Open Access. Powered by Scholars. Published by Universities.®

Software Engineering Commons

Open Access. Powered by Scholars. Published by Universities.®

2,289 Full-Text Articles 2,695 Authors 558,456 Downloads 114 Institutions

All Articles in Software Engineering

Faceted Search

2,289 full-text articles. Page 76 of 79.

An Organizational Maturity Model Of Software Product Line Engineering, Faheem Ahmed, Luiz Fernando Capretz 2010 Thompson River University

An Organizational Maturity Model Of Software Product Line Engineering, Faheem Ahmed, Luiz Fernando Capretz

Electrical and Computer Engineering Publications

Software product line engineering is an inter-disciplinary concept. It spans the dimensions of business, architecture, process, and the organization. Some of the potential benefits of this approach include cost reduction, improvements in product quality and a decrease in product development time. The increasing popularity of software product line engineering in the software industry necessitates a process maturity evaluation methodology. Accordingly, this paper presents an organizational maturity model of software product line engineering for evaluating the maturity of organizational dimension. The model assumes that organizational theories, behavior, and management play a critical role in the institutionalization of software product line engineering ...


Demonstrating Contradictions In A Graphical User Interface, Umakant Mishra 2010 SelectedWorks

Demonstrating Contradictions In A Graphical User Interface, Umakant Mishra

Umakant Mishra

Designing a GUI is not so easy as it may appear to outside. The developer has to face many difficulties while improving the features of a GUI. In many cases improving one feature of a GUI results in worsening another feature of it, thus leading to a situation known as contradiction in TRIZ. Many such contradictions have been solved by different inventors in the past. We will demonstrate some important contradictions in this article and discuss alternative solutions for each contradiction.


Resource Allocation In Distributed Mixed-Criticality Cyber-Physical Systems, Karthik Lakshmanan, Dionisio De Niz, Ragunathan (Raj) Rajkumar, Gabriel A. Moreno 2010 Carnegie Mellon University

Resource Allocation In Distributed Mixed-Criticality Cyber-Physical Systems, Karthik Lakshmanan, Dionisio De Niz, Ragunathan (Raj) Rajkumar, Gabriel A. Moreno

Software Engineering Institute

Large-scale distributed cyber-physical systems will have many sensors/actuators (each with local micro-controllers), and a distributed communication/computing backbone with multiple processors. Many cyber-physical applications will be safety critical and in many cases unexpected workload spikes are likely to occur due to unpredictable changes in the physical environment. In the face of such overload scenarios, the desirable property in such systems is that the most critical applications continue to meet their deadlines. In this paper, we capture this mixed-criticality property by developing a formal overload-resilience metric called ductility. The generality of ductility enables it to evaluate any scheduling algorithm from ...


Mining Antagonistic Communities From Social Networks, Kuan ZHANG, David LO, Ee Peng LIM 2010 Singapore Management University

Mining Antagonistic Communities From Social Networks, Kuan Zhang, David Lo, Ee Peng Lim

Research Collection School Of Information Systems

During social interactions in a community, there are often sub-communities that behave in opposite manner. These antagonistic sub-communities could represent groups of people with opposite tastes, factions within a community distrusting one another, etc. Taking as input a set of interactions within a community, we develop a novel pattern mining approach that extracts for a set of antagonistic sub-communities. In particular, based on a set of user specified thresholds, we extract a set of pairs of sub-communities that behave in opposite ways with one another. To prevent a blow up in these set of pairs, we focus on extracting a ...


Customer Communicator, Eddie Tavarez 2010 California Polytechnic State University - San Luis Obispo

Customer Communicator, Eddie Tavarez

Computer Science

No abstract provided.


Resource Allocation In Distributed Mixed-Criticality Cyber-Physical Systems, Karthik Lakshmanan, Dionisio De Niz, Ragunathan (Raj) Rajkumar, Gabriel A. Moreno 2010 Carnegie Mellon University

Resource Allocation In Distributed Mixed-Criticality Cyber-Physical Systems, Karthik Lakshmanan, Dionisio De Niz, Ragunathan (Raj) Rajkumar, Gabriel A. Moreno

Gabriel A. Moreno

Large-scale distributed cyber-physical systems will have many sensors/actuators (each with local micro-controllers), and a distributed communication/computing backbone with multiple processors. Many cyber-physical applications will be safety critical and in many cases unexpected workload spikes are likely to occur due to unpredictable changes in the physical environment. In the face of such overload scenarios, the desirable property in such systems is that the most critical applications continue to meet their deadlines. In this paper, we capture this mixed-criticality property by developing a formal overload-resilience metric called ductility. The generality of ductility enables it to evaluate any scheduling algorithm from ...


Fast Energy Loss Computation And Fuzzy-Based Shunt Capacitor Insertion, Philadelphia University 2010 Philadelphia University

Fast Energy Loss Computation And Fuzzy-Based Shunt Capacitor Insertion, Philadelphia University

Philadelphia University, Jordan

No abstract provided.


