954 resultados para Web engineering
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The objective of this dissertation is to analyze, design, and implement an activity module for a larger educational platform with the use of gamification techniques with the purpose to improve learning, pass rates, and feedback. The project investigates how to better incentivize student learning. A software requirement specification was delineated to establish the system guidelines and behavior. Following, a definition of the activities in the module was created. This definition encompassed a detailed description of each activity, together with elements that compose it, available customizations and the involved formulas. The activity high-level design process includes the design of the defined activities by use of the software methodology UWE (UML-based Web Engineering) for their future implementation, modeling requirements, content, navigation and presentation. The low-level design is composed of the database schema and types and the relating EER (Enhanced Entity-Relationship) diagram. After this, the implementation of the designed module began, together with testing in the later stages. We expect that by using the implemented activity module, students will become more interested in learning, as well as more engaged in the process, resulting in a continuous progress during the course.---RESUMEN---El objetivo de este trabajo es analizar, diseñar e implementar un módulo de actividades didácticas que formará parte de una plataforma educativa, haciendo uso de técnicas de gamificación con la finalidad de mejorar el aprendizaje, ratio de aprobados y retroalimentación para los alumnos. El proyecto investiga como incentivar mejor el aprendizaje estudiantil. Se trazó una especificación de requisitos de software para establecer las pautas del sistema y su comportamiento. A continuación, se definieron las actividades del módulo. Esta definición abarca una descripción detallada de cada actividad, junto a los elementos que la componen, las configuraciones disponibles y las formulas involucradas. El proceso de diseño de alto nivel incluye el diseño de las actividades definidas usando la metodología de software UWE (UML-based Web Engineering) para su futura implementación, requisitos de modelaje, contenido, navegación y presentación. El diseño de bajo nivel está compuesto por el esquema y tipos de la base de datos y el diagrama de entidad-relación correspondiente. Tras esto se realizó la implementación y pruebas de parte del sistema. Se espera que usando el módulo de actividades implementado, los estudiantes muestren un mayor interés por aprender, así como estar más involucrados en el proceso, resultando en un progreso más continuo durante el curso.
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El objetivo de este trabajo es desarrollar el módulo central para el futuro sistema web de la asignatura Procesadores de Lenguajes impartida en la Escuela Técnica Superior de Ingenieros Informáticos de la Universidad Politécnica de Madrid. Para dicho desarrollo se aplicarán técnicas de gamificación con el objetivo de mejorar el aprendizaje, subir la tasa de aprobados de la asignatura y despertar interés por parte del alumnado de la misma. Se modelizaron, diseñaron e implementaron una serie de funciones para el nombrado módulo central del proyecto, incluyendo partes de la interfaz gráfica. En el presente documento se ofrece una breve explicación en cuanto al tema de la gamificación y se presentan los requisitos de este módulo siguiendo el documento oficial del IEEE para la especificación de requisitos. Se ofrece también una explicación del proceso de diseño de dichas funcionalidades usando la metodología de software UWE (UML-based Web Engineering). Este sistema presenta varios modelos entre los que se encuentran el modelo de requisitos, modelo de contenido, modelo de navegación y modelo de presentación de los elementos del sistema. Se espera que gracias a este proyecto el alumno se vea más involucrado en la asignatura, a la vez que aumenta su interés sobre dicha materia.---ABSTRACT---The objective of this document is to explain how the work in the central module of a web system has been done. This web system is a platform for the subject Procesadores de Lenguajes which is taught at Escuela Técnica Superior de Ingenieros Informáticos of the Universidad Politécnica de Madrid. Gamification techniques are included in this project with the purpose to improve learning, to increase pass rates and to get students more engaged with the subject. Functions for the central node of this project were analyzed, designed and implemented, including the graphic interface. The present document offers a brief explanation about gamification and presents the system requirements, which were created following the official document for Requirements Specificication by IEEE. It also offers a detailed explanation of the design process using UWE methodology (UML-based Web Engineering). This methodology presents a requirement model, content model, navigation model and presentation model of the elements of the system. We expect that by using this system, students will become more interested in learning, as well as more engaged in the process, resulting in a continuous progress during the course.
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Comunicación presentada en las VII Jornadas de Ingeniería del Software y Bases de Datos (JISBD 2002), dentro del II Taller sobre Ingeniería del Software Orientada al Web (Web Engineering) WebE'2002, El Escorial, Madrid, 19 noviembre 2002.
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This paper introduces the Sm4RIA Extension for OIDE, which implements the Sm4RIA approach in OIDE (OOH4RIA Integrated Development Environment). The application, based on the Eclipse framework, supports the design of the Sm4RIA models as well as the model-to-model and model-to-text transformation processes that facilitate the generation of Semantic Rich Internet Applications, i.e., RIA applications capable of sharing data as Linked data and consuming external data from other sources in the same manner. Moreover, the application implements mechanisms for the creation of RIA interfaces from ontologies and the automatic generation of administration interfaces for a previously design application.
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168 p.
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As the interest in the Web of Things increases, specially for the general population, the barriers to entry for the use of these technologies should decrease. Current applications can be developed to adapt their behaviour to predefined conditions and users preferences, facilitating their use. In the future,Web of Things software should be able to automatically adjust its behaviour to non-predefined preferences or context of its users. In this vision paper we define the Situational-Context as the combination of the virtual profiles of the entities (things or people) that concur at a particular place and time. The computation of the Situational-Context allow us to predict the expected system behaviour and the required interaction between devices to meet the entities’ goals, achieving a better adjustment of the system to variable contexts.
