925 resultados para Experimental software engineering


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We study quasi-random properties of k-uniform hypergraphs. Our central notion is uniform edge distribution with respect to large vertex sets. We will find several equivalent characterisations of this property and our work can be viewed as an extension of the well known Chung-Graham-Wilson theorem for quasi-random graphs. Moreover, let K(k) be the complete graph on k vertices and M(k) the line graph of the graph of the k-dimensional hypercube. We will show that the pair of graphs (K(k),M(k)) has the property that if the number of copies of both K(k) and M(k) in another graph G are as expected in the random graph of density d, then G is quasi-random (in the sense of the Chung-Graham-Wilson theorem) with density close to d. (C) 2011 Wiley Periodicals, Inc. Random Struct. Alg., 40, 1-38, 2012

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Visual analysis of social networks is usually based on graph drawing algorithms and tools. However, social networks are a special kind of graph in the sense that interpretation of displayed relationships is heavily dependent on context. Context, in its turn, is given by attributes associated with graph elements, such as individual nodes, edges, and groups of edges, as well as by the nature of the connections between individuals. In most systems, attributes of individuals and communities are not taken into consideration during graph layout, except to derive weights for force-based placement strategies. This paper proposes a set of novel tools for displaying and exploring social networks based on attribute and connectivity mappings. These properties are employed to layout nodes on the plane via multidimensional projection techniques. For the attribute mapping, we show that node proximity in the layout corresponds to similarity in attribute, leading to easiness in locating similar groups of nodes. The projection based on connectivity yields an initial placement that forgoes force-based or graph analysis algorithm, reaching a meaningful layout in one pass. When a force algorithm is then applied to this initial mapping, the final layout presents better properties than conventional force-based approaches. Numerical evaluations show a number of advantages of pre-mapping points via projections. User evaluation demonstrates that these tools promote ease of manipulation as well as fast identification of concepts and associations which cannot be easily expressed by conventional graph visualization alone. In order to allow better space usage for complex networks, a graph mapping on the surface of a sphere is also implemented.

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We obtain boundedness and asymptotic behavior of solutions for semilinear functional difference equations with infinite delay. Applications to Volterra difference equations with infinite delay are shown. (C) 2011 Elsevier Ltd. All rights reserved.

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Augmented Lagrangian methods are effective tools for solving large-scale nonlinear programming problems. At each outer iteration, a minimization subproblem with simple constraints, whose objective function depends on updated Lagrange multipliers and penalty parameters, is approximately solved. When the penalty parameter becomes very large, solving the subproblem becomes difficult; therefore, the effectiveness of this approach is associated with the boundedness of the penalty parameters. In this paper, it is proved that under more natural assumptions than the ones employed until now, penalty parameters are bounded. For proving the new boundedness result, the original algorithm has been slightly modified. Numerical consequences of the modifications are discussed and computational experiments are presented.

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Traceability is a concept that arose from the need for monitoring of production processes, this concept is usually used in sectors related to food production or activities involving some kind of direct risk to people. Agribusiness in the cotton industry does not have a comprehensive infrastructure for all stages of the processes involved in production. Map and define the data to enable traceability of products is synonymous to delegate responsibilities for all involved in the production, the collection of aggregate data on cotton production is done in stages and specific pre-defined since the choice of the variety through the processing, the scope of this article specifically addresses the production of lint cotton. The paper presents a proposal based on service oriented architecture (SOA) for data integration processes in the cotton industry, this proposal provide support for the implementation of platform independent solutions.

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Aspects related to the users' cooperative work are not considered in the traditional approach of software engineering, since the user is viewed independently of his/her workplace environment or group, with the individual model generalized to the study of collective behavior of all users. This work proposes a process for software requirements to address issues involving cooperative work in information systems that provide distributed coordination in the users' actions and the communication among them occurs indirectly through the data entered while using the software. To achieve this goal, this research uses ergonomics, the 3C cooperation model, awareness and software engineering concepts. Action-research is used as a research methodology applied in three cycles during the development of a corporate workflow system in a technological research company. This article discusses the third cycle, which corresponds to the process that deals with the refinement of the cooperative work requirements with the software in actual use in the workplace, where the inclusion of a computer system changes the users' workplace, from the face to face interaction to the interaction mediated by the software. The results showed that the highest degree of users' awareness about their activities and other system users contribute to a decrease in their errors and in the inappropriate use of the system.

