849(87)90014-0.

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13

Brown, Donald W., Christopher D. Carson, Warren A. Montgomery, and Paul M. Zislis. "Software Specification and Prototyping Technologies." AT&T Technical Journal 67, no. 4 (1988): 33–45. http://dx.doi.org/10.1002/j.1538-7305.1988.tb00636.x.

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Fissel, Jim, and Anthony Cecala. "Current Issues in Software Prototyping for Complex Systems." Proceedings of the Human Factors Society Annual Meeting 32, no. 5 (1988): 367–69. http://dx.doi.org/10.1177/154193128803200529.

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For many years the User Systems Engineering Group at Texas Instruments has been using software user-interface prototypes as a primary tool for the design and development of user interfaces for complex systems. Our model of the prototyping life cycle is introduced and its benefits are discussed. Current issues in prototyping often center around the introduction of new prototyping tools such as HyperCard™ or Prototyper™. Our discussion focuses on how these tools fit within the prototyping life cycle.
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WU, Falin, Nobuaki KUBO, Akio YASUDA, and Harumasa HOJO. "Development of a Prototyping Platform for Software GPS Receiver." Journal of Japan Institute of Navigation 111 (2004): 193–200. http://dx.doi.org/10.9749/jin.111.193.

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16

Tong, Kun, E. Amine Lehtihet, and Sanjay Joshi. "Software compensation of rapid prototyping machines." Precision Engineering 28, no. 3 (2004): 280–92. http://dx.doi.org/10.1016/j.precisioneng.2003.11.003.

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17

Luoi and M. Shing. "Real-time scheduling for software prototyping." Journal of Systems Integration 6, no. 1-2 (1996): 41–72. http://dx.doi.org/10.1007/bf02262751.

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18

Bernstein, L. "Get the design right (software prototyping)." IEEE Software 10, no. 5 (1993): 61–63. http://dx.doi.org/10.1109/52.232402.

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19

Sahraoui, Abd-El-Kader, and Youcef Abdallah. "Fast Prototyping Control Software with ADA." IFAC Proceedings Volumes 23, no. 8 (1990): 289–92. http://dx.doi.org/10.1016/s1474-6670(17)51838-8.

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20

Gaffney, John E. "A Cost Model of Software Prototyping." Journal of Parametrics 18, no. 1 (1998): 99–108. http://dx.doi.org/10.1080/10157891.1998.10462564.

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21

Metz, Stephen, Rose Mae Richardson, and Mohammed Nasiruddin. "Rapid-Software for Prototyping User Interfaces." Proceedings of the Human Factors Society Annual Meeting 31, no. 9 (1987): 1000–1004. http://dx.doi.org/10.1177/154193128703100916.

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The present paper describes 1) the operation of a software tool for interface prototyping–RAPID–that is designed for software designers and human engineering specialists to use in support of design iteration and experimentation and 2) an application of this prototyping tool in the development of consumer products. RAPID simulates the appearance and function of small control panels including commonly-used displays and controls using the Smalltalk-80TM computing environment. The experience of using the design tool in a product development effort has provided a means of evaluating the success of this approach for supporting the product development cycle and improving the quality of the human-machine interface.
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22

Rubin, Stuart H. "Knowledge-Based Software Prototyping and Reuse." International Journal on Artificial Intelligence Tools 06, no. 01 (1997): 127–47. http://dx.doi.org/10.1142/s0218213097000074.

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Models are executable prototypes. Modeling is closely tied to simulation, which refers to the exercise of a model over a variable parametric space. Model simulations not only provide the engineer with feedback pertaining to the validity of a proposed design, but additionally allow competing designs to be compared on one or more parameters (i.e., sensitivity analysis). Models are defined from a base of several hundred primitive constructs. These constructs can define additional constructs hierarchically. An expertn–system was constructed, which retrieves software for reuse. This expert system is itself reusable and consists of many sub-systems – any one of which can invoke any other. A key feature is that any expertn–system need never be modified, for purposes of reuse, once saved in a repository. Rather, it communicates all information back to the caller and lets the caller decide how and when to use it. Thus, blocks in an expertn–system have very low coupling (i.e., no off-model connections). In addition, expertn–systems are, as their name suggests, organized in a hierarchy. This means that very complex decision-making systems can be called into play with minimal effort. Growing the repository is equivalent to learning.
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23

Krusche, Stephan, Dora Dzvonyar, Han Xu, and Bernd Bruegge. "Software Theater—Teaching Demo-Oriented Prototyping." ACM Transactions on Computing Education 18, no. 2 (2018): 1–30. http://dx.doi.org/10.1145/3145454.