Development Of A 3d Game Engine, Nicholas Alexander Woodfield 2010 University of Connecticut - Storrs

Development Of A 3d Game Engine, Nicholas Alexander Woodfield

Honors Scholar Theses

This paper presents the development history and specification of a 3D game engine titled "Spark Engine". The term "engine" is used to describe a complex graphics software suite that streamlines application development and provides efficient rendering functionality. A game engine specifically provides tools to simplify game development. Spark Engine is fully shader driven and is built on top of Microsoft's XNA Framework. It is a reusable and flexible platform that can be used to build any type of graphics application ranging from gaming to simulation. The engine was released as open source software under the New BSD License with ...


Resource-Based Programming In Plaid, Jonathan Aldrich 2010 Carnegie Mellon University

Resource-Based Programming In Plaid, Jonathan Aldrich

Institute for Software Research

Many modern programming challenges center on the correct handling of abstract resources whose use is constrained in some way. These constraints include initialization before use, resource cleanup, safe coordination among threads, and usage protocols. Unlike class-based languages, the resource-based programming language Plaid models interfaces, representation, and behavior using states, and an object’s state can change. Plaid’s gradual, linear logic-based type system and runtime system will track both the state of an object and aliases to it, ensuring that clients access objects safely in both sequential and concurrent programs.


Chunk-Based Ebmt, Jae Dong Kim, Ralf D. Brown, Jaime G. Carbonell 2010 Carnegie Mellon University

Chunk-Based Ebmt, Jae Dong Kim, Ralf D. Brown, Jaime G. Carbonell

Institute for Software Research

Corpus driven machine translation approaches such as Phrase-Based Statistical Machine Translation and Example-Based Machine Translation have been successful by using word alignment to find translation fragments for matched source parts in a bilingual training corpus. However, they still cannot properly deal with systematic translation for insertion or deletion words between two distant languages. In this work, we used syntactic chunks as translation units to alleviate this problem, improve alignments and show improvement in BLEU for Korean to English and Chinese to English translation tasks.


Active Learning And Crowd-Sourcing For Machine Translation, Vamshi Ambati, Stephan Vogel, Jaime G. Carbonell 2010 Carnegie Mellon University

Active Learning And Crowd-Sourcing For Machine Translation, Vamshi Ambati, Stephan Vogel, Jaime G. Carbonell

Institute for Software Research

In recent years, corpus based approaches to machine translation have become predominant, with Statistical Machine Translation (SMT) being the most actively progressing area. Success of these approaches depends on the availability of parallel corpora. In this paper we propose Active Crowd Translation (ACT), a new paradigm where active learning and crowd-sourcing come together to enable automatic translation for low-resource language pairs. Active learning aims at reducing cost of label acquisition by prioritizing the most informative data for annotation, while crowd-sourcing reduces cost by using the power of the crowds to make do for the lack of expensive language experts. We ...


Personalization By Website Transformation: Theory And Practice, Saverio Perugini 2010 University of Dayton

Personalization By Website Transformation: Theory And Practice, Saverio Perugini

Computer Science Faculty Publications

We present an analysis of a progressive series of out-of-turn transformations on a hierarchical website to personalize a user’s interaction with the site. We formalize the transformation in graph-theoretic terms and describe a toolkit we built that enumerates all of the traversals enabled by every possible complete series of these transformations in any site and computes a variety of metrics while simulating each traversal therein to qualify the relationship between a site’s structure and the cumulative effect of support for the transformation in a site. We employed this toolkit in two websites. The results indicate that the transformation ...


Augmenting Software Architectures With Physical Components, Ajinkya Bhave, David Garlan, Bruce Krogh, Akshay H. Rajhans, Bradley Schmerl 2010 Carnegie Mellon University

Augmenting Software Architectures With Physical Components, Ajinkya Bhave, David Garlan, Bruce Krogh, Akshay H. Rajhans, Bradley Schmerl

Institute for Software Research

This paper presents an extension of existing software architecture tools to model physical systems, their interconnections, and the interactions between physical and cyber components. We introduce a new cyber-physical system (CPS) architectural style to support the construction of architectural descriptions of complete systems and to serve as the reference context for analysis and evaluation of design alternatives using existing model-based tools. The implementation of the CPS architectural style in AcmeStudio includes behavioral annotations on components and connectors using either finite state processes (FSP) or linear hybrid automata (LHA) with plug-ins to perform behavior analysis. The application of the CPS architectural ...


Using Ant Colonization Optimization To Control Difficulty In Video Game Ai., Joshua Courtney 2010 East Tennessee State University

Using Ant Colonization Optimization To Control Difficulty In Video Game Ai., Joshua Courtney

Undergraduate Honors Theses

Ant colony optimization (ACO) is an algorithm which simulates ant foraging behavior. When ants search for food they leave pheromone trails to tell other ants which paths to take to find food. ACO has been adapted to many different problems in computer science: mainly variations on shortest path algorithms for graphs and networks.

ACO can be adapted to work as a form of communication between separate agents in a video game AI. By controlling the effectiveness of this communication, the difficulty of the game should be able to be controlled. Experimentation has shown that ACO works effectively as a form ...