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Abstract Background Over the last years, a number of researchers have investigated how to improve the reuse of crosscutting concerns. New possibilities have emerged with the advent of aspect-oriented programming, and many frameworks were designed considering the abstractions provided by this new paradigm. We call this type of framework Crosscutting Frameworks (CF), as it usually encapsulates a generic and abstract design of one crosscutting concern. However, most of the proposed CFs employ white-box strategies in their reuse process, requiring two mainly technical skills: (i) knowing syntax details of the programming language employed to build the framework and (ii) being aware of the architectural details of the CF and its internal nomenclature. Also, another problem is that the reuse process can only be initiated as soon as the development process reaches the implementation phase, preventing it from starting earlier. Method In order to solve these problems, we present in this paper a model-based approach for reusing CFs which shields application engineers from technical details, letting him/her concentrate on what the framework really needs from the application under development. To support our approach, two models are proposed: the Reuse Requirements Model (RRM) and the Reuse Model (RM). The former must be used to describe the framework structure and the later is in charge of supporting the reuse process. As soon as the application engineer has filled in the RM, the reuse code can be automatically generated. Results We also present here the result of two comparative experiments using two versions of a Persistence CF: the original one, whose reuse process is based on writing code, and the new one, which is model-based. The first experiment evaluated the productivity during the reuse process, and the second one evaluated the effort of maintaining applications developed with both CF versions. The results show the improvement of 97% in the productivity; however little difference was perceived regarding the effort for maintaining the required application. Conclusion By using the approach herein presented, it was possible to conclude the following: (i) it is possible to automate the instantiation of CFs, and (ii) the productivity of developers are improved as long as they use a model-based instantiation approach.

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[ES] El Detector de Efectos Stroop (SED - Stroop Effect Detector), es una herramienta informática de asistencia, desarrollada a través del programa de investigación de Desarrollo Tecnológico Social de la Universidad de Las Palmas de Gran Canaria, que ayuda a profesionales del sector neuropsicológico a identificar problemas en la corteza orbitofrontal de un individuo, usándose para ello la técnica ideada por Schenker en 1998. Como base metodológica, se han utilizado los conocimientos adquiridos en las diferentes materias de la adaptación al grado en Ingeniería Informática como Gestión del Software, Arquitectura del Software y Desarrollo de Interfaces de Usuario así como conocimiento adquirido con anterioridad en asignaturas de Programación e Ingeniería del Software I y II. Como para realizar este proyecto sólo el conocimiento informático no era suficiente, he realizado una labor de investigación acerca del problema, teniendo que recopilar información de otros documentos científicos que abordan el tema, consultas a profesionales del sector como son el Doctor Don Ayoze Nauzet González Hernández, neurólogo del hospital Doctor Negrín de Las Palmas de Gran Canaria y el psicólogo Don José Manuel Rodríguez Pellejero que habló de este problema en clase del máster de Formación del Profesorado y que actualmente estoy cursando. Este trabajo presenta el test de Stroop con las dos versiones de Schenker: RCN (Reading Color Names) y NCW (Naming Colored Words). Como norma general, ambas pruebas presentan ante los sujetos estudios palabras (nombres de colores) escritas con la tinta de colores diferentes. De esta forma, el RCN consiste en leer la palabra escrita omitiendo la tonalidad de su fuente e intentando que no nos influya. Por el contrario, el NCW requiere enunciar el nombre del color de la tinta con la que está escrita la palabra sin que nos influya que ésta última sea el nombre de un color.