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Web is a powerful hypermedia-based information retrieval mechanism that provides a user-friendly access across all major computer platforms connected over Internet. This paper demonstrates the application of Web technology when used as an educational delivery tool. It also reports on the development of a prototype electronic publishing project where Web technology was used to deliver power engineering educational resources. The resulting hyperbook will contain diverse teaching resources such as hypermedia-based modular educational units and computer simulation programs that are linked in a meaningful and structured way. The use of Web for disseminating information of this nature has many advantages that cannot possibly be achieved otherwise. PREAMBLE The continual increase of low-cost functionality available in desktop computing has opened up a new possibility in learning within a wider educational framework. This technology also is supported by enhanced features offered by new and ...
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E-government provides a platform for governments to implement web enabled services that facilitate communication between citizens and the government. However, technology driven design approach and limited understanding of citizens' requirements, have led to a number of critical usability problems on the government websites. Hitherto, there has been no systematic attempt to analyse the way in which theory of User Centred Design (UCD) can contribute to address the usability issues of government websites. This research seeks to fill this gap by synthesising perspectives drawn from the study of User Centred Design and examining them based on the empirical data derived from case study of the Scottish Executive website. The research employs a qualitative approach in the collection and analysis of data. The triangulated analysis of the findings reveals that e-government web designers take commercial development approach and focus only on technical implementations which lead to websites that do not meet citizens' expectations. The research identifies that e-government practitioners can overcome web usability issues by transferring the theory of UCD to practice.
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A software system, recently developed by the authors for the efficient capturing, editing, and delivery of audio-visual web lectures, was used to create a series of lectures for a first-year undergraduate course in Dynamics. These web lectures were developed to serve as an extra study resource for students attending lectures and not as a replacement. A questionnaire was produced to obtain feedback from students. The overall response was very favorable and numerous requests were made for other lecturers to adopt this technology. Despite the students' approval of this added resource, there was no significant improvement in overall examination performance
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Websites of academic institutions are the prime source of information about the institution. Libraries, being the main provider of information for the academics, need to be represented in the respective homepages with due importance. Keeping this in mind, this study is an attempt to understand and analyze the presence and presentation of libraries of Engineering Colleges (EC) in Kerala in their respective websites. On the basis of the reviewed literature and an observation of libraries of nationally important institutions imparting technical education in India, a set of criteria were developed for analyzing the websites/web pages. Based on this an extensive survcy of the websites of ECs were done. The collected data was then analyzed using Microsoft Excel. The library websites were then ranked on the basis of this analysis. It was observed that majority of the websites of ECs in Kerala have least representation of their respective libraries. Another important observation is that even the highest scoring libraries satisfy only half of the criteria listed for analysis.
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Document engineering is the computer science discipline that investigates systems for documents in any form and in all media. As with the relationship between software engineering and software, document engineering is concerned with principles, tools and processes that improve our ability to create, manage, and maintain documents (http://www.documentengineering.org). The ACM Symposium on Document Engineering is an annual meeting of researchers active in document engineering: it is sponsored by ACM by means of the ACM SIGWEB Special Interest Group. In this editorial, we first point to work carried out in the context of document engineering, which are directly related to multimedia tools and applications. We conclude with a summary of the papers presented in this special issue.
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Web is constantly evolving, thanks to the 2.0 transition, HTML5 new features and the coming of cloud-computing, the gap between Web and traditional desktop applications is tailing off. Web-apps are more and more widespread and bring several benefits compared to traditional ones. On the other hand reference technologies, JavaScript primarly, are not keeping pace, so a paradim shift is taking place in Web programming, and so many new languages and technologies are coming out. First objective of this thesis is to survey the reference and state-of-art technologies for client-side Web programming focusing in particular on what concerns concurrency and asynchronous programming. Taking into account the problems that affect existing technologies, we finally design simpAL-web, an innovative approach to tackle Web-apps development, based on the Agent-oriented programming abstraction and the simpAL language. == Versione in italiano: Il Web è in continua evoluzione, grazie alla transizione verso il 2.0, alle nuove funzionalità introdotte con HTML5 ed all’avvento del cloud-computing, il divario tra le applicazioni Web e quelle desktop tradizionali va assottigliandosi. Le Web-apps sono sempre più diffuse e presentano diversi vantaggi rispetto a quelle tradizionali. D’altra parte le tecnologie di riferimento, JavaScript in primis, non stanno tenendo il passo, motivo per cui la programmazione Web sta andando incontro ad un cambio di paradigma e nuovi linguaggi e tecnologie stanno spuntando sempre più numerosi. Primo obiettivo di questa tesi è di passare al vaglio le tecnologie di riferimento ed allo stato dell’arte per quel che riguarda la programmmazione Web client-side, porgendo particolare attenzione agli aspetti inerenti la concorrenza e la programmazione asincrona. Considerando i principali problemi di cui soffrono le attuali tecnologie passeremo infine alla progettazione di simpAL-web, un approccio innovativo con cui affrontare lo sviluppo di Web-apps basato sulla programmazione orientata agli Agenti e sul linguaggio simpAL.