A Discriminative Model Approach For Accurate Duplicate Bug Report Retrieval, Chengnian SUN, David LO, Xiaoyin WANG, Siau-Cheng KHOO 2010 Singapore Management University

A Discriminative Model Approach For Accurate Duplicate Bug Report Retrieval, Chengnian Sun, David Lo, Xiaoyin Wang, Siau-Cheng Khoo

Research Collection School Of Information Systems

Bug repositories are usually maintained in software projects. Testers or users submit bug reports to identify various issues with systems. Sometimes two or more bug reports correspond to the same defect. To address the problem with duplicate bug reports, a person called a triager needs to manually label these bug reports as duplicates, and link them to their "master" reports for subsequent maintenance work. However, in practice there are considerable duplicate bug reports sent daily; requesting triagers to manually label these bugs could be highly time consuming. To address this issue, recently, several techniques have be proposed using various similarity ...


A Scalable And Energy-Efficient Context Monitoring Framework For Mobile Personal Sensor Networks, Seungwoo KANG, Jinwon LEE, Hyukjae JANG, Youngki LEE, Souneil PARK, Junehwa SONG 2010 Singapore Management University

A Scalable And Energy-Efficient Context Monitoring Framework For Mobile Personal Sensor Networks, Seungwoo Kang, Jinwon Lee, Hyukjae Jang, Youngki Lee, Souneil Park, Junehwa Song

Research Collection School Of Information Systems

The key feature of many emerging pervasive computing applications is to proactively provide services to mobile individuals. One major challenge in providing users with proactive services lies in continuously monitoring users’ context based on numerous sensors in their PAN/BAN environments. The context monitoring in such environments imposes heavy workloads on mobile devices and sensor nodes with limited computing and battery power. We present SeeMon, a scalable and energy-efficient context monitoring framework for sensor-rich, resource-limited mobile environments. Running on a personal mobile device, SeeMon effectively performs context monitoring involving numerous sensors and applications. On top of SeeMon, multiple applications on ...


Testing And Maintenance In The Video Game Industry Today, Anthony A. Jarman 2010 Liberty University

Testing And Maintenance In The Video Game Industry Today, Anthony A. Jarman

Senior Honors Theses

Testing and maintenance are important when designing any type of software, especially video games. Since the gaming industry began, testing and maintenance techniques have evolved and changed. In order to understand how testing and maintenance techniques are practiced in the gaming industry, several key elements must be examined. First, specific testing and maintenance techniques that are most useful for video games must be analyzed to understand their effectiveness. Second, the processes used for testing and maintaining video games at the beginning of the industry must be reviewed in order to see how far testing and maintenance techniques have progressed. Third ...


Contributors’ Preference In Open Source Software Usability: An Empirical Study, Arif Raza, Luiz Fernando Capretz 2010 The University of Western Ontario

Contributors’ Preference In Open Source Software Usability: An Empirical Study, Arif Raza, Luiz Fernando Capretz

Electrical and Computer Engineering Publications

The fact that the number of users of open source software (OSS) is practically un-limited and that ultimately the software quality is determined by end user’s experience, makes the usability an even more critical quality attribute than it is for proprietary software. With the sharp increase in use of open source projects by both individuals and organizations, the level of usability and related issues must be addressed more seriously. The research model of this empirical investigation studies and establishes the relationship between the key usability factors from contributors’ perspective and OSS usability. A data set of 78 OSS contributors ...


Pretty Lights, Nicholas (Nick) delMas, Matthew (Matt) Maniaci 2010 California Polytechnic State University - San Luis Obispo

Pretty Lights, Nicholas (Nick) Delmas, Matthew (Matt) Maniaci

Computer Engineering

Digital media players often include a visualization component that allows a user to watch a visualization synchronized to their music or videos. This project uses the visualization plugin API of an existing media playback program (WinAmp) but it displays its visuals using physical LED lights. Instead of outputting visuals to the computer screen, data is sent over USB to a micro controller that runs the LED lights. This project aims to give users a more visceral visual experience than traditional visualizations on the computer screen.


Temporal Collaborative Filtering With Bayesian Probabilistic Tensor Factorization, Liang Xiong, Xi Chen, Tzu-Kuo HUang, Jeff Schneider, Jaime G. Carbonell 2010 Carnegie Mellon University

Temporal Collaborative Filtering With Bayesian Probabilistic Tensor Factorization, Liang Xiong, Xi Chen, Tzu-Kuo Huang, Jeff Schneider, Jaime G. Carbonell

Institute for Software Research

Real-world relational data are seldom stationary, yet traditional collaborative filtering algorithms generally rely on this assumption. Motivated by our sales prediction problem, we propose a factor-based algorithm that is able to take time into account. By introducing additional factors for time, we formalize this problem as a tensor factorization with a special constraint on the time dimension. Further, we provide a fully Bayesian treatment to avoid tuning parameters and achieve automatic model complexity control. To learn the model we develop an e±cient sampling procedure that is capable of analyzing large-scale data sets. This new algorithm, called Bayesian Probabilistic Tensor ...


Digital Commons powered by bepress