891 resultados para Computer aided software engineering
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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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For years, the Human Computer Interaction (HCI) community has crafted usability guidelines that clearly define what characteristics a software system should have in order to be easy to use. However, in the Software Engineering (SE) community keep falling short of successfully incorporating these recommendations into software projects. From a SE perspective, the process of incorporating usability features into software is not always straightforward, as a large number of these features have heavy implications in the underlying software architecture. For example, successfully including an “undo” feature in an application requires the design and implementation of many complex interrelated data structures and functionalities. Our work is focused upon providing developers with a set of software design patterns to assist them in the process of designing more usable software. This would contribute to the proper inclusion of specific usability features with high impact on the software design. Preliminary validation data show that usage of the guidelines also has positive effects on development time and overall software design quality.
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This paper presents a blended learning approach and a study evaluating instruction in a software engineering-related course unit as part of an undergraduate engineering degree program in computing. In the past, the course unit had a lecture-based format. In view of student underachievement and the high course unit dropout rate, a distance-learning system was deployed, where students were allowed to choose between a distance-learning approach driven by a moderate constructivist instructional model or a blended-learning approach. The results of this experience are presented, with the aim of showing the effectiveness of the teaching/learning system deployed compared to the lecture-based system previously in place. The grades earned by students under the new system, following the distance-learning and blended-learning courses, are compared statistically to the grades attained in earlier years in the traditional face-to-face classroom (lecture-based) learning.
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In computer science, different types of reusable components for building software applications were proposed as a direct consequence of the emergence of new software programming paradigms. The success of these components for building applications depends on factors such as the flexibility in their combination or the facility for their selection in centralised or distributed environments such as internet. In this article, we propose a general type of reusable component, called primitive of representation, inspired by a knowledge-based approach that can promote reusability. The proposal can be understood as a generalisation of existing partial solutions that is applicable to both software and knowledge engineering for the development of hybrid applications that integrate conventional and knowledge based techniques. The article presents the structure and use of the component and describes our recent experience in the development of real-world applications based on this approach.
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En este artículo se describe un método para la evaluación del rendimiento de los procesos software de una organización de desarrollo de software utilizando técnicas alternativas a los cuestionarios (utilizados actualmente como técnica principal para evaluar el rendimiento de los procesos software en las organizaciones de desarrollo software). La importancia de la evaluación de procesos de una organización radica en qué, si es realizada de manera correcta, esta actividad permite identificar las oportunidades de mejora y dirigir el esfuerzo de la mejora hacia los procesos software que necesitan ser mejorados para alcanzar los objetivos del negocio establecidos por la alta dirección con la finalidad de generar ventajas competitivas respecto de sus competidores y garantizar su permanencia en el mercado.
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This paper describes a new category of CAD applications devoted to the definition and parameterization of hull forms, called programmed design. Programmed design relies on two prerequisites. The first one is a product model with a variety of types large enough to face the modeling of any type of ship. The second one is a design language dedicated to create the product model. The main purpose of the language is to publish the modeling algorithms of the application in the designer knowledge domain to let the designer create parametric model scripts. The programmed design is an evolution of the parametric design but it is not just parametric design. It is a tool to create parametric design tools. It provides a methodology to extract the design knowledge by abstracting a design experience in order to store and reuse it. Programmed design is related with the organizational and architectural aspects of the CAD applications but not with the development of modeling algorithms. It is built on top and relies on existing algorithms provided by a comprehensive product model. Programmed design can be useful to develop new applications, to support the evolution of existing applications or even to integrate different types of application in a single one. A three-level software architecture is proposed to make the implementation of the programmed design easier. These levels are the conceptual level based on the design language, the mathematical level based on the geometric formulation of the product model and the visual level based on the polyhedral representation of the model as required by the graphic card. Finally, some scenarios of the use of programmed design are discussed. For instance, the development of specialized parametric hull form generators for a ship type or a family of ships or the creation of palettes of hull form components to be used as parametric design patterns. Also two new processes of reverse engineering which can considerably improve the application have been detected: the creation of the mathematical level from the visual level and the creation of the conceptual level from the mathematical level. © 2012 Elsevier Ltd. All rights reserved. 1. Introduction
