960 resultados para Web environment


Relevância:

60.00% 60.00%

Publicador:

Resumo:

There is no empirical evidence whatsoever to support most of the beliefs on which software construction is based. We do not yet know the adequacy, limits, qualities, costs and risks of the technologies used to develop software. Experimentation helps to check and convert beliefs and opinions into facts. This research is concerned with the replication area. Replication is a key component for gathering empirical evidence on software development that can be used in industry to build better software more efficiently. Replication has not been an easy thing to do in software engineering (SE) because the experimental paradigm applied to software development is still immature. Nowadays, a replication is executed mostly using a traditional replication package. But traditional replication packages do not appear, for some reason, to have been as effective as expected for transferring information among researchers in SE experimentation. The trouble spot appears to be the replication setup, caused by version management problems with materials, instruments, documents, etc. This has proved to be an obstacle to obtaining enough details about the experiment to be able to reproduce it as exactly as possible. We address the problem of information exchange among experimenters by developing a schema to characterize replications. We will adapt configuration management and product line ideas to support the experimentation process. This will enable researchers to make systematic decisions based on explicit knowledge rather than assumptions about replications. This research will output a replication support web environment. This environment will not only archive but also manage experimental materials flexibly enough to allow both similar and differentiated replications with massive experimental data storage. The platform should be accessible to several research groups working together on the same families of experiments.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

El sistema SONRIE (Sistema de terapia, basadO en KiNect, paRa nIños con parálisis cErebral), realizado como Proyecto Fin de Grado por Dña. Estefanía Sampedro Sánchez, se desarrolló con el fin de permitir el proceso de rehabilitación de los músculos faciales en niños con Parálisis Cerebral Infantil (PCI). SONRIE se compone de una plataforma de juegos cuyo objetivo es lograr una mejora terapéutica en la musculatura orofacial de niños diagnosticados de PCI con edades comprendidas entre los 4 y los 12 años. El escenario de aplicación del sistema SONRIE son las escuelas de integración que tienen escolarizados alumnos diagnosticados con este trastorno. La posibilidad de rehabilitación de los músculos faciales mediante tratamientos que se apoyan en el uso de sistemas telemáticos, junto con el empleo de tecnologías actuales (Realidad Virtual, Realidad Aumentada y Serious Games) supone una gran innovación en el entorno de la neuro-rehabilitación, entendida como el proceso de terapia que permite optimizar la participación de una persona en la sociedad, alcanzando un grado de bienestar óptimo. El trabajo realizado en este Proyecto Fin de Grado pretende escalar el sistema SONRIE, mediante el análisis, diseño y desarrollo de un Framework encargado de facilitar, ampliar y validar el uso adecuado del sistema SONRIE en entornos escolares a través de la integración de nuevas tecnologías. La plataforma desarrollada en este proyecto, permite dotar de dinamismo y persistencia a la plataforma de juegos, ofreciendo a los usuarios de SONRIE (principalmente fisioterapeutas y rehabilitadores que trabajan en entornos escolares) un sistema de terapia para niños con PCI accesible vía web. En este Proyecto Fin de Grado se describe el conjunto de componentes software desarrollados con el fin de proporcionar un entorno web que escale el sistema SONRIE, convirtiéndolo en un sistema de terapia efectivo, completo y usable. ABSTRACT. The SONRIE system (Sistema de terapia, basadO en KiNect, paRa nIños con parálisis cErebral), performed as a final project by Miss Estefanía Sampedro, was developed in order to allow the rehabilitation process of the facial muscles of children with Cerebral Palsy (CP). SONRIE consists of a gaming platform which aims to achieve a therapeutic improvement in the orofacial musculature on children diagnosed with CP aged between 4 and 12 years. The application scenario of the SONRIE system are the integration schools that have students diagnosed with this disorder. The possibility of rehabilitation of facial muscles through treatments based on the use of telematics systems, together with the use of new technologies (Virtual Reality, Augmented Reality and Serious Games) is a great innovation in the neuro-rehabilitation environment, understood as the therapy process that optimizes the participation of a person in the society, reaching an optimum level of welfare. The work done in this final project aims to scale the SONRIE system, through the analysis, design and development of a framework in charge of facilitating, extending and validating the proper use of the SONRIE system in school environments, through the integration of new technologies. The platform developed in this project, can provide dynamism and persistence to the gaming platform, offering to the SONRIE users (mainly physiotherapists and rehabilitators who work in school settings) a therapy system for children with CP accessible via web. In this final project are described the software components developed in order to provide a web environment that scales the SONRIE system, making it an effective, complete and usable therapy system.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Many software engineers have found that it is difficult to understand, incorporate and use different formal models consistently in the process of software developments, especially for large and complex software systems. This is mainly due to the complex mathematical nature of the formal methods and the lack of tool support. It is highly desirable to have software models and their related software artefacts systematically connected and used collaboratively, rather than in isolation. The success of the Semantic Web, as the next generation of Web technology, can have profound impact on the environment for formal software development. It allows both the software engineers and machines to understand the content of formal models and supports more effective software design in terms of understanding, sharing and reusing in a distributed manner. To realise the full potential of the Semantic Web in formal software development, effectively creating proper semantic metadata for formal software models and their related software artefacts is crucial. This paper proposed a framework that allows users to interconnect the knowledge about formal software models and other related documents using the semantic technology. We first propose a methodology with tool support is proposed to automatically derive ontological metadata from formal software models and semantically describe them. We then develop a Semantic Web environment for representing and sharing formal Z/OZ models. A method with prototype tool is presented to enhance semantic query to software models and other artefacts. © 2014.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