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24

Sela, Lina, Elad Salomons, and Mashor Housh. "Plugin prototyping for the EPANET software." Environmental Modelling & Software 119 (September 2019): 49–56. http://dx.doi.org/10.1016/j.envsoft.2019.05.010.

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25

Slusky, Ludwig. "Integrating software modelling and prototyping tools." Information and Software Technology 29, no. 7 (1987): 379–87. http://dx.doi.org/10.1016/0950-5849(87)90205-9.

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26

Andrews, D. "Software prototyping, formal methods and VDM." Information and Software Technology 31, no. 3 (1989): 164–65. http://dx.doi.org/10.1016/0950-5849(89)90109-2.

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27

Khan, Muhammad Janas, and Rafiq Ahmad Khan. "An Investigation of Prototyping Technique in Pakistani Software Industry." Mehran University Research Journal of Engineering and Technology 38, no. 4 (2019): 945–60. http://dx.doi.org/10.22581/muet1982.1904.08.

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Requirements elicitation is one of the important and major activities within the Requirements Engineering phase. There are different techniques used for requirement elicitation process. Selection of any requirements elicitation technique depends on complexity, size, time and other resources of proposed software project. Selection of suitable technique for requirements elicitation is not a trivial process and if it is done properly then it can reduce time, budget, and risk constraints of system being developed. Sometimes researchers have found a gap between theory and practice that is gap between literature and industry practices. Therefore, goal of this paper is to find out the gap between literature and industry practice about requirements elicitation practices in PSI (Pakistani Software Industry). This paper shows the usage and impact of prototyping technique of requirements elicitation on product quality in Pakistani software companies. 29 Software companies following prototyping technique practice were surveyed using questionnaire, to investigate about usage of prototyping technique of requirements elicitation in industry, and impact of prototyping technique of requirements elicitation on product quality in term of schedule, cost and the customer Satisfaction. The appropriate practice of prototyping technique of requirements elicitation can reduce the project failure rate in PSI.
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28

Serdiukov, I. S. "Development of a Software Package Architecture for Simulation and Prototyping of Radar Systems and Complexes." Journal of the Russian Universities. Radioelectronics 27, no. 3 (2024): 81–96. http://dx.doi.org/10.32603/1993-8985-2024-27-3-81-96.

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Introduction. Computer simulation and prototyping software can simplify the design process of complex information and measurement systems significantly, including radar systems and complexes. At present, a number of software packages are used to solve these problems to varying degrees. However, these software packages are either versatile, thus being incapable of taking the specifics of radar operation into account and requiring hand-made implementation of mathematical models for simulating radar signals, or are aimed at a narrow range of prototyping problems and algorithm development for processing radar information for a strictly defined radar type (or even a specific model). Some software packages, such as MATLAB, offer extension packages that allow radar signal simulation for automotive radars, as well as radar signal processing; however, these packages cannot cover the full range of simulation and prototyping tasks.Aim. Analysis of current software packages for simulation and prototyping of radar systems and complexes, justification of the demand and development of the concept and architecture of a software package for simulation and prototyping of radar systems and complexes.Materials and methods. Systems approach, architectural and conceptual software design, system analysis, criterion analysis. Results. The criteria that software packages for simulating and prototyping of radar systems and complexes must meet were determined. A comparative analysis of the existing approaches and software packages that solve problems arising at various stages of radar development was carried out. A list of requirements for such a software package was compiled, its concept and architecture was developed, and some features of its implementation were determined.Conclusion. The developed architecture allows creation of a versatile software package which could provide solutions to the problems of simulation and prototyping of radar systems and complexes using a single software package. The applied principles of modularity and decomposition ensure versatility and a high potential for adapting software modules, including for creating software for controlling radar prototypes and visualizing radar data in real time.
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29

Luqi, V. Berzins, and R. Yeh. "A prototyping language for real-time software." IEEE Transactions on Software Engineering 14, no. 10 (1988): 1409–23. http://dx.doi.org/10.1109/32.6186.