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Self-organisation is increasingly being regarded as an effective approach to tackle modern systems complexity. The self-organisation approach allows the development of systems exhibiting complex dynamics and adapting to environmental perturbations without requiring a complete knowledge of the future surrounding conditions. However, the development of self-organising systems (SOS) is driven by different principles with respect to traditional software engineering. For instance, engineers typically design systems combining smaller elements where the composition rules depend on the reference paradigm, but typically produce predictable results. Conversely, SOS display non-linear dynamics, which can hardly be captured by deterministic models, and, although robust with respect to external perturbations, are quite sensitive to changes on inner working parameters. In this thesis, we describe methodological aspects concerning the early-design stage of SOS built relying on the Multiagent paradigm: in particular, we refer to the A&A metamodel, where MAS are composed by agents and artefacts, i.e. environmental resources. Then, we describe an architectural pattern that has been extracted from a recurrent solution in designing self-organising systems: this pattern is based on a MAS environment formed by artefacts, modelling non-proactive resources, and environmental agents acting on artefacts so as to enable self-organising mechanisms. In this context, we propose a scientific approach for the early design stage of the engineering of self-organising systems: the process is an iterative one and each cycle is articulated in four stages, modelling, simulation, formal verification, and tuning. During the modelling phase we mainly rely on the existence of a self-organising strategy observed in Nature and, hopefully encoded as a design pattern. Simulations of an abstract system model are used to drive design choices until the required quality properties are obtained, thus providing guarantees that the subsequent design steps would lead to a correct implementation. However, system analysis exclusively based on simulation results does not provide sound guarantees for the engineering of complex systems: to this purpose, we envision the application of formal verification techniques, specifically model checking, in order to exactly characterise the system behaviours. During the tuning stage parameters are tweaked in order to meet the target global dynamics and feasibility constraints. In order to evaluate the methodology, we analysed several systems: in this thesis, we only describe three of them, i.e. the most representative ones for each of the three years of PhD course. We analyse each case study using the presented method, and describe the exploited formal tools and techniques.

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Programa de doctorado: Tecnologías de la Telecomunicación e Ingeniería Computacional. SIANI.

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Communication and coordination are two key-aspects in open distributed agent system, being both responsible for the system’s behaviour integrity. An infrastructure capable to handling these issues, like TuCSoN, should to be able to exploit modern technologies and tools provided by fast software engineering contexts. Thesis aims to demonstrate TuCSoN infrastructure’s abilities to cope new possibilities, hardware and software, offered by mobile technology. The scenarios are going to configure, are related to the distributed nature of multi-agent systems where an agent should be located and runned just on a mobile device. We deal new mobile technology frontiers concerned with smartphones using Android operating system by Google. Analysis and deployment of a distributed agent-based system so described go first to impact with quality and quantity considerations about available resources. Engineering issue at the base of our research is to use TuCSoN against to reduced memory and computing capability of a smartphone, without the loss of functionality, efficiency and integrity for the infrastructure. Thesis work is organized on two fronts simultaneously: the former is the rationalization process of the available hardware and software resources, the latter, totally orthogonal, is the adaptation and optimization process about TuCSoN architecture for an ad-hoc client side release.

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Actual trends in software development are pushing the need to face a multiplicity of diverse activities and interaction styles characterizing complex and distributed application domains, in such a way that the resulting dynamics exhibits some grade of order, i.e. in terms of evolution of the system and desired equilibrium. Autonomous agents and Multiagent Systems are argued in literature as one of the most immediate approaches for describing such a kind of challenges. Actually, agent research seems to converge towards the definition of renewed abstraction tools aimed at better capturing the new demands of open systems. Besides agents, which are assumed as autonomous entities purposing a series of design objectives, Multiagent Systems account new notions as first-class entities, aimed, above all, at modeling institutional/organizational entities, placed for normative regulation, interaction and teamwork management, as well as environmental entities, placed as resources to further support and regulate agent work. The starting point of this thesis is recognizing that both organizations and environments can be rooted in a unifying perspective. Whereas recent research in agent systems seems to account a set of diverse approaches to specifically face with at least one aspect within the above mentioned, this work aims at proposing a unifying approach where both agents and their organizations can be straightforwardly situated in properly designed working environments. In this line, this work pursues reconciliation of environments with sociality, social interaction with environment based interaction, environmental resources with organizational functionalities with the aim to smoothly integrate the various aspects of complex and situated organizations in a coherent programming approach. Rooted in Agents and Artifacts (A&A) meta-model, which has been recently introduced both in the context of agent oriented software engineering and programming, the thesis promotes the notion of Embodied Organizations, characterized by computational infrastructures attaining a seamless integration between agents, organizations and environmental entities.

