908 resultados para goal-oriented requirements engineering


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Both animals and mobile robots, or animats, need adaptive control systems to guide their movements through a novel environment. Such control systems need reactive mechanisms for exploration, and learned plans to efficiently reach goal objects once the environment is familiar. How reactive and planned behaviors interact together in real time, and arc released at the appropriate times, during autonomous navigation remains a major unsolved problern. This work presents an end-to-end model to address this problem, named SOVEREIGN: A Self-Organizing, Vision, Expectation, Recognition, Emotion, Intelligent, Goal-oriented Navigation system. The model comprises several interacting subsystems, governed by systems of nonlinear differential equations. As the animat explores the environment, a vision module processes visual inputs using networks that arc sensitive to visual form and motion. Targets processed within the visual form system arc categorized by real-time incremental learning. Simultaneously, visual target position is computed with respect to the animat's body. Estimates of target position activate a motor system to initiate approach movements toward the target. Motion cues from animat locomotion can elicit orienting head or camera movements to bring a never target into view. Approach and orienting movements arc alternately performed during animat navigation. Cumulative estimates of each movement, based on both visual and proprioceptive cues, arc stored within a motor working memory. Sensory cues are stored in a parallel sensory working memory. These working memories trigger learning of sensory and motor sequence chunks, which together control planned movements. Effective chunk combinations arc selectively enhanced via reinforcement learning when the animat is rewarded. The planning chunks effect a gradual transition from reactive to planned behavior. The model can read-out different motor sequences under different motivational states and learns more efficient paths to rewarded goals as exploration proceeds. Several volitional signals automatically gate the interactions between model subsystems at appropriate times. A 3-D visual simulation environment reproduces the animat's sensory experiences as it moves through a simplified spatial environment. The SOVEREIGN model exhibits robust goal-oriented learning of sequential motor behaviors. Its biomimctic structure explicates a number of brain processes which are involved in spatial navigation.

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More and more software projects today are security-related in one way or the other. Requirements engineers often fail to recognise indicators for security problems which is a major source of security problems in practice. Identifying security-relevant requirements is labour-intensive and errorprone. In order to facilitate the security requirements elicitation process, we present an approach supporting organisational learning on security requirements by establishing company-wide experience resources, and a socio-technical network to benefit from them. The approach is based on modelling the flow of requirements and related experiences. Based on those models, we enable people to exchange experiences about security-requirements while they write and discuss project requirements. At the same time, the approach enables participating stakeholders to learn while they write requirements. This can increase security awareness and facilitate learning on both individual and organisational levels. As a basis for our approach, we introduce heuristic assistant tools which support reuse of existing security-related experiences. In particular, they include Bayesian classifiers which issue a warning automatically when new requirements seem to be security-relevant. Our results indicate that this is feasible, in particular if the classifier is trained with domain specific data and documents from previous projects. We show how the ability to identify security-relevant requirements can be improved using this approach. We illustrate our approach by providing a step-by-step example of how we improved the security requirements engineering process at the European Telecommunications Standards Institute (ETSI) and report on experiences made in this application.

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The paper describes the implementation of an offline, low-cost Brain Computer Interface (BCI) alternative to more expensive commercial models. Using inexpensive general purpose clinical EEG acquisition hardware (Truscan32, Deymed Diagnostic) as the base unit, a synchronisation module was constructed to allow the EEG hardware to be operated precisely in time to allow for recording of automatically time stamped EEG signals. The synchronising module allows the EEG recordings to be aligned in stimulus time locked fashion for further processing by the classifier to establish the class of the stimulus, sample by sample. This allows for the acquisition of signals from the subject’s brain for the goal oriented BCI application based on the oddball paradigm. An appropriate graphical user interface (GUI) was constructed and implemented as the method to elicit the required responses (in this case Event Related Potentials or ERPs) from the subject.

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This chapter overviews the existing methods of requirements analysis as prescribed by some of the best-known web-development methods. It also discusses the pre-eminent importance of stakeholder analysis, identification of stakeholder views and concerns, and the processes governing elicitation of web systems requirements. The chapter finally derives a model of concern-driven requirements evolution from several case studies undertaken in the area of web-enabled employee service systems.