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Abstract. The ASSERT project de?ned new software engineering methods and tools for the development of critical embedded real-time systems in the space domain. The ASSERT model-driven engineering process was one of the achievements of the project and is based on the concept of property- preserving model transformations. The key element of this process is that non-functional properties of the software system must be preserved during model transformations. Properties preservation is carried out through model transformations compliant with the Ravenscar Pro?le and provides a formal basis to the process. In this way, the so-called Ravenscar Computational Model is central to the whole ASSERT process. This paper describes the work done in the HWSWCO study, whose main objective has been to address the integration of the Hardware/Software co-design phase in the ASSERT process. In order to do that, non-functional properties of the software system must also be preserved during hardware synthesis. Keywords : Ada 2005, Ravenscar pro?le, Hardware/Software co-design, real- time systems, high-integrity systems, ORK
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El presente Proyecto de Fin de Carrera supone el propósito conjunto de los alumnos Álvaro Morillas y Fernando Sáez, y del profesor Vladimir Ulin, de desarrollar una unidad didáctica sobre el programa de simulación para ingeniería Virtual.Lab. La versión sobre la que se ha trabajado para realizar este texto es la 11, publicada en agosto de 2012. Virtual.Lab, del fabricante belga LMS International, es una plataforma software de ingeniería asistida por ordenador, que agrupa en una misma aplicación varias herramientas complementarias en el diseño de un producto, desde su definición geométrica a los análisis de durabilidad, ruido u optimización. No obstante, de entre todas las posibles simulaciones que nos permite el programa, en este proyecto sólo se tratan las que están relacionadas con la acústica. Cabe resaltar que gran parte de los conceptos manejados en Virtual.Lab son compatibles con el programa CATIA V5, ya que ambos programas vienen instalados y funcionan conjuntamente. Por eso, el lector de este proyecto podrá transportar sus conocimientos al que es uno de los programas estándar en las industrias aeronáutica, naval y automovilística, entre otras. Antes de este proyecto, otros alumnos de la escuela también realizaron proyectos de fin de carrera en el campo de la simulación computarizada en acústica. Una característica común a estos trabajos es que era necesario hacer uso de distintos programas para cada una de las etapas de simulación (como por ejemplo, ANSYS para el modelado y estudio de la vibración y SYSNOISE para las simulaciones acústicas, además de otros programas auxiliares para las traducciones de formato). Con Virtual.Lab desaparece esta necesidad y el tiempo empleado se reduce. Debido a que las soluciones por ordenador están ganando cada vez más importancia en la industria actual, los responsables de este proyecto consideran la necesidad de formación de profesionales en esta rama. Para responder a la demanda empresarial de trabajadores cualificados, se espera que en los próximos años los planes de estudio contengan más cursos en esta materia. Por tanto la intención de los autores es que este material sea de utilidad para el aprendizaje y docencia de estas asignaturas en cursos sucesivos. Por todo esto, se justifica la relevancia de este PFC como manual para introducir a los alumnos interesados en iniciarse en un sistema actual, de uso extendido en otras universidades tecnológicas europeas, y con buenas perspectivas de futuro. En este proyecto se incluyen varios ejemplos ejecutables desde el programa, así como vídeos explicativos que ayudan a mostrar gráficamente los procesos de simulación. Estos archivos se pueden encontrar en el CD adjunto. Abstract This final thesis is a joint project made by the students Álvaro Morillas and Fernando Sáez, and the professor Vladimir Ulin. The nature of the joint regards the writing of a didactic unit on Virtual.Lab, the simulation software. The software version used in this text is the number 11, released in August 2012. Virtual.Lab, from the Belgian developer LMS International, is a computer-aided engineering software which is used for several related tasks in this field: product design, durability simulation, optimization, etc. However, this project is focused on the acoustical capabilities. It is worthy to highlight that most procedures explained in this text can be used in the software CATIA V5 as well. Both tools come installed together and may be used at the same time. Therefore, the reader of this project will be able to use the acquired knowledge in one of the most relevant softwares for the aerospace, marine and automotive engineering. Previously to the development of this project, this School has conducted projects on this field. These projects regarded the use of ANSYS for modeling and meshing stages as well as the use of SYSNOISE for the final acoustic analysis. Since both systems use different file formats, a third-party translation software was required. This thesis fulfill this pending necessity with Virtual.Lab; the translation software procedure is not necessary anymore and simulations can be done in a more flexible, fast way. Since companies have an increasing usage of numerical methods in the development of their products and services, the authors think that it is important to develop the appropriate method to instruct new professionals in the field. Thus, the aim of this project is to help teachers and students in their process of learning the use of this leading software in acoustical simulations. For all the reasons mentioned above, we consider that this project is relevant for the School and the educational community. Aiming to achieve this objective the author offers example files and video demonstrations with guidance in the CD that accompanies this material. This facilitates the comprehension of the practical tasks and guides the prospect users of the software.
