scholarly journals On methods and tools for rigorous system design

Author(s):  
Simon Bliudze ◽  
Panagiotis Katsaros ◽  
Saddek Bensalem ◽  
Martin Wirsing

AbstractFull a posteriori verification of the correctness of modern software systems is practically infeasible due to the sheer complexity resulting from their intrinsic concurrent nature. An alternative approach consists of ensuring correctness by construction. We discuss the Rigorous System Design (RSD) approach, which relies on a sequence of semantics-preserving transformations to obtain an implementation of the system from a high-level model while preserving all the properties established along the way. In particular, we highlight some of the key requirements for the feasibility of such an approach, namely availability of (1) methods and tools for the design of correct-by-construction high-level models and (2) definition and proof of the validity of suitable domain-specific abstractions. We summarise the results of the extended versions of seven papers selected among those presented at the $$1\mathrm {st}$$ 1 st and the $$2\mathrm {nd}$$ 2 nd  International Workshops on Methods and Tools for Rigorous System Design (MeTRiD 2018–2019), indicating how they contribute to the advancement of the RSD approach.

Author(s):  
Eric Walkingshaw ◽  
Paul Strauss ◽  
Martin Erwig ◽  
Jonathan Mueller ◽  
Irem Tumer

The design of hardware-software systems is a complex and difficult task exacerbated by the very different tools used by designers in each field. Even in small projects, tracking the impact, motivation and context of individual design decisions between designers and over time quickly becomes intractable. In an attempt to bridge this gap, we present a general, low-level model of the system design process. We formally define the concept of a design decision, and provide a hierarchical representation of both the design space and the context in which decisions are made. This model can serve as a foundation for software-hardware system design tools which will help designers cooperate more efficiently and effectively. We provide a high-level example of the use of such a system in a design problem provided through collaboration with NASA.


2021 ◽  
Author(s):  
◽  
Johann Nortje

<p>This thesis presents the design of a real-time visual performance system for live performances. Building on a research analysis of historical context and precedents, it is evident that software systems currently available to Live Cinema and VJ performers are often complex to navigate and counter intuitive to perform with. An alternative approach to visual performance system design is investigated in this thesis, where the spatial zone of the physical performance is used as the basis for the design, rather than purely placing the focus on software architecture. The investigation focuses on how the creation of live visual content can be achieved through the virtual and physical spatial relationships within the performance and how the performer then interacts with these relationships through bodily response and navigation. This is achieved through combining the successes of contemporary visual performances, the interaction techniques used in pre-cinema instrumentation and the use of projection mapping as a means of visually addressing the entire space of the performance. These investigations are demonstrated through a series of experiments and theoretical studies culminating in a set of design criteria, put together in a final system design accompanied by a demonstrative performance. The significance of this research is to provide the design basis for a successfully intuitive visual performance instrument, which can provide immediate results yet still require skill and experience to master. This will move the skill base of visual performance away from software navigation and more towards the physical ability to create and perform complex visual compositions in real time.</p>


2021 ◽  
Author(s):  
◽  
Johann Nortje

<p>This thesis presents the design of a real-time visual performance system for live performances. Building on a research analysis of historical context and precedents, it is evident that software systems currently available to Live Cinema and VJ performers are often complex to navigate and counter intuitive to perform with. An alternative approach to visual performance system design is investigated in this thesis, where the spatial zone of the physical performance is used as the basis for the design, rather than purely placing the focus on software architecture. The investigation focuses on how the creation of live visual content can be achieved through the virtual and physical spatial relationships within the performance and how the performer then interacts with these relationships through bodily response and navigation. This is achieved through combining the successes of contemporary visual performances, the interaction techniques used in pre-cinema instrumentation and the use of projection mapping as a means of visually addressing the entire space of the performance. These investigations are demonstrated through a series of experiments and theoretical studies culminating in a set of design criteria, put together in a final system design accompanied by a demonstrative performance. The significance of this research is to provide the design basis for a successfully intuitive visual performance instrument, which can provide immediate results yet still require skill and experience to master. This will move the skill base of visual performance away from software navigation and more towards the physical ability to create and perform complex visual compositions in real time.</p>


2013 ◽  
Vol 61 (3) ◽  
pp. 569-579 ◽  
Author(s):  
A. Poniszewska-Marańda

Abstract Nowadays, the growth and complexity of functionalities of current information systems, especially dynamic, distributed and heterogeneous information systems, makes the design and creation of such systems a difficult task and at the same time, strategic for businesses. A very important stage of data protection in an information system is the creation of a high level model, independent of the software, satisfying the needs of system protection and security. The process of role engineering, i.e. the identification of roles and setting up in an organization is a complex task. The paper presents the modeling and design stages in the process of role engineering in the aspect of security schema development for information systems, in particular for dynamic, distributed information systems, based on the role concept and the usage concept. Such a schema is created first of all during the design phase of a system. Two actors should cooperate with each other in this creation process, the application developer and the security administrator, to determine the minimal set of user’s roles in agreement with the security constraints that guarantee the global security coherence of the system.


