974 resultados para outsourcing software testing


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While the simulation of flood risks originating from the overtopping of river banks is well covered within continuously evaluated programs to improve flood protection measures, flash flooding is not. Flash floods are triggered by short, local thunderstorm cells with high precipitation intensities. Small catchments have short response times and flow paths and convective thunder cells may result in potential flooding of endangered settlements. Assessing local flooding and pathways of flood requires a detailed hydraulic simulation of the surface runoff. Hydrological models usually do not incorporate surface runoff at this detailedness but rather empirical equations are applied for runoff detention. In return 2D hydrodynamic models usually do not allow distributed rainfall as input nor are any types of soil/surface interaction implemented as in hydrological models. Considering several cases of local flash flooding during the last years the issue emerged for practical reasons but as well as research topics to closing the model gap between distributed rainfall and distributed runoff formation. Therefore, a 2D hydrodynamic model, depth-averaged flow equations using the finite volume discretization, was extended to accept direct rainfall enabling to simulate the associated runoff formation. The model itself is used as numerical engine, rainfall is introduced via the modification of waterlevels at fixed time intervals. The paper not only deals with the general application of the software, but intends to test the numerical stability and reliability of simulation results. The performed tests are made using different artificial as well as measured rainfall series as input. Key parameters of the simulation such as losses, roughness or time intervals for water level manipulations are tested regarding their impact on the stability.

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O emergente mercado de desenvolvimento de software para jogos eletrônicos oferece um campo favorável para iniciativas empreendedoras, pois é um setor que vem apresentando franco crescimento em nível mundial, tendo ultrapassado, em faturamento, no ano de 2001, a receita da indústria cinematográfica dos Estados Unidos. Em função desse crescimento, novos produtos de software e também de hardware são constantemente lançados para atender à crescente demanda do setor. No Brasil, este mercado está evoluindo, apesar de ser ainda incipiente e apresentar problemas estruturais. Existem empreendimentos que estão tendo um bom desempenho, inclusive exportando produtos. O objetivo deste trabalho foi identificar as características dos empreendimentos como atores do mercado, bem como aquelas de seus empreendedores. São apresentados os resultados de um estudo de múltiplos casos com cinco empresas brasileiras que desenvolvem jogos eletrônicos. Este é um mercado em que predominam os negócios via rede de contatos, as exportações, com contratos de outsourcing, e os padrões de qualidade são estabelecido internacionalmente. As principais características identificadas são que as empresas são pequenas, elativamente novas no mercado, desenvolvem sua própria tecnologia, algumas transformando resultados de pesquisas acadêmicas em produtos, têm capacidade de inovação e a maioria começou suas atividades sem investimento de capital de risco. Os empreendedores têm, em geral, formação técnica e algumas habilidades gerenciais, e, além disso, utilizam suas redes de contatos para expandir os negócios no exterior e estão altamente determinados a ter sucesso no mercado de jogos eletrônicos.

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Tests on printed circuit boards and integrated circuits are widely used in industry,resulting in reduced design time and cost of a project. The functional and connectivity tests in this type of circuits soon began to be a concern for the manufacturers, leading to research for solutions that would allow a reliable, quick, cheap and universal solution. Initially, using test schemes were based on a set of needles that was connected to inputs and outputs of the integrated circuit board (bed-of-nails), to which signals were applied, in order to verify whether the circuit was according to the specifications and could be assembled in the production line. With the development of projects, circuit miniaturization, improvement of the production processes, improvement of the materials used, as well as the increase in the number of circuits, it was necessary to search for another solution. Thus Boundary-Scan Testing was developed which operates on the border of integrated circuits and allows testing the connectivity of the input and the output ports of a circuit. The Boundary-Scan Testing method was converted into a standard, in 1990, by the IEEE organization, being known as the IEEE 1149.1 Standard. Since then a large number of manufacturers have adopted this standard in their products. This master thesis has, as main objective: the design of Boundary-Scan Testing in an image sensor in CMOS technology, analyzing the standard requirements, the process used in the prototype production, developing the design and layout of Boundary-Scan and analyzing obtained results after production. Chapter 1 presents briefly the evolution of testing procedures used in industry, developments and applications of image sensors and the motivation for the use of architecture Boundary-Scan Testing. Chapter 2 explores the fundamentals of Boundary-Scan Testing and image sensors, starting with the Boundary-Scan architecture defined in the Standard, where functional blocks are analyzed. This understanding is necessary to implement the design on an image sensor. It also explains the architecture of image sensors currently used, focusing on sensors with a large number of inputs and outputs.Chapter 3 describes the design of the Boundary-Scan implemented and starts to analyse the design and functions of the prototype, the used software, the designs and simulations of the functional blocks of the Boundary-Scan implemented. Chapter 4 presents the layout process used based on the design developed on chapter 3, describing the software used for this purpose, the planning of the layout location (floorplan) and its dimensions, the layout of individual blocks, checks in terms of layout rules, the comparison with the final design and finally the simulation. Chapter 5 describes how the functional tests were performed to verify the design compliancy with the specifications of Standard IEEE 1149.1. These tests were focused on the application of signals to input and output ports of the produced prototype. Chapter 6 presents the conclusions that were taken throughout the execution of the work.