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Antecedentes: Esta investigación se enmarca principalmente en la replicación y secundariamente en la síntesis de experimentos en Ingeniería de Software (IS). Para poder replicar, es necesario disponer de todos los detalles del experimento original. Sin embargo, la descripción de los experimentos es habitualmente incompleta debido a la existencia de conocimiento tácito y a la existencia de otros problemas tales como: La carencia de un formato estándar de reporte, la inexistencia de herramientas que den soporte a la generación de reportes experimentales, etc. Esto provoca que no se pueda reproducir fielmente el experimento original. Esta problemática limita considerablemente la capacidad de los experimentadores para llevar a cabo replicaciones y por ende síntesis de experimentos. Objetivo: La investigación tiene como objetivo formalizar el proceso experimental en IS, de modo que facilite la comunicación de información entre experimentadores. Contexto: El presente trabajo de tesis doctoral ha sido desarrollado en el seno del Grupo de Investigación en Ingeniería del Software Empírica (GrISE) perteneciente a la Escuela Técnica Superior de Ingenieros Informáticos (ETSIINF) de la Universidad Politécnica de Madrid (UPM), como parte del proyecto TIN2011-23216 denominado “Tecnologías para la Replicación y Síntesis de Experimentos en Ingeniería de Software”, el cual es financiado por el Gobierno de España. El grupo GrISE cumple a la perfección con los requisitos necesarios (familia de experimentos establecida, con al menos tres líneas experimentales y una amplia experiencia en replicaciones (16 replicaciones hasta 2011 en la línea de técnicas de pruebas de software)) y ofrece las condiciones para que la investigación se lleve a cabo de la mejor manera, como por ejemplo, el acceso total a su información. Método de Investigación: Para cumplir este objetivo se opta por Action Research (AR) como el método de investigación más adecuado a las características de la investigación, para obtener resultados a través de aproximaciones sucesivas que abordan los problemas concretos de comunicación entre experimentadores. Resultados: Se formalizó el modelo conceptual del ciclo experimental desde la perspectiva de los 3 roles principales que representan los experimentadores en el proceso experimental, siendo estos: Gestor de la Investigación (GI), Gestor del Experimento (GE) y Experimentador Senior (ES). Por otra parte, se formalizó el modelo del ciclo experimental, a través de: Un workflow del ciclo y un diagrama de procesos. Paralelamente a la formalización del proceso experimental en IS, se desarrolló ISRE (de las siglas en inglés Infrastructure for Sharing and Replicating Experiments), una prueba de concepto de entorno de soporte a la experimentación en IS. Finalmente, se plantearon guías para el desarrollo de entornos de soporte a la experimentación en IS, en base al estudio de las características principales y comunes de los modelos de las herramientas de soporte a la experimentación en distintas disciplinas experimentales. Conclusiones: La principal contribución de la investigación esta representada por la formalización del proceso experimental en IS. Los modelos que representan la formalización del ciclo experimental, así como la herramienta ISRE, construida a modo de evaluación de los modelos, fueron encontrados satisfactorios por los experimentadores del GrISE. Para consolidar la validez de la formalización, consideramos que este estudio debería ser replicado en otros grupos de investigación representativos en la comunidad de la IS experimental. Futuras Líneas de Investigación: El cumplimiento de los objetivos, de la mano con los hallazgos alcanzados, han dado paso a nuevas líneas de investigación, las cuales son las siguientes: (1) Considerar la construcción de un mecanismo para facilitar el proceso de hacer explícito el conocimiento tácito de los experimentadores por si mismos de forma colaborativa y basados en el debate y el consenso , (2) Continuar la investigación empírica en el mismo grupo de investigación hasta cubrir completamente el ciclo experimental (por ejemplo: experimentos nuevos, síntesis de resultados, etc.), (3) Replicar el proceso de investigación en otros grupos de investigación en ISE, y (4) Renovar la tecnología de la prueba de concepto, tal que responda a las restricciones y necesidades de un entorno real de investigación. ABSTRACT Background: This research addresses first and foremost the replication and also the synthesis of software engineering (SE) experiments. Replication is impossible without access to all the details of the original experiment. But the description of experiments