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Requirements Engineering (RE) is a commencing phase in the systems development life cycle and concerned with understanding and specifying the customer's requirements. RE has been recognized as a complex cognitive problem solving process which takes place in an unstructured and poorly understood problem .context. A recent understanding describes the RE process as inherently creative, involving cycles of incremental building followed by insight-driven econceptualization .of the problem space. This chapter relates this new understanding to various creative process models described in the creativity and psychology of problem solving literature.

A review of current attempts to support problem solving in RE using
various design rationale approaches suggests., that their common major
wealmess lies in the lack of support for the creative and insight-driven problem solving process in RE. In addressing this weakness, the chapter suggests a new approach to promoting and supporting RE creativity using design rationale. The suggested approach involves the ad hoc recording of rationale to support the creative exploration complemented by a post hoc conceptual characterization of the problem space to support insight driven reconceptualization.

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Process management is a crucial issue in developing information or computer systems. Theories of software development process management suggest that the process should be supported and managed based on what the process really is. However, our learning from an action research study reveals that the requirements engineering (RE) process differs significantly from that which the current literature tends to describe. The process is not a systematic, smooth and incremental evolution of the requirements model, but involves occasional simplification and restructuring of the requirements model. This revised understanding of the RE process suggests a new challenge to both the academic and industrial communities, demanding new process management approaches. In this paper, we present our understanding of the RE process and its implications for process management.

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Process management is a crucial issue in developing information or computer systems. Theories of software development process management suggest that the process should be supported and managed based on what the process really is. However, our learning from an action research study reveals that the requirements engineering (RE) process differs significantly from what the current literature tends to describe. The process is not a systematic, smooth and incremental evolution of the requirements model, but involves occasional simplification and restructuring of the requirements model. This revised understanding of the RE process suggests a new challenge to both the academic and industrial communities, demanding new process management approaches. In this paper, we present our understanding of the RE process and its implications for process management.

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RE is well-recognised as a creative problem solving activity by the systems development community. However, while substantial research has been conducted and knowledge gained about creativity in the general psychology of problem solving, creativity as it applies to RE remains a relatively unexplored area - one that has neither been comprehensively studied, nor highly recognised, as a research topic of importance. This paper attempts to address the above mentioned gap by presenting findings from a recent focus group study of creativity in RE as perceived by a group of RE practitioners. We provide a conceptual framework for understanding creativity in RE, which may be of use to requirements engineers attempting to enable more creative approaches and results, as well as adding to the existing, limited body of research in this area.

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Reviews of the state of the professional practice in Requirements Engineering (RE) stress that the RE process is both complex and hard to describe, and suggest there is a significant difference between competent and "approved" practice. "Approved" practice is reflected by (in all likelihood, in fact, has its genesis in) RE education, so that the knowledge and skills taught to students do not match the knowledge and skills required and applied by competent practitioners.

A new understanding of the RE process has emerged from our recent study. RE is revealed as inherently creative, involving cycles of building and major reconstruction of the models developed, significantly different from the systematic and smoothly incremental process generally described in the literature. The process is better characterised as highly creative, opportunistic and insight driven. This mismatch between approved and actual practice provides a challenge to RE education - RE requires insight and creativity as well as technical knowledge. Traditional learning models applied to RE focus, however, on notation and prescribed processes acquired through repetition. We argue that traditional learning models fail to support the learning required for RE and propose both a new model based on cognitive flexibility and a framework for RE education to support this model.

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Despite the significant Requirements Engineering (RE) research efforts over the past decade the research--industry gap still remains persistent.
Recent attempts by the RE research community to address this issue include cumulative knowledge studies to describe the current state of RE research and the establishment of a new conference dedicated to the comparative evaluation of RE.
This paper reports the state of RE research from 2001 to 2005. A taxonomy of RE literature is presented and a conceptual framework for
understanding the current state of RE is also described. The ensuing analysis shows that during the period 2001-2005 there was only an incremental development of RE research without any radical theoretical contributions to its body of knowledge. The paper also poses a challenge for the RE research community to respond to the dramatic changes in the
social and business world.