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30

Luqi. "Knowledge-based support for rapid software prototyping." IEEE Expert 3, no. 4 (1988): 9–15. http://dx.doi.org/10.1109/64.10016.

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31

Ince, D. C. "Software design and prototyping using me too." Science of Computer Programming 14, no. 1 (1990): 105–6. http://dx.doi.org/10.1016/0167-6423(90)90062-i.

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32

Not Available, Not Available, Z. Guan, V. Berzins, et al. "Requirements-document-based prototyping of CARA software." International Journal on Software Tools for Technology Transfer (STTT) 5, no. 4 (2004): 370–90. http://dx.doi.org/10.1007/s10009-003-0116-7.

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33

Pfauth, Mike, Ann Hammer, and Jim Fissel. "Software Prototyping as a Human Factors Tool." Proceedings of the Human Factors Society Annual Meeting 29, no. 5 (1985): 467–69. http://dx.doi.org/10.1177/154193128502900514.

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This paper discusses the tools that the Human Factors Center at Texas Instruments uses to analyze, design, and evaluate software products. These tools permit development of prototypes that are interactive and that provide on-Hne specifications to the software developers. The discussion indicates how we have applied these tools to a variety of projects.
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34

Lomow, Greg, and Brian Unger. "Distributed Software Prototyping And Simulation In Jade." INFOR: Information Systems and Operational Research 23, no. 1 (1985): 69–89. http://dx.doi.org/10.1080/03155986.1985.11731945.

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35

Tate, G. "Prototyping: helping to build the right software." Information and Software Technology 32, no. 4 (1990): 237–44. http://dx.doi.org/10.1016/0950-5849(90)90056-w.

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36

Smith, MF. "Software design and prototyping using me too." Information and Software Technology 33, no. 2 (1991): 166. http://dx.doi.org/10.1016/0950-5849(91)90069-n.

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37

Eckmann, Martin. "Prototyping platform compatible with established software tools." ATZelektronik worldwide 4, no. 2 (2009): 28–31. http://dx.doi.org/10.1007/bf03242213.

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38

Wong, Simon C.-H. "Quick Prototyping of Educational Software: An Object-Oriented Approach." Journal of Educational Technology Systems 22, no. 2 (1993): 155–72. http://dx.doi.org/10.2190/388e-uv9k-g6r1-1jmj.

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Educational software developers have been criticized for the lack of software engineering methodologies and principles in their analysis and design and therefore have led to low quality products. This article introduces and demonstrates the “quick” or “rapid” prototyping software engineering paradigm which can be easily employed by causal software designers such as classroom teachers using object-oriented software production tools. Development of an educational software called “The Match-Maker,” a game for learning new words, is used as an example using HyperCard™ and its scripting language, HyperTalk™, for quick prototyping. The flexibility and suitability of the object-oriented hypermedia for quick prototyping are identified. Software engineering principles involved in various development stages are presented. Good programming styles and design principles which can be implemented at ease in the object-oriented environment are also discussed.
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39

Hansen, C. A., R. Arlitt, T. Eifler, and M. Deininger. "Design by Prototyping: Increasing Agility in Mechatronic Product Design through Prototyping Sprints." Proceedings of the Design Society 2 (May 2022): 201–10. http://dx.doi.org/10.1017/pds.2022.22.

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AbstractThis paper adapts the agile scrum sprint, typically used in software development, to a prototyping sprint for mechatronic product design. The Design by Prototyping framework describes how the prototyping sprint can be used to manage the prototyping process in design projects through an agile-stage-gate hybrid model. A comparison of 18 student projects using either prototyping sprints or a traditional iterative prototyping approach shows that prototyping sprints helped students make more deliberate, strategic decisions about their use of prototypes.
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40

ITOH, KIYOSHI, YASUHISA TAMURA, and SHINICHI HONIDEN. "TRANSOBJ: SOFTWARE PROTOTYPING ENVIRONMENT FOR REAL-TIME TRANSACTION-BASED SOFTWARE SYSTEM APPLICATIONS." International Journal of Software Engineering and Knowledge Engineering 02, no. 01 (1992): 5–29. http://dx.doi.org/10.1142/s0218194092000026.