is usually incomplete because knowledge is tacit, there is no standard reporting format or there are hardly any tools to support the generation of experimental reports, etc. This means that the original experiment cannot be reproduced exactly. These issues place considerable constraints on experimenters’ options for carrying out replications and ultimately synthesizing experiments. Aim: The aim of the research is to formalize the SE experimental process in order to facilitate information communication among experimenters. Context: This PhD research was developed within the empirical software engineering research group (GrISE) at the Universidad Politécnica de Madrid (UPM)’s School of Computer Engineering (ETSIINF) as part of project TIN2011-23216 entitled “Technologies for Software Engineering Experiment Replication and Synthesis”, which was funded by the Spanish Government. The GrISE research group fulfils all the requirements (established family of experiments with at least three experimental lines and lengthy replication experience (16 replications prior to 2011 in the software testing techniques line)) and provides favourable conditions for the research to be conducted in the best possible way, like, for example, full access to information. Research Method: We opted for action research (AR) as the research method best suited to the characteristics of the investigation. Results were generated successive rounds of AR addressing specific communication problems among experimenters. Results: The conceptual model of the experimental cycle was formalized from the viewpoint of three key roles representing experimenters in the experimental process. They were: research manager, experiment manager and senior experimenter. The model of the experimental cycle was formalized by means of a workflow and a process diagram. In tandem with the formalization of the SE experimental process, infrastructure for sharing and replicating experiments (ISRE) was developed. ISRE is a proof of concept of a SE experimentation support environment. Finally, guidelines for developing SE experimentation support environments were designed based on the study of the key features that the models of experimentation support tools for different experimental disciplines had in common. Conclusions: The key contribution of this research is the formalization of the SE experimental process. GrISE experimenters were satisfied with both the models representing the formalization of the experimental cycle and the ISRE tool built in order to evaluate the models. In order to further validate the formalization, this study should be replicated at other research groups representative of the experimental SE community. Future Research Lines: The achievement of the aims and the resulting findings have led to new research lines, which are as follows: (1) assess the feasibility of building a mechanism to help experimenters collaboratively specify tacit knowledge based on debate and consensus, (2) continue empirical research at the same research group in order to cover the remainder of the experimental cycle (for example, new experiments, results synthesis, etc.), (3) replicate the research process at other ESE research groups, and (4) update the tools of the proof of concept in order to meet the constraints and needs of a real research environment.
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The new degrees in Spanish universities generated as a result of the Bologna process, stress a new dimension: the generic competencies to be acquired by university students (leadership, problem solving, respect for the environment, etc.). At Universidad Polite¿cnica de Madrid a teaching model was defined for two degrees: Graduate in Computer Engineering and Graduate in Software Engineering. Such model incorporates the training, development and assessment of generic competencies planned in these curricula. The aim of this paper is to describe how this model was implemented in both degrees. The model has three components. The first refers to a set of seven activities for introducing mechanisms for training, development and assessment of generic competencies. The second component aims to coordinate actions that implement the competencies across courses (in space and time). The third component consists of a series of activities to perform quality control. The implementation of generic competencies was carried out in first year courses (first and second semesters), together with the planning for second year courses (third and fourth semesters). We managed to involve a high percentage of first-year courses (80%) and the contacts that have been initiated suggest a high percentage in the second year as well.
