Examinando por Materia "systems"
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Ítem 10 Challenges for the Specification of Self-Adaptive Software(IEEE, 2018-01-01) Munoz-Fernandez, JC; Mazo, R; Salinesi, C; Tamura, G; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesThe demand for systems that continue on operation by adapting themselves in response to disturbing changes in their environment has increased in the last decades. Those systems, termed self-adaptive software (SAS) systems, should be developed with techniques and methods appropriated for analysing and designing this kind of systems, starting from the requirements phase. Several contributions propose approaches to improve the specification of requirements for those systems. This paper aims to review the most significant challenges still open in the domains of languages for requirements specification and methods for model verification of self-adaptive systems, independently of their particular application areas. More concretely, the main contribution of this paper is a list of ten challenges to achieve a better-defined specification of requirements for SAS systems, and a more effective verification of such specifications. These challenges are well worthy of being addressed in both communities, the requirements engineering (RE) and the SAS one.Ítem Achieving object persistence in an augmented reality indoor environment(2003-01-01) Gutiérrez, M.D.; Márquez, A.M.; Trefftz, H.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesIn this paper we present a system for achieving object persistence in Augmented Reality Indoors Environments. In AR systems based on the Augmented Reality toolkit without object persistence, virtual objects appear and disappear as the corresponding pattern gets in and out of the user's field of view. Object persistence allows the environment to remember the relative position and orientation of virtual objects, making them appear more stable to the user. We describe object persistence as a series of transformations applied to the objects in a simple indoor environment. We then present the results of a quantitative experiment that shows how interactivity is improved by the use of object persistency.Ítem Adaptive LAMDA applied to identify and regulate a process with variable dead time(Institute of Electrical and Electronics Engineers Inc., 2020-01-01) Morales L.; Pozo D.; Aguilar J.; Rosales A.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesIn this paper, an adaptive intelligent controller based on the fuzzy algorithm called LAMDA (Learning Algorithm for Multivariable Data Analysis) is presented in order to identify and regulate a process with variable dead time. The original algorithm has been used for supervised and unsupervised learning, whose main field of application is the identification of functional states of the systems. In this work a modification of LAMDA has been implemented which is capable of online learning using hybrid techniques. The proposal consists of two stages: training stage to learn about the unknown plant in order to establish initial parameters to the controller, and a second phase, called application, in which the control strategy is updated using online learning. The proposed method is tested in the control objective of regulation of a process with variable dead time, to analyze the viability of its utilization in these types of systems in which their dynamics are variable and unknown. © 2020 IEEE.Ítem Agents as tutors in augmented reality(2003-01-01) Álvarez, N.; Trefftz, H.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesInteraction between virtual entities and human beings should be similar to the normal interaction between human beings. Verbal interaction is the usual way of interaction among humans, but the interfaces that allow verbal communication between a human being and an agent (virtual human) have a limited vocabulary, need a lot of training and are expensive. In this paper we propose an Augmented Reality System with an unidirectional interface between an agent and a person. By using gestures, animations and adequate texts the agent can show a user how to perform a simple task. We hope that the tests to be conducted will show how useful this unidirectional interface is.Ítem BDNG: A dublin core-based architecture for digital libraries(2005-01-01) Montoya, E.; Ruiz, M.; Giraldo, J.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesDigital Libraries will be one of the main ways to access structured information through the Internet. Information related to resources or objects is known as metadata. Several metadata models have been proposed; however, the model proposed by the Dublin Core Metadata Initiative (DCMI) [1] has demonstrated great utility in digital libraries. The simplicity and generality of DCMI has facilitated the deployment of digital libraries and their interoperability. This paper proposes DCMI as metadata model in our own Digital Library Architecture (Biblioteca Digital de Nueva Generación -BDNG). We have extended DCMI and used some elements of DC-Library application profile (DC-Lib) [2] in addition to new elements not previously considered. This paper presents the metadata models for the following applications: digital library of EAFIT University (BDEeafit), integration of digital or referential libraries (BDMetaLib) and digital library for E-Learning systems (BDEI). This paper also describes the general architecture of BDNG.Ítem CME – A web application framework learning technique based on concerns, micro-learning and examples(SPRINGER, 2018-01-01) Correa, D.; Isaza, F.A.; Mazo, R.; Giraldo, G.L.