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Biomedical analyses are becoming increasingly complex, with respect to both the type of the data to be produced and the procedures to be executed. This trend is expected to continue in the future. The development of information and protocol management systems that can sustain this challenge is therefore becoming an essential enabling factor for all actors in the field. The use of custom-built solutions that require the biology domain expert to acquire or procure software engineering expertise in the development of the laboratory infrastructure is not fully satisfactory because it incurs undesirable mutual knowledge dependencies between the two camps. We propose instead an infrastructure concept that enables the domain experts to express laboratory protocols using proper domain knowledge, free from the incidence and mediation of the software implementation artefacts. In the system that we propose this is made possible by basing the modelling language on an authoritative domain specific ontology and then using modern model-driven architecture technology to transform the user models in software artefacts ready for execution in a multi-agent based execution platform specialized for biomedical laboratories.

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The Internet of Things (IoT) is the next industrial revolution: we will interact naturally with real and virtual devices as a key part of our daily life. This technology shift is expected to be greater than the Web and Mobile combined. As extremely different technologies are needed to build connected devices, the Internet of Things field is a junction between electronics, telecommunications and software engineering. Internet of Things application development happens in silos, often using proprietary and closed communication protocols. There is the common belief that only if we can solve the interoperability problem we can have a real Internet of Things. After a deep analysis of the IoT protocols, we identified a set of primitives for IoT applications. We argue that each IoT protocol can be expressed in term of those primitives, thus solving the interoperability problem at the application protocol level. Moreover, the primitives are network and transport independent and make no assumption in that regard. This dissertation presents our implementation of an IoT platform: the Ponte project. Privacy issues follows the rise of the Internet of Things: it is clear that the IoT must ensure resilience to attacks, data authentication, access control and client privacy. We argue that it is not possible to solve the privacy issue without solving the interoperability problem: enforcing privacy rules implies the need to limit and filter the data delivery process. However, filtering data require knowledge of how the format and the semantics of the data: after an analysis of the possible data formats and representations for the IoT, we identify JSON-LD and the Semantic Web as the best solution for IoT applications. Then, this dissertation present our approach to increase the throughput of filtering semantic data by a factor of ten.

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Negli ultimi anni le tecnologie informatiche sono state al centro di uno sviluppo esponenziale. Fra le incalcolabili innovazioni presentate, ha preso sempre più campo il paradigma per la programmazione ad agenti, che permette la realizzazione di sistemi software complessi, i quali, nell'informatica moderna, ricoprono un ruolo di fondamentale importanza. Questi sistemi, denominati autonomi, mostrano caratteristiche interessanti per scenari dinamici; essi infatti devono essere robusti e resistenti, in grado di adattarsi al contesto ambientale e quindi reagire a determinate modifiche che si verificano nell'ambiente, comportandosi di conseguenza. Indicano perciò la pro-attività dell'entità presa in considerazione. In questa tesi saranno spiegate queste tipologie di sistemi, introdotte le loro caratteristiche e mostrate le loro potenzialità. Tali caratteristiche permettono di responsabilizzare i soggetti, rendendo il sistema auto-organizzato, con una migliore scalabilità e modularità, riducendo quindi le elevate esigenze di calcolo. L'organizzazione di questo documento prevede i primi capitoli atti a introdurre il mondo dei sistemi autonomi, partendo dalle definizioni di autonomia e di agenti software, concludendo con i sistemi multi-agenti, allo scopo di permettere al lettore una comprensione adatta ed esaustiva. I successivi capitoli riguardano le fasi di progettazione delle entità prese in esame, le loro forme di standardizzazione e i modelli che possono adottare, tra i quali il più conosciuto, il modello BDI. Ne seguono due diverse metodologie per l'ingegneria del software orientata agli agenti. Si conclude con la presentazione dello stato dell'arte degli ambienti di sviluppo conosciuti, contenente un'esauriente introduzione ad ognuno di essi ed una visione nel mondo del lavoro del loro apporto negli applicativi in commercio. Infine la tesi terminerà con un capitolo di conclusioni e di riflessioni sui possibili aspetti futuri.