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El objetivo de ésta tesis es estudiar cómo desarrollar una aplicación informática que implemente algoritmos numéricos de evaluación de características hidrodinámicas de modelos geométricos representativos de carenas de buques. Se trata de especificar los requisitos necesarios que debe cumplir un programa para informático orientado a dar solución a un determinado problema hidródinámico, como es simular el comportamiento en balance de un buque sometido a oleaje, de popa o proa. una vez especificada la aplicación se realizará un diseño del programa; se estudiarán alternativas para implementar la aplicación; se explicará el proceso que ha de seguirse para obtener la aplicación en funcionamiento y se contrastarán los resultados obtenidos en la medida que sea posible. Se pretende sistematizar y sintetizar todo el proceso de desarrollo de software, orientado a la simulación del comportamiento hidrodinámico de un buque, en una metodología que se pondrá a disposición de la comunidad académica y científica en la forma que se considere más adecuada. Se trata, por tanto, de proponer una metodología de desarrollo de software para obetener una aplicación que facilite la evaluación de diferentes alternativas de estudio variando parámetros relativos al problema en estudio y que sea capaz de proporcionar resultados para su análisis. Así mismo se incide en cómo ha de conducirse en el proceso para que dicha aplicación pueda crecer, incorporando soluciones existentes no implementadas o nuevas soluciones que aparezcan en este ámbito de conocimiento. Como aplicación concreta de la aplicación se ha elegido implementar los algoritmos necesarios para evaluar la aparición del balance paramétrico en un buque. En el análisis de éste problema se considera de interés la representación geométrica que se hace de la carena del buque. Además de la carena aparecen otros elementos que tienen influencia determinante en éste estudio, como son las situación de mar y las situaciones de carga. Idealmente, el problema sería resuelto si se consiguiera determinar el ángulo de balance que se produce al enfrentar un buque a las diferentes condiciones de mar. Se pretende preparar un programa utilizando el paradigma de la orientación a objetos. Considero que es la más adecuada forma de modularizar el programa para poder utilizar diferentes modelos de una misma carena y así comparar los resultados de la evaluación del balance paramétrico entre sí. En una etapa posterior se podrían comparar los resultados con otros obtenidos empíricamente. Hablo de una nueva metodología porque pretendo indicar cómo se ha de construir una aplicación de software que sea usable y sobre la que se pueda seguir desarrollando. Esto justifica la selección del lenguaje de programación C++. Se seleccionará un núcleo geométrico de software que permita acoplar de forma versátil los distintos componentes de software que van a construir el programa. Este trabajo pretende aplicar el desarrollo de software a un aspecto concreto del área de conocimiento de la hidrodinámica. No se pretende aportar nuevos algoritmos para resolver problemas de hidrodinámica, sino diseñar un conjunto de objetos de software que implementen soluciones existentes a conocidas soluciones numéricas a dichos problemas. Se trata fundamentalmente de un trabajo de software, más que de hidrodinámica. Lo que aporta de novedad es una nueva forma de realizar un programa aplicado a los cálculos hidrodinámicos relativos a la determinación del balance paramétrico, que pueda crecer e incorporar cualquier novedad que pueda surgir más adelante. Esto será posible por la programación modular utilizada y los objetos que representan cada uno de los elementos que intervienen en la determinación del balance paramétrico. La elección de aplicar la metodología a la predicción del balance paramétrico se debe a que este concepto es uno de los elementos que intervienen en la evaluación de criterios de estabilidad de segunda generación que estan en estudio para su futura aplicación en el ámbito de la construcción naval. Es por tanto un estudio que despierta interés por su próxima utilidad. ABSTRACT The aim of this thesis is to study how to develop a computer application implementing numerical algorithms to assess hydrodynamic features of geometrical models of vessels. It is therefore to propose a methodology for software development applied to an hydrodynamic problem, in order to evaluate different study alternatives by varying different parameters related to the problem and to be capable of providing results for analysis. As a concrete application of the program it has been chosen to implement the algorithms necessary for evaluating the appearance of parametric rolling in a vessel. In the analysis of this problem it is considered of interest the geometrical representation of the hull of the ship and other elements which have decisive influence in this phenomena, such as the sea situation and the loading condition. Ideally, the application would determine the roll angle that occurs when a ship is on waves of different characteristics. It aims to prepare a program by using the paradigm of object oriented programming. I think it is the best methodology to modularize the program. My intention is to show how face the global process of developing an application from the initial specification until the final release of the program. The process will keep in mind the spefici objetives of usability and the possibility of growing in the scope of the software. This work intends to apply software development to a particular aspect the area of knowledge of hydrodynamics. It is not intended to provide new algorithms for solving problems of hydrodynamics, but designing a set of software objects that implement existing solutions to these problems. This is essentially a job software rather than hydrodynamic. The novelty of this thesis stands in this work focuses in describing how to apply the whole proccess of software engineering to hydrodinamics problems. The choice of the prediction of parametric balance as the main objetive to be applied to is because this concept is one of the elements involved in the evaluation of the intact stability criteria of second generation. Therefore, I consider this study as relevant usefull for the future application in the field of shipbuilding.