With the exponential increasing demands and uses of GIS data visualization system, such as urban planning, environment and climate change monitoring, weather simulation, hydrographic gauge and so forth, the geospatial vector and raster data visualization research, application and technology has become prevalent. However, we observe that current web GIS techniques are merely suitable for static vector and raster data where no dynamic overlaying layers. While it is desirable to enable visual explorations of large-scale dynamic vector and raster geospatial data in a web environment, improving the performance between backend datasets and the vector and raster applications remains a challenging technical issue. This dissertation is to implement these challenging and unimplemented areas: how to provide a large-scale dynamic vector and raster data visualization service with dynamic overlaying layers accessible from various client devices through a standard web browser, and how to make the large-scale dynamic vector and raster data visualization service as rapid as the static one. To accomplish these, a large-scale dynamic vector and raster data visualization geographic information system based on parallel map tiling and a comprehensive performance improvement solution are proposed, designed and implemented. They include: the quadtree-based indexing and parallel map tiling, the Legend String, the vector data visualization with dynamic layers overlaying, the vector data time series visualization, the algorithm of vector data rendering, the algorithm of raster data re-projection, the algorithm for elimination of superfluous level of detail, the algorithm for vector data gridding and re-grouping and the cluster servers side vector and raster data caching.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Scholarly communication over the past 10 to 15 years has gained a tremendous momentum with the advent of Internet and the World Wide Web. The web has transformed the ways by which people search, find, use and communicate information. Innovations in web technology since 2005 have brought out an array of new services and facilities and an enhanced version of the web named Web 2.0. Web 2.0 facilitates a collaborative environment in which the information users can interact with the information. Web 2.0 enables its users to create, annotate, review, share re-use and represent the information in new ways thereby optimizing the information dissemination

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Resumen basado en el de la publicaci??n

Relevância:

40.00% 40.00%

Publicador:

Resumo:

