scholarly journals Experimental evaluation of tasking and teaming design patterns for human delegation of unmanned vehicles

Author(s):  
Felix Heilemann ◽  
Sebastian Lindner ◽  
Axel Schulte

AbstractThis work discusses different approaches for the cooperation between humans as a supervisor and multiple unmanned vehicles (UVs). We evaluated the most promising approach experimentally with expert pilots of the German Air Force. The co-agency of humans and highly automated unmanned systems (i.e., human autonomy teaming, HAT) is described by the use of a design and description language for HAT design patterns. This design language is used to differentiate control modes for tasking, teaming, and swarming of UVs. The different control modes are then combined in a planner agent (PA) design pattern that further enables the UV guidance on scalable delegation levels from a single individual up to a team. The desired system behavior and interaction concept of the PA for these scalable delegation levels is then transferred to the domain of manned-unmanned teaming in fighter aircraft missions. To demonstrate the applicability of the system, we implemented the concept into our fast-jet simulator of the Institute of Flight Systems (IFS) and conducted an experimental campaign with expert pilots. The results of the experiment showed (1) task delegation with the PA design pattern is faster and reduces the error potential; (2) scalable delegation levels enable a pilot and situation-specific task delegation; (3) the delegation of teams is faster and reduces the error potential; however, in some situations, deeper access through the scalable delegation levels is needed; (4) the concept is intuitive and the transparency and trust in UVs and swarms were very high; and (5) the pilots could imagine operating such systems in the future. Overall speaking the presented PA design pattern is suited for the guidance of UVs and the scalable delegation levels are beneficial.

2012 ◽  
Vol 2 (2) ◽  
pp. 112-116
Author(s):  
Shikha Bhatia ◽  
Mr. Harshpreet Singh

With the mounting demand of web applications, a number of issues allied to its quality have came in existence. In the meadow of web applications, it is very thorny to develop high quality web applications. A design pattern is a general repeatable solution to a generally stirring problem in software design. It should be noted that design pattern is not a finished product that can be directly transformed into source code. Rather design pattern is a depiction or template that describes how to find solution of a problem that can be used in many different situations. Past research has shown that design patterns greatly improved the execution speed of a software application. Design pattern are classified as creational design patterns, structural design pattern, behavioral design pattern, etc. MVC design pattern is very productive for architecting interactive software systems and web applications. This design pattern is partition-independent, because it is expressed in terms of an interactive application running in a single address space. We will design and analyze an algorithm by using MVC approach to improve the performance of web based application. The objective of our study will be to reduce one of the major object oriented features i.e. coupling between model and view segments of web based application. The implementation for the same will be done in by using .NET framework.


2018 ◽  
Vol 8 (12) ◽  
pp. 2461 ◽  
Author(s):  
Qian Wang ◽  
Gang Fang ◽  
Ying-Hong Zhao ◽  
Jie Zhou

Optimized stent pattern design can effectively enhance the mechanical performance of magnesium alloy stents by adjusting strain distribution and evolution during stent deformation, thereby overcoming the limitations imposed by the intrinsic mechanical properties of magnesium alloys. In the present study, a new stent design pattern for magnesium alloys was proposed and compared to two existing stent design patterns. Measures of the mechanical performance of these three stents, including crimping and expanding deformability, radial scaffolding capacity, radial recoil and bending flexibility, were determined. Three-dimensional finite element (FE) models were built to predict the mechanical performance of the stents with the three design patterns and to assist in understanding the experimental results. The results showed that, overall, the stent with the new design pattern was superior to the stents based on the existing designs, though the expanding capacity of the newly designed stent still needed to be improved.


e-xacta ◽  
2016 ◽  
Vol 9 (1) ◽  
pp. 37
Author(s):  
Cristiano Martins Monteiro ◽  
Flavianne Braga Campos de Lima ◽  
Carlos Renato Storck

<p>A geração automática de código-fonte é uma prática adotada no desenvolvimento de softwares para agilizar, facilitar e padronizar a implementação dos projetos. Embora seja uma prática comum nas fábricas de software, não se conhece uma ferramenta que permita escolher o padrão de projeto a ser usado. O objetivo principal deste trabalho é apresentar um gerador de códigos para o desenvolvimento de sistemas Web a partir de uma modelagem entidade-relacionamento, uma linguagem de programação e um padrão de projeto determinados pelo usuário. Os objetivos específicos são propor uma arquitetura do sistema capaz de adequar e reaproveitar diferentes padrões de projeto, linguagens de programação e projetos cadastrados; permitir que o usuário cadastre, altere, exclua, importe e exporte um projeto; e gerar automaticamente o seu código-fonte e scripts de banco de dados. Este trabalho se justifica pela importância de reduzir erros de codificação; e evitar perca tempo ao realizar atividades rotineiras de implementação de padrões de projeto. Possibilitando assim, maior dedicação no planejamento das regras de negócios e redução de custos. A ferramenta proposta (GCER) foi desenvolvida em linguagem Java com o uso banco de dados Oracle 11g, e seguindo os padrões DAO e MVC. Os resultados foram avaliados através da geração e compilação de códigos de um projeto para cadastro de veículos. A geração com êxito evidencia a viabilidade da ferramenta proposta para a geração automática de códigos no processo de desenvolvimento de software.</p><p>Abstract</p><p>The automatic generation of source code is a practice adopted in the development of software to streamline, facilitate and standardize the implementation of projects. Although it be a common practice in software factories, it is not known a tool able to choose the design pattern to be used. The main objective of this paper is to present a code generator for the development of Web systems from an entity-relationship modeling, a programming language and a design pattern determined by the user. The specific objectives are to propose a system architecture able to suit and reuse different design patterns, programming languages and saved projects; allow the user to insert, update, delete, import and export a project; and automatically generate the source code and database scripts. This work is justified by the importance to reduce errors of coding; and to avoid waste of time in the development of Web systems performing routine tasks. Allowing, then, a greater dedication in the planning of business rules and the reduction of costs. The tool proposed (GCER) was developed in Java with the database using Oracle 11g, and following the DAO and MVC patterns. The results were evaluated by generating and compiling codes of a project for vehicle registration. The successful code generation demonstrate the feasibility of the proposed tool for the automatic generation of code in the software development process.</p>


Author(s):  
Araminta Matthews ◽  
Robert M. Kitchin Jr.