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A software prototyping environment called TransObj (TRANSaction and OBJect) is used for designing real-time Transaction-based Concurrent Software Systems (TCSS). In a TCSS design process, a software designer should perform both functional design and performance design. The designer should change his design view from a transaction-based paradigm to an object-based paradigm during the TCSS design process. Recognition of re-entrant functional objects and serially reusable functional objects in the TCSS should be required. TransObj includes the Stepwise Prototyping Method (SPM), and two SPM-based tools: Prolog-based TransObj (P-TransObj) and GPSS-based TransObj (G-TransObj). SPM enables the designer to advance both functional design and performance design for the TCSS prototype as controling the change of design view paradigms. P-TransObj mainly checks the prototype in a microscopic view on a personal computer. G-TransObj mainly checks the same prototype with a longer time span on a large-scale computer.
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41

Osadcha, Kateryna P., та Hanna Yu Chemerys. "ФОРМУВАННЯ ГРАФІЧНОЇ КОМПЕТЕНТНОСТІ БАКАЛАВРІВ КОМП'ЮТЕРНИХ НАУК У ПРОЦЕСІ НАВЧАННЯ ПРОТОТИПУВАННЯ ПРОГРАМНИХ ІНТЕРФЕЙСІВ". Information Technologies and Learning Tools 67, № 5 (2018): 104. http://dx.doi.org/10.33407/itlt.v67i5.2275.

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The article deals with some aspects of the process of forming the future computer science bachelor's graphic competency at the stage of user's interface prototyping in the course of software development. The modern situation has been studied and the urgency of the stage of user's interface prototyping as a mediator in the man-machine coordination during the process of software development is proved. The Conceptual set in the sphere of prototyping is examined, namely — the concepts of wireframe, prototype and mockup. The factors of projects successfulness, the problems in the coordination of the project participants and the methods of their overcoming are being considered. The comparison of the essence and the analysis and the main methods of prototyping and correlating their value during the software development are given. The comparative analysis of the software and on-line resources for prototyping according to the detalization degree and taking into account the basic characteristics of a means, types and stages of prototyping, portability and using the means is carried out. The necessary base of knowledge, skills and knacks, forming during the study of such disciplines as “Computer Graphics” and “The Essential of Computer Design”, as well as essentials of composition, colour theory, ergonomics and typography is determined. The necessity of both the student's mastering an amount of theoretical knowledge and its successful using in his practical activity is stressed. The results of the research can be a substratum for improving the content of the educational and methodical complex in the discipline “Software Projecting” for computer science bachelors by means of introducing the teaching of prototyping from the low-fidelity to high fidelity detalization. The influence of user's interface prototyping on the formation of the future computer science bachelor's professional qualities is determined.
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42

LUQI. "THE ROLE OF PROTOTYPING LANGUAGES IN CASE." International Journal of Software Engineering and Knowledge Engineering 01, no. 02 (1991): 131–49. http://dx.doi.org/10.1142/s0218194091000135.

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Prototyping languages form a new category in the computer language family. They are different from the commonly familiar computer languages because they are used to support a higher level of automation at early phases of software development as well as throughout the entire process. They are used to create mechanically processable and executable descriptions or models of proposed software systems. Prototyping languages are also used to firm up requirements via frequent modifications and demonstrations of the models in an iterative process of prototype evolution. The benefits of a prototyping language are fully realized when it is used with its computer-aided prototyping system (CAPS). In this paper, we describe the background, requirements, characteristics, computational features, and general principles for the design of prototyping languages. An example of a prototyping language design is used to illustrate these concepts.
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Loh, Peter K. K., Gurdeep S. Hura, and Chia Cheng Khoon. "Virtual prototyping of cellular phones." Software: Practice and Experience 29, no. 10 (1999): 897–929. http://dx.doi.org/10.1002/(sici)1097-024x(199908)29:10<897::aid-spe263>3.0.co;2-l.