En esta tesis se propone el uso de agentes inteligentes en entornos de aprendizaje en línea con el fin de mejorar la asistencia y motivación del estudiante a través de contenidos personalizados que tienen en cuenta el estilo de aprendizaje del estudiante y su nivel de conocimiento. Los agentes propuestos se desempeñan como asistentes personales que ayudan al estudiante a llevar a cabo las actividades de aprendizaje midiendo su progreso y motivación. El entorno de agentes se construye a través de una arquitectura multiagente llamada MASPLANG diseñada para dar soporte adaptativo (presentación y navegación adaptativa) a un sistema hipermedia educativo desarrollado en la Universitat de Girona para impartir educación virtual a través del web. Un aspecto importante de esta propuesta es la habilidad de construir un modelo de estudiante híbrido que comienza con un modelo estereotípico del estudiante basado en estilos de aprendizaje y se modifica gradualmente a medida que el estudiante interactúa con el sistema (gustos subjetivos). Dentro del contexto de esta tesis, el aprendizaje se define como el proceso interno que, bajo factores de cambio resulta en la adquisición de la representación interna de un conocimiento o de una actitud. Este proceso interno no se puede medir directamente sino a través de demostraciones observables externas que constituyen el comportamiento relacionado con el objeto de conocimiento. Finalmente, este cambio es el resultado de la experiencia o entrenamiento y tiene una durabilidad que depende de factores como la motivación y el compromiso. El MASPLANG está compuesto por dos niveles de agentes: los intermediarios llamados IA (agentes de información) que están en el nivel inferior y los de Interfaz llamados PDA (agentes asistentes) que están en el nivel superior. Los agentes asistentes atienden a los estudiantes cuando trabajan con el material didáctico de un curso o una lección de aprendizaje. Esta asistencia consiste en la recolección y análisis de las acciones de los estudiantes para ofrecer contenidos personalizados y en la motivación del estudiante durante el aprendizaje mediante el ofrecimiento de contenidos de retroalimentación, ejercicios adaptados al nivel de conocimiento y mensajes, a través de interfaces de usuario animadas y atractivas. Los agentes de información se encargan del mantenimiento de los modelos pedagógico y del dominio y son los que están en completa interacción con las bases de datos del sistema (compendio de actividades del estudiante y modelo del dominio). El escenario de funcionamiento del MASPLANG está definido por el tipo de usuarios y el tipo de contenidos que ofrece. Como su entorno es un sistema hipermedia educativo, los usuarios se clasifican en profesores quienes definen y preparan los contenidos para el aprendizaje adaptativo, y los estudiantes quienes llevan a cabo las actividades de aprendizaje de forma personalizada. El perfil de aprendizaje inicial del estudiante se captura a través de la evaluación del cuestionario ILS (herramienta de diagnóstico del modelo FSLSM de estilos de aprendizaje adoptado para este estudio) que se asigna al estudiante en su primera interacción con el sistema. Este cuestionario consiste en un conjunto de preguntas de naturaleza sicológica cuyo objetivo es determinar los deseos, hábitos y reacciones del estudiante que orientarán la personalización de los contenidos y del entorno de aprendizaje. El modelo del estudiante se construye entonces teniendo en cuenta este perfil de aprendizaje y el nivel de conocimiento obtenido mediante el análisis de las acciones del estudiante en el entorno.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The Environmental Sciences Division within Queensland Environmental Protection Agency works to monitor, assess and model the condition of the environment. The Division has as a legislative responsibility to produce a whole-of-government report every four years dealing environmental conditions and trends in a ”State of the Environment report” (SoE)[1][2][3]. State of Environment Web Service Reporting System is a supplementary web service based SoE reporting tool, which aims to deliver accurate, timely and accessible information on the condition of the environment through web services via Internet [4][5]. This prototype provides a scientific assessment of environmental conditions for a set of environmental indicators. It contains text descriptions and tables, charts and maps with spatiotemporal dimensions to show the impact of certain environmental indicators on our environment. This prototype is a template based indicator system, to which the administrator may add new sql queries for new indicator services without changing the architecture and codes of this template. The benefits are brought through a service-oriented architecture which provides an online query service with seamless integration. In addition, since it uses web service architecture, each individual component within the application can be implemented by using different programming languages and in different operating systems. Although the services showed in this demo are built upon two datasets of regional ecosystem and protection area of Queensland, it will be possible to report on the condition of water, air, land, coastal zones, energy resources, biodiversity, human settlements and natural culture heritage on the fly as well. Figure 1 shows the architecture of the prototype. In the next section, I will discuss the research tasks in the prototype.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The impact and use of information and communication technology on learning outcomes for accounting students is not well understood. This study investigates the impact of design features of Blackboard 1 used as aWeb-based Learning Environment (WBLE) in teaching undergraduate accounting students. Specifically, this investigation reports on a number of Blackboard design features (e.g. delivery of lecture notes, announcements, online assessment and model answers) used to deliver learning materials regarded as necessary to enhance learning outcomes. Responses from 369 on-campus students provided data to develop a regression model that seeks to explain enhanced participation and mental effort. The final regression shows that student satisfaction with the use of a WBLE is associated with five design features or variables. These include usefulness and availability of lecture notes, online assessment, model answers, and online chat.