Design patterns have received much attention across multiple design domains where social interaction is a central goal because they have great potential for capturing and sharing design knowledge. Design patterns, design pattern language, and design pattern libraries demonstrate potential benefits to novice and expert online course designers. Trends affecting the growth of online courses and resultant pitfalls negatively affecting students and instructors indicate the need for social presence design. A literature review addresses the importance of social interaction, differentiated design, learning-oriented social networking, and Web design structures in an effort to assuage the experience of isolation reported by the majority of online students. The authors argue that design patterns are a method of overcoming many of these apparent obstacles to quality online course design and learning engagement. Additionally, they present example design patterns to solve specific social interacting problems.


Author(s):  
Marwa Manaa ◽  
Thouraya Sakouhi ◽  
Jalel Akaichi

Mobility data became an important paradigm for computing performed in various areas. Mobility data is considered as a core revealing the trace of mobile objects displacements. While each area presents a different optic of trajectory, they aim to support mobility data with domain knowledge. Semantic annotations may offer a common model for trajectories. Ontology design patterns seem to be promising solutions to define such trajectory related pattern. They appear more suitable for the annotation of multiperspective data than the only use of ontologies. The trajectory ontology design pattern will be used as a semantic layer for trajectory data warehouses for the sake of analyzing instantaneous behaviors conducted by mobile entities. In this chapter, the authors propose a semantic approach for the semantic modeling of trajectory and trajectory data warehouses based on a trajectory ontology design pattern. They validate the proposal through real case studies dealing with behavior analysis and animal tracking case studies.


Author(s):  
Sahana Prabhu Shankar ◽  
Harshit Agrawal ◽  
Naresh E.

Software design is a basic plan of all elements in the software, how they relate to each other in such a way that they meet the user requirements. In software development process, software design phase is an important phase as it gives a plan of what to do and how to do it during the implementation phase. As the technology is evolving and people's needs in the technological field are increasing, the development of software is becoming more complex. To make the development process somewhat easy, it is always better to have a plan which is followed throughout the process. In this way, many problems can be solved in the design phase, for which a number of tools and techniques are present. One is known as Design Patterns. In software engineering, a design pattern is a general solution to commonly occurring problems in software design. A design pattern isn't a finished design that can be transformed directly into code.


Author(s):  
Sherri S. Frizell ◽  
Roland Hübscher

Design patterns have received considerable attention for their potential as a means of capturing and sharing design knowledge. This chapter provides a review of design pattern research and usage within education and other disciplines, summarizes the reported benefits of the approach, and examines design patterns in relation to other approaches to supporting design. Building upon this work, it argues that design patterns can capture learning design knowledge from theories and best practices to support novices in effective e-learning design. This chapter describes the authors’ work on the development of designs patterns for e-learning. It concludes with a discussion of future research for educational uses of design patterns.


Author(s):  
Youmna Bassiouny ◽  
Rimon Elias ◽  
Philipp Paulsen

Computational design takes a computer science view of design, applying both the science and art of computational approaches and methodologies to design problems. This article proposes to convert design methodologies studied by designers into rule-based computational design software and help them by providing suggestions for designs to build upon given a set of primitive shapes and geometrical rules. iPattern is a pattern-making software dedicated to designers to generate innovative design patterns that can be used in a decorative manner. They may be applied on wallpapers, carpets, fabric textiles, three-dimensional lanterns, tableware, etc. The purpose is to create a modern pattern design collection that adds a new essence to the place. In order to generate creative design patterns, primitive shapes and geometrical rules are used. The generated design pattern is constructed based on the grid of the Flower of Life of the sacred geometry or similar grids constructed using primitive shapes (rectangles, squares and triangles) combined in the layout of the Flower of Life.


Author(s):  
Gary P. Moynihan ◽  
Bin Qiao ◽  
Matthew E. Elam ◽  
Joel Jones

The purpose of this research was to apply an artificial intelligence approach to improve the efficiency of design pattern selection used in the development of object-oriented software. Design patterns provide a potential solution to the limitations occurring with traditional software design approaches. Current methods of design pattern selection tend to be intuitive, and based on the experience of the individual software engineer. This expertise is very specialized and frequently unavailable to many software development organizations. A prototype expert system was developed in order to automate this process of selecting suitable patterns to be applied to the design problem under consideration. It guides the designer through the pattern selection process through inquiry regarding the nature of the design problem. The prototype system also provides the capabilities to browse patterns, view the relationship between patterns, and generate code based on the pattern selected. The routine application of such a system is viewed as a means to improve the productivity of software development by increasing the use of accepted design patterns.


Author(s):  
Angel Herranz ◽  
Juan José Moreno-Navarro

In this chapter, a formal model for Design patterns is studied. The formal specification of a Design pattern is given as a class operator that transforms a design given as a set of classes into a new design that takes into account the description and properties of the Design pattern. The operator is specified in the Slam-Sl specification language, in terms of pre and postconditions. Precondition collects properties required to apply the pattern and postcondition relates input classes and result classes encompassing most of the intent and consequences sections of the pattern. Formalization is mandatory for reasoning about Design patterns and for implementing assistant tools.


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