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44

Al-Refai, Mohammed, Basem Zughoul, Yousef Al-Raba’nah, Mohammad Alauthman, and Ahmad Muraish. "Software Development by Merging Prototyping and Agile Approaches." International Journal of Advanced Research in Computer Science and Software Engineering 7, no. 9 (2017): 47. http://dx.doi.org/10.23956/ijarcsse.v7i9.410.

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during the past four decades, new software development approaches were presented to going with new trends of the software development companies and developers. Nowadays most software companies search to customise short period and minimal costs to produce valuable software products. These productions are within unstable, changing environments. Agile Methodologies were thus introduced to achieve the new requirements of the software development companies. Agile development invented for handling change. The key benefit of agile methodology is used to simplify the change-oriented software engineering process, but agile methodology needs to take more consideration to user point of view. Although the weaknesses of prototyping approach have, it can be used effectively by end users to describe requirements that developers may not have considered. This paper presents a proposed framework based on merge prototyping and agile approaches not only to cure the weaknesses of agile development and prototype methodology but to enrol the user in every single step, which will lead to faster and much accepted overall results.
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45

BABA, YASUNORI, and F. TED TSCHANG. "PRODUCT DEVELOPMENT IN JAPANESE TV GAME SOFTWARE: THE CASE OF AN INNOVATIVE GAME." International Journal of Innovation Management 05, no. 04 (2001): 487–515. http://dx.doi.org/10.1142/s1363919601000464.

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This paper addresses the issue of developing innovative software with a case study of the emerging prototyping methods used in an innovative game in the Japanese game software industry. Software has traditionally been seen as an efficiency-driven process. But in innovative software, there are other important issues, such as the need to allow for radical redesign in development cycles, and the need to resolve tensions between creative and controlling processes. The paper addresses the broader design issue by documenting the emerging prototyping practices in design-driven and originality-oriented product development. We term this an "outward spiral" software development model, in which the completion of an initial prototyping cycle may lead to significant revisions in design and code, and the possible scrapping of large chunks of code. This model is compared with the development processes used for other types of software and in creative industries like the music industry.
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46

Niranjana, Gurushankar. "FPGA Prototyping as a Verification Tool in Semiconductor Design." INTERNATIONAL JOURNAL OF INNOVATIVE RESEARCH AND CREATIVE TECHNOLOGY 5, no. 5 (2019): 1–5. https://doi.org/10.5281/zenodo.14250550.

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The increasing complexity of integrated circuits (ICs) has made verification a critical aspect of the semiconductor design flow. Traditional simulation-based verification methodologies are struggling to keep pace with the growing design size and software complexity. FPGA prototyping offers a compelling alternative by providing a hardware-based platform for early software development, real-time system validation, and accelerated verification. This paper explores the role of FPGA prototyping as a powerful verification tool in modern semiconductor design. It examines the benefits, challenges, and methodologies associated with FPGA prototyping, highlighting its ability to bridge the gap between pre-silicon verification and post-silicon validation. Furthermore, the paper discusses various use cases and advanced techniques, such as hybrid emulation and virtual prototyping, to demonstrate the versatility and effectiveness of FPGA prototyping in tackling the verification challenges of today's complex IC designs.
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47

Shibata, Tomohiro. "Rapid Prototyping of Robot Systems using Software Tools." Journal of the Robotics Society of Japan 30, no. 9 (2012): 857–59. http://dx.doi.org/10.7210/jrsj.30.857.

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48

Mohamedally, Dean, and Panayiotis Zaphiris. "Constructionist assessment with mobile software-based paper prototyping." International Journal of Mobile Learning and Organisation 2, no. 3 (2008): 250. http://dx.doi.org/10.1504/ijmlo.2008.020318.

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49

Henson, Kerry L., and Gerald A. Knezek. "The Use of Prototyping for Educational Software Development." Journal of Research on Computing in Education 24, no. 2 (1991): 230–39. http://dx.doi.org/10.1080/08886504.1991.10782004.

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50

Cook, Robert P., and Rihard J. Auletta. "StarLite, a visual simulation package for software prototyping." ACM SIGPLAN Notices 22, no. 1 (1987): 102–10. http://dx.doi.org/10.1145/390012.24221.

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