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Träfflista för sökning "hsv:(NATURAL SCIENCES) hsv:(Computer and Information Sciences) hsv:(Software Engineering) "

Sökning: hsv:(NATURAL SCIENCES) hsv:(Computer and Information Sciences) hsv:(Software Engineering)

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1.
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2.
  • Chatterjee, Bapi, 1982 (författare)
  • Lock-free Concurrent Search
  • 2017
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The contemporary computers typically consist of multiple computing cores with high compute power. Such computers make excellent concurrent asynchronous shared memory system. On the other hand, though many celebrated books on data structure and algorithm provide a comprehensive study of sequential search data structures, unfortunately, we do not have such a luxury if concurrency comes in the setting. The present dissertation aims to address this paucity. We describe novel lock-free algorithms for concurrent data structures that target a variety of search problems.(i) Point search (membership query, predecessor query, nearest neighbour query) for 1-dimensional data: Lock-free linked-list; lock-free internal and external binary search trees (BST).(ii) Range search for 1-dimensional data: A range search method for lock-free ordered set data structures - linked-list, skip-list and BST.(iii) Point search for multi-dimensional data: Lock-free kD-tree, specially, a generic method for nearest neighbour search.We prove that the presented algorithms are linearizable i.e. the concurrent data structure operations intuitively display their sequential behaviour to an observer of the concurrent system. The lock-freedom in the introduced algorithms guarantee overall progress in an asynchronous shared memory system. We present the amortized analysis of lock-free data structures to show their efficiency. Moreover, we provide sample implementations of the algorithms and test them over extensive micro-benchmarks. Our experiments demonstrate that the implementations are scalable and perform well when compared to related existing alternative implementations on common multi-core computers.Our focus is on propounding the generic methodologies for efficient lock-free concurrent search. In this direction, we present the notion of help-optimality, which captures the optimization of amortized step complexity of the operations. In addition to that, we explore the language-portable design of lock-free data structures that aims to simplify an implementation from programmer’s point of view. Finally, our techniques to implement lock-free linearizable range search and nearest neighbour search are independent of the underlying data structures and thus are adaptive to similar data structures.
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3.
  • Liu, Yuanhua, 1971, et al. (författare)
  • Considering the importance of user profiles in interface design
  • 2009
  • Ingår i: User Interfaces. ; , s. 23-
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • User profile is a popular term widely employed during product design processes by industrial companies. Such a profile is normally intended to represent real users of a product. The ultimate purpose of a user profile is actually to help designers to recognize or learn about the real user by presenting them with a description of a real user’s attributes, for instance; the user’s gender, age, educational level, attitude, technical needs and skill level. The aim of this chapter is to provide information on the current knowledge and research about user profile issues, as well as to emphasize the importance of considering these issues in interface design. In this chapter, we mainly focus on how users’ difference in expertise affects their performance or activity in various interaction contexts. Considering the complex interaction situations in practice, novice and expert users’ interactions with medical user interfaces of different technical complexity will be analyzed as examples: one focuses on novice and expert users’ difference when interacting with simple medical interfaces, and the other focuses on differences when interacting with complex medical interfaces. Four issues will be analyzed and discussed: (1) how novice and expert users differ in terms of performance during the interaction; (2) how novice and expert users differ in the perspective of cognitive mental models during the interaction; (3) how novice and expert users should be defined in practice; and (4) what are the main differences between novice and expert users’ implications for interface design. Besides describing the effect of users’ expertise difference during the interface design process, we will also pinpoint some potential problems for the research on interface design, as well as some future challenges that academic researchers and industrial engineers should face in practice.
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4.
  • Lu, Zhihan, et al. (författare)
  • Multimodal Hand and Foot Gesture Interaction for Handheld Devices
  • 2014
  • Ingår i: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP). - : Association for Computing Machinery (ACM). - 1551-6857 .- 1551-6865. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present a hand-and-foot-based multimodal interaction approach for handheld devices. Our method combines input modalities (i.e., hand and foot) and provides a coordinated output to both modalities along with audio and video. Human foot gesture is detected and tracked using contour-based template detection (CTD) and Tracking-Learning-Detection (TLD) algorithm. 3D foot pose is estimated from passive homography matrix of the camera. 3D stereoscopic and vibrotactile are used to enhance the immersive feeling. We developed a multimodal football game based on the multimodal approach as a proof-of-concept. We confirm our systems user satisfaction through a user study.
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5.
  • Rumman, Nadine Abu, et al. (författare)
  • Skin deformation methods for interactive character animation
  • 2017
  • Ingår i: Communications in Computer and Information Science. - Cham : Springer International Publishing. - 1865-0937 .- 1865-0929. ; 693, s. 153-174, s. 153-174
  • Konferensbidrag (refereegranskat)abstract
    • Character animation is a vital component of contemporary computer games, animated feature films and virtual reality applications. The problem of creating appealing character animation can best be described by the title of the animation bible: “The Illusion of Life”. The focus is not on completing a given motion task, but more importantly on how this motion task is performed by the character. This does not necessarily require realistic behavior, but behavior that is believable. This of course includes the skin deformations when the character is moving. In this paper, we focus on the existing research in the area of skin deformation, ranging from skeleton-based deformation and volume preserving techniques to physically based skinning methods. We also summarize the recent contributions in deformable and soft body simulations for articulated characters, and discuss various geometric and example-based approaches. © Springer International Publishing AG 2017.
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6.
  • Lidstrom, D, et al. (författare)
  • Agent based match racing simulations : Starting practice
  • 2022
  • Ingår i: SNAME 24th Chesapeake Sailing Yacht Symposium, CSYS 2022. - : Society of Naval Architects and Marine Engineers.