Author(s):  
Lichao Xu ◽  
Szu-Yun Lin ◽  
Andrew W. Hlynka ◽  
Hao Lu ◽  
Vineet R. Kamat ◽  
...  

AbstractThere has been a strong need for simulation environments that are capable of modeling deep interdependencies between complex systems encountered during natural hazards, such as the interactions and coupled effects between civil infrastructure systems response, human behavior, and social policies, for improved community resilience. Coupling such complex components with an integrated simulation requires continuous data exchange between different simulators simulating separate models during the entire simulation process. This can be implemented by means of distributed simulation platforms or data passing tools. In order to provide a systematic reference for simulation tool choice and facilitating the development of compatible distributed simulators for deep interdependent study in the context of natural hazards, this article focuses on generic tools suitable for integration of simulators from different fields but not the platforms that are mainly used in some specific fields. With this aim, the article provides a comprehensive review of the most commonly used generic distributed simulation platforms (Distributed Interactive Simulation (DIS), High Level Architecture (HLA), Test and Training Enabling Architecture (TENA), and Distributed Data Services (DDS)) and data passing tools (Robot Operation System (ROS) and Lightweight Communication and Marshalling (LCM)) and compares their advantages and disadvantages. Three specific limitations in existing platforms are identified from the perspective of natural hazard simulation. For mitigating the identified limitations, two platform design recommendations are provided, namely message exchange wrappers and hybrid communication, to help improve data passing capabilities in existing solutions and provide some guidance for the design of a new domain-specific distributed simulation framework.


2015 ◽  
Vol 35 (36) ◽  
pp. 12412-12424 ◽  
Author(s):  
A. Stigliani ◽  
K. S. Weiner ◽  
K. Grill-Spector

Author(s):  
Daniel Tang ◽  
Mike Evans ◽  
Paul Briskham ◽  
Luca Susmel ◽  
Neil Sims

Self-pierce riveting (SPR) is a complex joining process where multiple layers of material are joined by creating a mechanical interlock via the simultaneous deformation of the inserted rivet and surrounding material. Due to the large number of variables which influence the resulting joint, finding the optimum process parameters has traditionally posed a challenge in the design of the process. Furthermore, there is a gap in knowledge regarding how changes made to the system may affect the produced joint. In this paper, a new system-level model of an inertia-based SPR system is proposed, consisting of a physics-based model of the riveting machine and an empirically-derived model of the joint. Model predictions are validated against extensive experimental data for multiple sets of input conditions, defined by the setting velocity, motor current limit and support frame type. The dynamics of the system and resulting head height of the joint are predicted to a high level of accuracy. Via a model-based case study, changes to the system are identified, which enable either the cycle time or energy consumption to be substantially reduced without compromising the overall quality of the produced joint. The predictive capabilities of the model may be leveraged to reduce the costs involved in the design and validation of SPR systems and processes.


2018 ◽  
Vol 47 (1) ◽  
pp. 21-41 ◽  
Author(s):  
Sandrine Sorlin

Abstract The aim of this paper is to evince the reasons why the viewers tend to ‘root for the bad guy’ in House of Cards in spite of his amoral undertakings. It delves into the linguistic, pragmatic and cognitive strategies employed by the protagonist, Frank Underwood, to ‘transport’ the audience in the narrative while distancing them from moral judgment. It is shown that the ‘Para-Social Relationship’ he constructs with the audience invites them to adapt to his goals and perspective, guiding their emotions and reactions, distracting them from ethical matters through generalised impersonalised aphorisms and transgressive humour. Lastly it proposes a three-level model of producing/viewing processes that are specific to House of Cards, highlighting the way the protagonist’s manipulation of audience involvement breaks apart in the last seasons, as the production crew alters the Frank-audience relationship.


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