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesNowadays the use of Web Application Frameworks has been the default choice to develop software applications inside the web domain. These frameworks provide many benefits such as: faster development, enhanced security, and clearer structure of code. However, web application frameworks have a high learning curve and each time someone wants to learn a framework, a recurrent question arises: How to reduce that learning curve and be able to use a new web application framework in a short time? Several learning techniques have been used in the context of frameworks; for instance, example-based learning, tutorials, cookbooks, and tools. Nevertheless, those approaches have their own limitations and the question about what is the best way to learn soon those frameworks remains open. In this paper, we introduce a new web application framework learning technique called CME (Concerns, Micro-learning and Examples). This technique defines a customized learning path that a novice developer should follow to learn to use a web application framework. The learning path was built as a mix of concerns, micro-learning and example-based learning concepts. To validate this technique, we carry out a quasi-experiment about a web application framework learning and the development of small web applications with: (i) the use of CME and (ii) the use of a cookbook. The quasi-experiment results showed preliminary evidence that when using CME, novice developers become more operational to develop small web applications in a reduced period of time compared with the use of a cookbook. © Springer International Publishing AG, part of Springer Nature 2018.Ítem Collaborative and distributed augmented reality in teaching multi-variate calculus(2006-01-01) Orozco, C.; Esteban, P.; Trefftz, H.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesThis article presents the first results of using an Augmented Reality (AR) tool, designed to support tutoring sessions in multi-variate calculus. The tool is used either in a face-to-face setting in which the instructor and the students are collocated or in a distance setting, in which the instructor and students are physically in remote places. The tool was used with two groups of students of Differential Calculus. The students had not been exposed to the concept of equations involving 3 variables and the corresponding surfaces in space. The experience explored how students generalized 2D graphics and equations with their 3D surfaces counterparts with the help of the tool.Ítem A collaborative tool for synchronous distance education(2004-01-01) Agudelo, A.; Escobar, L.; Restrepo, J.; Quiroz, A.; Trefftz, H.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesIn this paper we report results of the use of a telepresence application in a simulated distance education setting. The application combines video-conference with a networked virtual environment in which the instructor and the students can experiment with virtual object in a collaborative manner. The teaching for Understanding (TFU) framework is used as the pedagogical approach. Current preliminary results show that the combination of the telepresence application with TFU, can compensate for the lack of physical presence of the instructor in the classroom.Ítem Collaborative virtual environments for teaching physics(SPRINGER, 2007-01-01) Giraldo, F.; Rojas, Á.M.J.; Esteban, P.; Trefftz, H.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesEafit University created a Telepresence application for distance education. It supports bidirectional audio and video and a shared virtual environment that allows the instructor and students to manipulate virtual objects in a collaborative manner, thereby reinforcing the learning process. In this paper we report the experience of creating new contents and deploying the tool in a Physics course at Universidad del Quindío. The tool was improved an extended in order to include new functionality and make it easier for development teams to create new content. Teaching for Understanding was used as pedagogical framework for course creation and also as a guide to develop the interviews that were used to capture user's perceptions and to asses the improvements in the learning process. The results showed that the use of the tool had a positive impact on the students' understanding of the topics at hand. © 2007 Springer.Ítem A domain-specific modeling framework for attack surface modeling(SciTePress, 2020-01-01) Sun, T.N.; Drouot, B.; Golra, F.R.; Champeau, J.; Guerin, S.; Le Roux, L.; Mazo, R.; Teodorov, C.; Van Aertryck, L.; L'Hostis, B.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesCybersecurity is becoming vital as industries are gradually moving from automating physical processes to a higher level automation using cyber physical systems (CPS) and internet of things (IoT). In this context, security is becoming a continuous process that runs in parallel to other processes during the complete life cycle of a system. Traditional threat analysis methods use design models alongside threat models as an input for security analysis, hence missing the life-cycle-based dynamicity required by the security concern. In this paper, we argue for an attacker-aware systems modeling language that exposes the systems attack surfaces. For this purpose, we have designed Pimca, a domain specific modeling language geared towards capturing the attacker point of view of the system. This study introduces the formalism along with the Pimca workbench, a framework designed to ease the development and manipulation of the Pimca models. Finally, we present two relevant use cases, serving as a preliminary validation of our approach. © Copyright 2020 by SCITEPRESS - Science and Technology Publications, Lda. All rights reserved.Ítem Fronteras de inclusión y exclusión en sistemas regionales de innovación : caso ciudad de Medellín(Universidad EAFIT, 2022) Álvarez Montoya, Daniela; Vélez Castiblanco, Jorge IvánÍtem Observations about an approximate algorithm for the point robot motion planning problem(IEEE Computer Society, 2002-01-01) Trefftz, C.; Trefftz, H.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesObservations about an approximate parallel algorithm for the point robot motion planning problem are presented. The algorithm solves not only the original problem, but related problems as well. © 2002 IEEE.