34 resultados para Software Engineering


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A body of knowledge in Software Engineering requires experiments replications. The knowledge generated by a study is registered in the so-called lab package, which, must be reviewed by an eventual research group with the intention to replicate it. However, researchers face difficulties reviewing the lab package, what leads to problems in share knowledge among research groups. Besides that, the lack of standardization is an obstacle to the integration of the knowledge from an isolated study in a common body of knowledge. In this sense, ontologies can be applied, since they can be seen as a standard that promotes the shared understanding of the experiment information structure. In this paper, we present a workflow to generate lab packages based on EXPEiiQntology, an ontology of controlled experiments domain. In addition, by means of lab packages instantiation, it is possible to evolve the ontology, in order to deal with new concepts that may appear in different lab packages. The iterative ontology evolution aims at achieve a standard that is able to accommodate different lab packages and, hence, facilitate to review and understand their content.

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This work describes a new web system to aid project management that was created to correct the principal deficiencies identified in systems having a common purpose which are at present available, as well as to follow the guidelines that are proposed in the Project Management Body of Knowledge (PMBoK) and the quality characteristics described in the ISO/IEC 9126 norm. As from the adopted methodology, the system was structured to attend the real necessities of project managers and also to contribute towards obtaining quality results from the projects. The validation of the proposed solution was done with the collaboration of professionals that used the functions available in it for a period of 15 days. Results attested to the quality and adequacy of the developed system.

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The use of the Internet as a means of ensuring greater visibility for products, services and information offered by companies is gaining strength in recent decades. However, it is known that to ensure satisfaction and subsequent virtual customer loyalty, it is necessary to guarantee the quality of the websites, allowing indiscriminate access regardless of the resources used, as well as rapid responses to possible requests. In order to assist this process, this paper presents a set of guidelines for the development of websites having quality characteristics, efficiency and portability as per ISO 9126 norms. An observational analysis of e-commerce websites was done which showed that they are inadequate as to the proposed guidelines, making them difficult to access available content. Therefore, the adoption of the proposed guidelines can greatly contribute to increasing the quality of websites and, consequently, enable quick and effective access regardless of the resources used.

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In this paper we present an optimization of the Optimum-Path Forest classifier training procedure, which is based on a theoretical relationship between minimum spanning forest and optimum-path forest for a specific path-cost function. Experiments on public datasets have shown that the proposed approach can obtain similar accuracy to the traditional one but with faster data training. © 2012 ICPR Org Committee.

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Constrained intervals, intervals as a mapping from [0, 1] to polynomials of degree one (linear functions) with non-negative slopes, and arithmetic on constrained intervals generate a space that turns out to be a cancellative abelian monoid albeit with a richer set of properties than the usual (standard) space of interval arithmetic. This means that not only do we have the classical embedding as developed by H. Radström, S. Markov, and the extension of E. Kaucher but the properties of these polynomials. We study the geometry of the embedding of intervals into a quasilinear space and some of the properties of the mapping of constrained intervals into a space of polynomials. It is assumed that the reader is familiar with the basic notions of interval arithmetic and interval analysis. © 2013 Springer-Verlag Berlin Heidelberg.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Ciência da Computação - IBILCE

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Engenharia Elétrica - FEIS

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With the technology evolution for school proposals, became necessary the creation and modifica- tion of the pedagogical paradigms applied in the classroom. With this in mind, this monograph attempts to explain clearly and succinctly how to develop a complete game, following the precepts of appropriate pedagogy and software engineering steps, explaining the main entertainment devices and graphics suitable for the student’s intellectual development. Therefore, it is studied throughout this academic work, the complete process of development, making use of the development language ActionScript 3.0 , aided by some other technologies, show- ing that the use of technology articles in the classroom is possible and highly indicated

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With the advancement of the gaming industry in the market, became evident the need for professionals working in this area. With this in mind, this paper attempts to create an environment where aspirants and professionals in creating games can interact. To get to this point, was built one system based on current technologies, and parad igms of software engineering system. So throughout this monograph the process of the system development is studied, using different technologies, and showing how it can work, the exchange of information and knowledge among the games creation lovers

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Currently, applications for smartphones and tablets, called apps, are becoming increasingly relevant and attract more attention from users and finally the developers. With the Application Stores, services provided by the company that maintains the platform, access to such applications is as or more simplified than to web sites, with the advantage of anenhanced user experience and focused on the mobile device, and enjoy natives resources as camera, audio, storage, integration with other applications, etc. They present a great opportunity for independent developers, who can now develop an application and make it availabl e to all users of that platform, at free or at a cost that is usually low. Even students may create their applications in the intervals of their classes and sell them in stores. Making use of tools and services, free or at low cost, anyone can develop quality applications, that can be marketed and have a large number of users even in adverse situations in which the application is not the focus of developer productivity. However, such to ols do not seem to be well used, or are unknown, or its purpose is not considered important, and this paper tries to show the real importance of these tools in the rapid development of quality software. This project presents several tools, services and practices, which together make it possible to develop an application for various mobile platforms, independently and with a team of a few people, as demonstrated. However, this paper aims not to say that the development of software today it is easy and simple, but there are currently a large set of tools, for various platforms, that assists and enhances the work of the programmer

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In a world that is increasingly working with software, the need arises for effective approaches that encourage software reuse. The reuse practice must be aligned to a set of practices, procedures and methodologies that create a stable and high quality product. These questions produce new styles and approaches in the software engineering. In this way, this thesis aims to address concepts related to development and model-driven architecture. The model-driven approach provides significant aspects of the automated development, which helps it with produced models built in the specification phase. The definition of terms such as model, architecture and platform makes the focus becomes clearer, because for MDA and MDD is important to split between technical and business issues. Important processes are covered, so you can highlight the artifacts that are built into each stage of model-driven development. The stages of development: CSM, PIM, PSM and ISM, detailing the purpose of each phase in oriented models, making the end of each stage are gradually produced artifacts that may be specialized. The models are handled by different prospects for modeling, abstracting the concepts and building a set of details that portrays a specific scenario. This retraction can be a graphical or textual representation, however, in most cases is chosen a language modeling, for example, UML. In order to provide a practical view, this dissertation shows some tools that improve the construction of models and the code generate that assists in the development, keeping the documentation systemic. Finally, the paper presents a case study that refers to the theoretical aspects discussed throughout the dissertation, therefore it is expected that the architecture and the model-driven development may be able to explain important features to consider in software engineering