A method of unsensitizable path identification using high level design information

Author(s):  
Satoshi Ohtake ◽  
Naotsugu Ikeda ◽  
Michiko Inoue ◽  
Hideo Fujiwara
Author(s):  
Hyunmin Cheong ◽  
Wei Li ◽  
Francesco Iorio

This paper presents a novel application of gamification for collecting high-level design descriptions of objects. High-level design descriptions entail not only superficial characteristics of an object, but also function, behavior, and requirement information of the object. Such information is difficult to obtain with traditional data mining techniques. For acquisition of high-level design information, we investigated a multiplayer game, “Who is the Pretender?” in an offline context. Through a user study, we demonstrate that the game offers a more fun, enjoyable, and engaging experience for providing descriptions of objects than simply asking people to list them. We also show that the game elicits more high-level, problem-oriented requirement descriptions and less low-level, solution-oriented structure descriptions due to the unique game mechanics that encourage players to describe objects at an abstract level. Finally, we present how crowdsourcing can be used to generate game content that facilitates the gameplay. Our work contributes towards acquiring high-level design knowledge that is essential for developing knowledge-based CAD systems.


Author(s):  
R. Grant Reed ◽  
Robert H. Sturges

Abstract We consider a design advisor to be performance-intelligent when its suggestions do not conflict with high level performance-related goals of the design under study. We address the problem of representing non-domain-specific design Information at a high level and describe coupling it to the inputs and outputs of design critics and their suggestion mechanisms. High level design Information represented in a function-based structure with linked allocations is shown to interact with a domain-specific design critic in three instances, viz.: allocation refinement, goal matching with a supported function, and performance-intelligent tradeoffs. Examples of manual and computer-based procedures are discussed.


2017 ◽  
Vol 37 (2) ◽  
pp. 111-119
Author(s):  
VICTOR EDWIN COLLAZOS ◽  
HELGA DUARTE AMAYA

Enterprise Architecture (EA) has gained importance in recent years, mainly for its concept of “alignment” between the strategic and operational levels of organizations. Such alignment occurs when Information Technology (IT) is applied correctly and timely, working in synergy and harmony with strategy and the operation to achieve mutually their own goals and satisfy the organizational needs.Both the strategic and operational levels have standards that help model elements necessary to obtain desired results. In this sense, BMM and BPMN were selected because both have the support of OMG and they are fairly well known for modelling the strategic level and operational level, respectively. In addition, i* modeling goal can be used for reducing the gap between these two standards. This proposal may help both the high-level design of the information system and to the appropriate identification of the business processes that will support it.This paper presents a methodology for aligning strategy and the operation based on standards and heuristics. We have made a classification for elements of the models and, for some specific cases, an extension of the heuristics associated between them. This allows us to propose methodology, which uses above-mentioned standards and combines mappings, transformations and actions to be considered in the alignment process.


2017 ◽  
Vol 13 (3) ◽  
pp. 1-37 ◽  
Author(s):  
Pablo Peñil ◽  
Alvaro Díaz ◽  
Hector Posadas ◽  
Julio Medina ◽  
Pablo Sánchez

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