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This article presents an interactive Java software platform which enables any user to easily create advanced virtual laboratories (VLs) for Robotics. This novel tool provides both support for developing applications with full 3D interactive graphical interface and a complete functional framework for modelling and simulation of arbitrary serial-link manipulators. In addition, its software architecture contains a high number of functionalities included as high-level tools, with the advantage of allowing any user to easily develop complex interactive robotic simulations with a minimum of programming. In order to show the features of the platform, the article describes, step-by-step, the implementation methodology of a complete VL for Robotics education using the presented approach. Finally, some educational results about the experience of implementing this approach are reported.
imaxin|software: PLN aplicada a la mejora de la comunicación multilingüe de empresas e instituciones
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imaxin|software es una empresa creada en 1997 por cuatro titulados en ingeniería informática cuyo objetivo ha sido el de desarrollar videojuegos multimedia educativos y procesamiento del lenguaje natural multilingüe. 17 años más tarde, hemos desarrollado recursos, herramientas y aplicaciones multilingües de referencia para diferentes lenguas: Portugués (Galicia, Portugal, Brasil, etc.), Español (España, Argentina, México, etc.), Inglés, Catalán y Francés. En este artículo haremos una descripción de aquellos principales hitos en relación a la incorporación de estas tecnologías PLN al sector industrial e institucional.
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Today, the requirement of professional skills to university students is constantly increasing in our society. In our opinion, the content offered in official degrees need to be nourished with different variables, enriching their global professional knowledge in a parallel way; that is why, in recent years, there is a great multiplicity of complementary courses at university. One of the most socially demanded technical requirements within the architectural, design or engineering field is the management of 3D drawing software, becoming an indispensable reality in these sectors. Thus, this specific training becomes essential over two-dimension traditional design, because the inclusion of great possibilities of spatial development that go beyond conventional orthographic projections (plans, sections or elevations), allowing modelling and rotation of the selected items from multiple angles and perspectives. Therefore, this paper analyzes the teaching methodology of a complementary course for those technicians in the construction industry interested in computer-aided design, using modelling (SketchupMake) and rendering programs (Kerkythea). The course is developed from the technician point of view, by learning computer management and its application to professional development from a more general to a more specific view through practical examples. The proposed methodology is based on the development of real examples in different professional environments such as rehabilitation, new constructions, opening projects or architectural design. This multidisciplinary contribution improves criticism of students in different areas, encouraging new learning strategies and the independent development of three-dimensional solutions. Thus, the practical implementation of new situations, even suggested by the students themselves, ensures active participation, saving time during the design process and the increase of effectiveness when generating elements which may be represented, moved or virtually tested. In conclusion, this teaching-learning methodology improves the skills and competencies of students to face the growing professional demands of society. After finishing the course, technicians not only improved their expertise in the field of drawing but they also enhanced their capacity for spatial vision; both essential qualities in these sectors that can be applied to their professional development with great success.
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Also contains brochures, directories, manuals, and programs from various College of Engineering student organizations such as the Society of Women Engineers and Tau Beta Pi.