  • Konferensbidrag (refereegranskat)abstract
    • Match racing starts in sailing are strategically complex and of great importance for the outcome of a race. With the return of the America's Cup to upwind starts and the World Match Racing Tour attracting young and development sailors, the tactical skills necessary to master the starts could be trained and learned by means of computer simulations to assess a large range of approaches to the starting box. This project used game theory to model the start of a match race, intending to develop and study strategies using Monte-Carlo tree search to estimate the utility of a player's potential moves throughout a race. Strategies that utilised the utility estimated in different ways were defined and tested against each other through means of simulation and with an expert advice on match racing start strategy from a sailor's perspective. The results show that the strategies that put greater emphasis on what the opponent might do, perform better than those that did not. It is concluded that Monte-Carlo tree search can provide a basis for decision making in match races and that it has potential for further use. 
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7.
  • Aramrattana, Maytheewat, 1988-, et al. (författare)
  • Team Halmstad Approach to Cooperative Driving in the Grand Cooperative Driving Challenge 2016
  • 2018
  • Ingår i: IEEE transactions on intelligent transportation systems (Print). - Piscataway, N.J. : Institute of Electrical and Electronics Engineers Inc.. - 1524-9050 .- 1558-0016. ; 19:4, s. 1248-1261
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper is an experience report of team Halmstad from the participation in a competition organised by the i-GAME project, the Grand Cooperative Driving Challenge 2016. The competition was held in Helmond, The Netherlands, during the last weekend of May 2016. We give an overview of our car’s control and communication system that was developed for the competition following the requirements and specifications of the i-GAME project. In particular, we describe our implementation of cooperative adaptive cruise control, our solution to the communication and logging requirements, as well as the high level decision making support. For the actual competition we did not manage to completely reach all of the goals set out by the organizers as well as ourselves. However, this did not prevent us from outperforming the competition. Moreover, the competition allowed us to collect data for further evaluation of our solutions to cooperative driving. Thus, we discuss what we believe were the strong points of our system, and discuss post-competition evaluation of the developments that were not fully integrated into our system during competition time. © 2000-2011 IEEE.
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8.
  • Bainomugisha, Engineer, et al. (författare)
  • Message from Chairs of SEiA 2018
  • 2018
  • Ingår i: Proceedings - International Conference on Software Engineering. - New York, NY, USA : ACM. - 0270-5257. ; 2018, s. x-xi
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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9.
  • David, I., et al. (författare)
  • Blended modeling in commercial and open-source model-driven software engineering tools: A systematic study
  • 2023
  • Ingår i: Software and Systems Modeling. - : Springer Science and Business Media LLC. - 1619-1366 .- 1619-1374. ; 22, s. 415-447
  • Tidskriftsartikel (refereegranskat)abstract
    • Blended modeling aims to improve the user experience of modeling activities by prioritizing the seamless interaction with models through multiple notations over the consistency of the models. Inconsistency tolerance, thus, becomes an important aspect in such settings. To understand the potential of current commercial and open-source modeling tools to support blended modeling, we have designed and carried out a systematic study. We identify challenges and opportunities in the tooling aspect of blended modeling. Specifically, we investigate the user-facing and implementation-related characteristics of existing modeling tools that already support multiple types of notations and map their support for other blended aspects, such as inconsistency tolerance, and elevated user experience. For the sake of completeness, we have conducted a multivocal study, encompassing an academic review, and grey literature review. We have reviewed nearly 5000 academic papers and nearly 1500 entries of grey literature. We have identified 133 candidate tools, and eventually selected 26 of them to represent the current spectrum of modeling tools.
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10.
  • Hujainah, Fadhl Mohammad Omar, 1987, et al. (författare)
  • SRPTackle: A semi-automated requirements prioritisation technique for scalable requirements of software system projects
  • 2021
  • Ingår i: Information and Software Technology. - : Elsevier BV. - 0950-5849. ; 131
  • Tidskriftsartikel (refereegranskat)abstract
    • Context Requirement prioritisation (RP) is often used to select the most important system requirements as perceived by system stakeholders. RP plays a vital role in ensuring the development of a quality system with defined constraints. However, a closer look at existing RP techniques reveals that these techniques suffer from some key challenges, such as scalability, lack of quantification, insufficient prioritisation of participating stakeholders, overreliance on the participation of professional expertise, lack of automation and excessive time consumption. These key challenges serve as the motivation for the present research. Objective This study aims to propose a new semiautomated scalable prioritisation technique called ‘SRPTackle’ to address the key challenges. Method SRPTackle provides a semiautomated process based on a combination of a constructed requirement priority value formulation function using a multi-criteria decision-making method (i.e. weighted sum model), clustering algorithms (K-means and K-means++) and a binary search tree to minimise the need for expert involvement and increase efficiency. The effectiveness of SRPTackle is assessed by conducting seven experiments using a benchmark dataset from a large actual software project. Results Experiment results reveal that SRPTackle can obtain 93.0% and 94.65% as minimum and maximum accuracy percentages, respectively. These values are better than those of alternative techniques. The findings also demonstrate the capability of SRPTackle to prioritise large-scale requirements with reduced time consumption and its effectiveness in addressing the key challenges in comparison with other techniques. Conclusion With the time effectiveness, ability to scale well with numerous requirements, automation and clear implementation guidelines of SRPTackle, project managers can perform RP for large-scale requirements in a proper manner, without necessitating an extensive amount of effort (e.g. tedious manual processes, need for the involvement of experts and time workload).
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