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The progresses of the Internet and telecommunications have been changing the concepts of Information Technology IT, especially with regard to outsourcing services, where organizations seek cost-cutting and a better focus on the business. Along with the development of that outsourcing, a new model named Cloud Computing (CC) evolved. It proposes to migrate to the Internet both data processing and information storing. Among the key points of Cloud Computing are included cost-cutting, benefits, risks and the IT paradigms changes. Nonetheless, the adoption of that model brings forth some difficulties to decision-making, by IT managers, mainly with regard to which solutions may go to the cloud, and which service providers are more appropriate to the Organization s reality. The research has as its overall aim to apply the AHP Method (Analytic Hierarchic Process) to decision-making in Cloud Computing. There to, the utilized methodology was the exploratory kind and a study of case applied to a nationwide organization (Federation of Industries of RN). The data collection was performed through two structured questionnaires answered electronically by IT technicians, and the company s Board of Directors. The analysis of the data was carried out in a qualitative and comparative way, and we utilized the software to AHP method called Web-Hipre. The results we obtained found the importance of applying the AHP method in decision-making towards the adoption of Cloud Computing, mainly because on the occasion the research was carried out the studied company already showed interest and necessity in adopting CC, considering the internal problems with infrastructure and availability of information that the company faces nowadays. The organization sought to adopt CC, however, it had doubt regarding the cloud model and which service provider would better meet their real necessities. The application of the AHP, then, worked as a guiding tool to the choice of the best alternative, which points out the Hybrid Cloud as the ideal choice to start off in Cloud Computing. Considering the following aspects: the layer of Infrastructure as a Service IaaS (Processing and Storage) must stay partly on the Public Cloud and partly in the Private Cloud; the layer of Platform as a Service PaaS (Software Developing and Testing) had preference for the Private Cloud, and the layer of Software as a Service - SaaS (Emails/Applications) divided into emails to the Public Cloud and applications to the Private Cloud. The research also identified the important factors to hiring a Cloud Computing provider

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Considering the transition from industrial society to information society, we realize that the digital training that is addressed is currently insufficient to navigate within a digitized reality. As proposed to minimize this problem, this paper assesses, validates and develops the software RoboEduc to work with educational robotics with the main differential programming of robotic devices in levels, considering the specifics of reality training . One of the emphases of this work isthe presentation of materials and procedures involving the development, analysis and evolution of this software. For validation of usability tests were performed, based on analysis of these tests was developed version 4.0 of RoboEduc

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Incluye Bibliografía

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Gesture-based applications have particularities, since users interact in a natural way, much as they interact in the non-digital world. Hence, new requirements are needed on the software design process. This paper shows a software development process model for these applications, including requirement specification, design, implementation, and testing procedures. The steps and activities of the proposed model were tested through a game case study, which is a puzzle game. The puzzle is completed when all pieces of a painting are correctly positioned by the drag and drop action of users hand gesture. It also shows the results obtained of applying a heuristic evaluation on this game. © 2012 IEEE.

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Pós-graduação em Engenharia Elétrica - FEIS

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Pós-graduação em Enfermagem (mestrado profissional) - FMB