Ítem Poster: Collaborative data exploration using two navigation strategies(IEEE COMPUTER SOC, 2009-01-01) Gomez, Omar; Trefftz, Helmuth; Boulanger, Pierre; Bischof, Walter F.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesVirtual collaborative systems are vital tools for accessing and sharing scientific data visualizations. This paper shows how two different modes of collaboration can affect user performance in a specific exploration task. Experiments with groups of users that are working in pairs showed that the lack of mobility can affect the ability to achieve specific exploration goals in a virtual environment. Our analysis reveals that the task was completed more efficiently when users were allowed to move freely and independently instead of working with limited mobility. In these systems, users adapted their own abilities and minimized theeffect of mobility restrictions. ©2009 IEEE.Ítem Scalable. Ad Hoc, Low Cost, Mobile, Online Laboratories(Institute of Electrical and Electronics Engineers Inc., 2018-01-01) Zapata-Rivera L.F.; Larrondo Petrie M.M.; Zalewski J.; Shockley J.; Costa J.; Lalinde-Pulido J.; Cristobal E.S.; Castro M.; Miguel Rodriguez A.; Saliah-Hassane H.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesThe IEEE Educational Society has sponsored the development of IEEE-SA P1876™ standard for Networked Smart Learning Objects for Online Laboratories. This paper proposes two different architectures that integrate components to support educational online laboratories, through the use of xAPI statements to communicate between Remote Laboratory Management Systems, Virtual Learning Environments and Learning Analytics Generators. Proof of concept implementations of three scalable, ad hoc, low-cost, mobile, online laboratories that utilize the proposed distributed and centralized architectures are described, one fully integrated to an Actionable Data Book. The next steps would be to implement Mobile Massive Open Online Laboratories (M-MOOLs) within the context of Massive Open Online Courses (MOOCs), using the P1876™ standard under development. © 2018 IEEE.Ítem Technological tools to learn calculus(Institute of Electrical and Electronics Engineers Inc., 2015-12-02) Gómez, G.P.P.; Restrepo, C.M.Z.; Duarte, P.V.E.; Rivera, L.F.Z.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesOnline learning tools have allowed professors to carry out their classes in an interactive way, synchronic as well as asynchronic, giving them the opportunity to explore from different points of view specific themes or concepts, achieving greater dynamism in their classes through the active participation of students. This article presents the results of the implementation of an software tool for massive use designed with the objective of allowing Engineering students to strengthen their basic mathematical knowledge as well as to improve their results in courses such as Calculus I and Mathematics I. These courses are part of the first semesters of the syllabus for all undergraduate programs of the School of Engineering, and are basic courses in the formation of an engineer at Universidad EAFIT (Medellin, Colombia). This software tool for massive use allows students to self-diagnose, to solve exercises with different levels of complexity and difficulty, to visualize academic contents such as video classes and virtual resources, and to know their evolution in the understanding of basic concepts in calculus. On one hand, this facilitates the beginning of their studies at the university. On the other, it gives the professor an initial diagnose of the level students have to start the course so that continuous analytics can be performed based on the learning process of the student. Furthermore, this article shows the results of a comparative analysis done to two groups of students, a Control group and an Experimental group, that took Calculus I as part of their undergraduate studies. The experiment lasted two months with testing done at the beginning and at the end of the course. The objective was to register the level of knowledge acquired by the students and compare the differences between the two groups, control and experimental. The testing also allowed the progress of the student between tests to be measured, taking into account that the experimental group had the opportunity to explore the platform during this two-month period. Therefore, the analysis performed served to gather information useful for evaluating the effectiveness of the proposed system in the learning process of the students at the University. © 2015 IEEE.Ítem WeSketch: A 3D real time collaborative virtual environment that improves the GUI sketching task(2010-01-01) Hernández, H.A.; Trefftz, H.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesMany tools help GUI designers to produce prototypes of their future applications, but when this job requires the collaboration with geographically dispersed partners some problems arise like lack awareness of the others' work, concurrent manipulation of virtual objects and non-fluent communication of actions and intentions. We Sketch allows a small geographically distributed group to build GUI prototypes in a highly participative manner, keeping everyone aware of what is going on. A 3D virtual round table, virtual sheets simulating sketches, avatars representing users, an audio communication system and a shared view of sketches are the pieces that allow designers to discuss and co-design GUIs in real time offering a comfortable and pleasant experience. This paper describes the tool and the results of a set of experiments conducted in order to validate the hypothesis: "WeSketch allows a small group of designers who are geographically dispersed to be more efficient and feel more motivated during the GUI Sketching task than they do with current tools". © 2011 IEEE.