956 resultados para Process Development


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Vasculogenesis is the process by which Endothelial Precursor Cells (EPCs) form a vasculature. This process has been traditionally regarded as an embryological process of vessel formation. However, as early as in the 60's the concept of postnatal vasculogenesis was introduced, with a strong resurface of this idea in recent years. Similarly, previous work on a mouse skin tumor model provided us with the grounds to consider the role of vasculogenesis during tumor formation. ^ We examined the contribution of donor bone marrow (BM)-derived cells to neovascularization in recipient nude mice with Ewing's sarcoma. Ewing's sarcoma is a primitive neuroectodermal tumor that most often affects children and young adults between 5 and 30 years of age. Despite multiple attempts to improve the efficacy of chemotherapy for the disease, the 2-year metastases-free survival rate for patients with Ewing's sarcoma has not improved over the past 15 years. New therapeutic approaches are therefore needed to reduce the mortality rate. ^ The contribution of BM endothelial precursor cells in the development of Ewing's sarcoma was examined using different strategies to track the donor-derived cells. Using a BMT model that takes advantage of MHC differences between donor and recipient mice, we have found that donor BM cells were involved in the formation of Ewing's sarcoma vasculature. ^ Cells responsible for this vasculogenesis activity may be located within the stem cell population of the murine BM. These stem cells would not only generate the hematopoietic lineage but they would also generate ECs. Bone marrow SP (Side Population) cells pertain to a subpopulation that can be identified using flow cytometric analysis of Hoechst 33342-stained BM. This population of cells has HSC activity. We have tested the ability of BM SP cells to contribute to vasculogenesis in Ewing's sarcoma using our MHC mismatched transplant model. Mice transplanted with SP cells developed tumor neovessels that were derived from the donor SP cells. Thus, SP cells not only replenished the hematopoietic system of the lethally irradiated mice, but also differentiated into a non-hematopoietic cell lineage and contributed to the formation of the tumor vasculature. ^ In summary, we have demonstrated that BM-derived cells are involved in the generation of the new vasculature during the growth of Ewing's sarcoma. The finding that vasculogenesis plays a role in Ewing's sarcoma development opens the possibility of using genetically modified BM-derived cells for the treatment of Ewing's sarcomas. ^

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During the past two decades in Thailand, non-governmental actors, such as NGOs, intellectuals, and people's organizations, have found widening opportunities to participate in policy formation and in the implementation of local development. The government has facilitated the formation of civil society forums, in the expectation of influencing local-level governance. The last two national five-year development plans were formulated after taking into account the voices of people in the provinces. Even though they may seem petty, some state funds are now transmitted through non-governmental institutions for policy implementation at the grassroots level. These changes have their origin in a reformation of rural development administration in early 1980s. This reformation in due course led to policies that have allowed the participation of non-governmental actors. Meanwhile, rural people have proved their ability to engage in participatory development by forming various local organizations, while NGOs have grown to be proficient facilitators of local development. This paper describes the process whereby three leading actors, namely the government, local people, and the NGOs, have interacted to bring about a more participatory system of local development administration.

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Usability is the capability of the software product to be understood, learned, used and attractive to the user, when used under specified conditions. Many studies demonstrate the benefits of usability, yet to this day software products continue to exhibit consistently low levels of this quality attribute. Furthermore, poor usability in software systems contributes largely to software failing in actual use. One of the main disciplines involved in usability is that of Human-Computer Interaction (HCI). Over the past two decades the HCI community has proposed specific features that should be present in applications to improve their usability, yet incorporating them into software continues to be far from trivial for software developers. These difficulties are due to multiple factors, including the high level of abstraction at which these HCI recommendations are made and how far removed they are from actual software implementation. In order to bridge this gap, the Software Engineering community has long proposed software design solutions to help developers include usability features into software, however, the problem remains an open research question. This doctoral thesis addresses the problem of helping software developers include specific usability features into their applications by providing them with a structured and tangible guidance in the form of a process, which we have termed the Usability-Oriented Software Development Process. This process is supported by a set of Software Usability Guidelines that help developers to incorporate a set of eleven usability features with high impact on software design. After developing the Usability-oriented Software Development Process and the Software Usability Guidelines, they have been validated across multiple academic projects and proven to help software developers to include such usability features into their software applications. In doing so, their use significantly reduced development time and improved the quality of the resulting designs of these projects. Furthermore, in this work we propose a software tool to automate the application of the proposed process. In sum, this work contributes to the integration of the Software Engineering and HCI disciplines providing a framework that helps software developers to create usable applications in an efficient way.

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Software Product Line Engineering (SPLE) is becoming widely used due to the improvement it means when developing software products of the same family. However, SPLE demands long-term investment on a product-line platform that might not be profitable due to rapid changing business settings. Since Agile Software Development (ASD) approaches are being successfully applied in volatile markets, several companies have suggested the idea of integrating SPLE and ASD when a family product has to be developed. Agile Product Line Engineering (APLE) advocates the integration of SPLE and ASD to address their lacks when they are individually applied to software development. A previous literature re-view of experiences and practices on APLE revealed important challenges about how to fully put APLE into practice. Our contribution address several of these challenges by tailoring the agile method Scrum by means of three concepts that we have defined: plastic partial components, working PL-architectures, and reactive reuse.

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Usability plays an important role to satisfy users? needs. There are many recommendations in the HCI literature on how to improve software usability. Our research focuses on such recommendations that affect the system architecture rather than just the interface. However, improving software usability in aspects that affect architecture increases the analyst?s workload and development complexity. This paper proposes a solution based on model-driven development. We propose representing functional usability mechanisms abstractly by means of conceptual primitives. The analyst will use these primitives to incorporate functional usability features at the early stages of the development process. Following the model-driven development paradigm, these features are then automatically transformed into subsequent steps of development, a practice that is hidden from the analyst.

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Abstract?Background: There is no globally accepted open source software development process to define how open source software is developed in practice. A process description is important for coordinating all the software development activities involving both people and technology. Aim: The research question that this study sets out to answer is: What activities do open source software process models contain? The activity groups on which it focuses are Concept Exploration, Software Requirements, Design, Maintenance and Evaluation. Method: We conduct a systematic mapping study (SMS). A SMS is a form of systematic literature review that aims to identify and classify available research papers concerning a particular issue. Results: We located a total of 29 primary studies, which we categorized by the open source software project that they examine and by activity types (Concept Exploration, Software Requirements, Design, Maintenance and Evaluation). The activities present in most of the open source software development processes were Execute Tests and Conduct Reviews, which belong to the Evaluation activities group. Maintenance is the only group that has primary studies addressing all the activities that it contains. Conclusions: The primary studies located by the SMS are the starting point for analyzing the open source software development process and proposing a process model for this community. The papers in our paper pool that describe a specific open source software project provide more regarding our research question than the papers that talk about open source software development without referring to a specific open source software project.

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Automated and semi-automated accessibility evaluation tools are key to streamline the process of accessibility assessment, and ultimately ensure that software products, contents, and services meet accessibility requirements. Different evaluation tools may better fit different needs and concerns, accounting for a variety of corporate and external policies, content types, invocation methods, deployment contexts, exploitation models, intended audiences and goals; and the specific overall process where they are introduced. This has led to the proliferation of many evaluation tools tailored to specific contexts. However, tool creators, who may be not familiar with the realm of accessibility and may be part of a larger project, lack any systematic guidance when facing the implementation of accessibility evaluation functionalities. Herein we present a systematic approach to the development of accessibility evaluation tools, leveraging the different artifacts and activities of a standardized development process model (the Unified Software Development Process), and providing templates of these artifacts tailored to accessibility evaluation tools. The work presented specially considers the work in progress in this area by the W3C/WAI Evaluation and Report Working Group (ERT WG)

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Development cooperation projects work with people involved in processes of change and social transformation. While the main objective of the intervention is the development process itself, the project?s quality will be determined by the way of implementing it. Its success lies in the sustainability of the generated processes and the connection with them by the involved actors. The evaluation analyses both aspects. This article examines the evaluation, under a process approach, of a project on urban agriculture in Lima (Peru). The results show that the use of this approach, which combines different evaluation tools, allows the identification and analysis of the processes with the involved members, providing a better understanding of the real sustainability of the results.

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The project arises from the need to develop improved teaching methodologies in field of the mechanics of continuous media. The objective is to offer the student a learning process to acquire the necessary theoretical knowledge, cognitive skills and the responsibility and autonomy to professional development in this area. Traditionally the teaching of the concepts of these subjects was performed through lectures and laboratory practice. During these lessons the students attitude was usually passive, and therefore their effectiveness was poor. The proposed methodology has already been successfully employed in universities like University Bochum, Germany, University the South Australia and aims to improve the effectiveness of knowledge acquisition through use by the student of a virtual laboratory. This laboratory allows to adapt the curricula and learning techniques to the European Higher Education and improve current learning processes in the University School of Public Works Engineers -EUITOP- of the Technical University of Madrid -UPM-, due there are not laboratories in this specialization. The virtual space is created using a software platform built on OpenSim, manages 3D virtual worlds, and, language LSL -Linden Scripting Language-, which imprints specific powers to objects. The student or user can access this virtual world through their avatar -your character in the virtual world- and can perform practices within the space created for the purpose, at any time, just with computer with internet access and viewfinder. The virtual laboratory has three partitions. The virtual meeting rooms, where the avatar can interact with peers, solve problems and exchange existing documentation in the virtual library. The interactive game room, where the avatar is has to resolve a number of issues in time. And the video room where students can watch instructional videos and receive group lessons. Each audiovisual interactive element is accompanied by explanations framing it within the area of knowledge and enables students to begin to acquire a vocabulary and practice of the profession for which they are being formed. Plane elasticity concepts are introduced from the tension and compression testing of test pieces of steel and concrete. The behavior of reticulated and articulated structures is reinforced by some interactive games and concepts of tension, compression, local and global buckling will by tests to break articulated structures. Pure bending concepts, simple and composite torsion will be studied by observing a flexible specimen. Earthquake resistant design of buildings will be checked by a laboratory test video.

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This article presents a global vision for sport through a new framework that incorporates the elements necessary for a developmentally sound approach to youth sport involvement. This framework proposes that youth sport involvement includes three basic elements: (1) taking part in activities (what), while creating relationships with others (who), in a specific setting (where). When these three elements positively interact, it creates a context that, when repeated on a regular basis, leads to changes in the personal assets of the participants. Changes in individuals’ personal assets, such as Competence, Confidence, Connection, and Character (4 C’s), have long been associated with positive sport experiences, which in turn lead to long-term outcomes, including continued sport Participation, higher levels of Performance in sport, and Personal development through sport (3 P’s). Research linking the three basic elements of youth sport (activities, relationships, and settings) to positive changes in personal assets (4 C’s) and long-term outcomes (3 P’s) are discussed and the Personal Assets Framework is presented

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Thesis (Master, Mechanical and Materials Engineering) -- Queen's University, 2016-06-17 02:15:25.215

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National Highway Traffic Safety Administration, Office of Research and Development, Washington, D.C.

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Prepared for the Office of Coal Research, Dept. of the Interior...by the Pittsburg & Midway Coal Mining Co., Kansas City, Mo.