A Crawl, Walk, Run Approach to Co-Designing Communications Software and Hardware: A Case Study

Author(s):  
Cheryl Blomberg OrKeefe ◽  
Terrence Gibbons ◽  
Rahul Amin ◽  
Chayil Timmerman
Author(s):  
Elham Darmanaki Farahani ◽  
Jafar Habibi

The aim of the Software Product Line (SPL) approach is to improve the software development process by producing software products that match the stakeholders’ requirements. One of the important topics in SPLs is the feature model (FM) configuration process. The purpose of configuration here is to select and remove specific features from the FM in order to produce the required software product. At the same time, detection of differences between application’s requirements and the available capabilities of the implementation platform is a major concern of application requirements engineering. It is possible that the implementation of the selected features of FM needs certain software and hardware infrastructures such as database, operating system and hardware that cannot be made available by stakeholders. We address the FM configuration problem by proposing a method, which employs a two-layer FM comprising the application and infrastructure layers. We also show this method in the context of a case study in the SPL of a sample E-Shop website. The results demonstrate that this method can support both functional and non-functional requirements and can solve the problems arising from lack of attention to implementation requirements in SPL FM selection phase.


2019 ◽  
pp. 105-118
Author(s):  
Matthew Thomas Payne

Matthew Thomas Payne’s chapter considers the role of franchise management through video games. He uses the case study of Nintendo’s NES and SNES micro-consoles. His essay posits that franchises can refer to both software and hardware, as the built-in games on Nintendo’s mini-consoles function as a form of franchise management and corporate canonizing by privileging certain video game texts over others.


Author(s):  
Li Chao

In this case study, you will encounter some of the issues of lab development for delivering lab-based information systems courses online. Many small campuses have very limited budget or no budget at all for the computer lab specifically designed for information systems majors. Sometimes, even with new computers purchased, very few people know how to set them up for lab-based information systems (IS) courses. What are the software and hardware requirements for getting the lab online? How much will it cost? Where can you find resources for the lab development? To ensure quality teaching on IS-related topics, you have to deal with these issues. This case study will discuss how to create a lab that allows students to get hands-on practice for courses such as network management or database processing online with a shoestring budget.


Energies ◽  
2020 ◽  
Vol 13 (24) ◽  
pp. 6691
Author(s):  
Edemar Morsch Filho ◽  
Laio Oriel Seman ◽  
Cezar Antônio Rigo ◽  
Vicente de Paulo Nicolau ◽  
Raúl García Ovejero ◽  
...  

During satellite development, engineers need to simulate and understand the satellite’s behavior in orbit and minimize failures or inadequate satellite operation. In this sense, one crucial assessment is the irradiance field, which impacts, for example, the power generation through the photovoltaic cells, as well as rules the satellite’s thermal conditions. This good practice is also valid for CubeSat projects. This paper presents a numerical tool to explore typical irradiation scenarios for CubeSat missions by combining state-of-the-art models. Such a tool can provide the input estimation for software and hardware in the loop analysis for a given initial condition and predict it along with the satellite’s lifespan. Three main models will be considered to estimate the irradiation flux over a CubeSat, namely an orbit, an attitude, and a radiation source model, including solar, albedo, and infrared emitted by the Earth. A case study illustrating the tool’s abilities is presented for a typical CubeSats’ two-line element set (TLE) and five attitudes. Finally, a possible application of the tool as an input to a CubeSat task-scheduling is introduced. The results show that the complete model’s use has considerable differences from the simplified models sometimes used in the literature.


Ledger ◽  
2020 ◽  
Vol 5 ◽  
Author(s):  
Michael Kuperberg ◽  
Daniel Kindler ◽  
Sabina Jeschke

Conventional railway operations employ specialized software and hardware to ensure safe and secure train operations. Track occupation and signaling are governed by central control offices, while trains (and their drivers) receive instructions. To make this setup more dynamic, the train operations can be decentralized by enabling the trains to find routes and make decisions which are safeguarded and protocolled in an auditable manner. In this paper, we present the case study findings of a first-of-its-kind blockchain-based prototype implementation for railway control, based on decentralization but also ensuring that the overall system state remains conflict-free and safe. We also show how a blockchain-based approach simplifies usage billing and enables a train-to-train/machine-to-machine economy. Finally, first ideas addressing the use of blockchain technology as a life-cycle approach for condition-based monitoring and predictive maintenance in train operations are outlined.


Author(s):  
Ute Lies Siti Khadjah ◽  
Fitri Perdana ◽  
Desak Gde Delonix Regia Kirana Sarasvathi ◽  
Yunus Winoto

Introduction. One of the most valuable cultural heritage of the Indonesian nation's ancestors is the ancient manuscript. Ancient manuscripts can be found in every region in Indonesia, especially Indramayu. Most of the ancient manuscripts found in Indramayu have been kept at the Bandar Cimanuk Museum, Indramayu. Most of the ancient manuscripts in the Bandar Cimanuk Museum, Indramayu, are written by hand or in the original form before printing. Digitalization is the process of transferring document media from printed, audio, and video forms. Equipment used in digitizing activities includes software and hardware. In digitizing ancient manuscripts, there are 2 stages that must be followed, pre-digitization and organizing.Data Collection Methods. Using a qualitative methods and descriptive  approach with a case study category. Data Analysis. The survey data were descriptively analysed by using 3 steps there are reduction, presentation and conclutsin . Result and Discussion.The result of the process of digitizing an ancient manuscript is an ancient manuscript in digital format. The results show that after the ancient manuscripts in the museum have been digitized, they can provide information according to the needs of the manuscript users and can preserve the information contained in the ancient manuscripts found at the Bandar Cimanuk Museum, Indramayu.Conclusion. Based on the results that have been found in digitizing ancient manuscripts at the Bandar Cimanuk Museum, Indramayu, there are a number of stages that must be carried out, namely the pre-digitalization stage and the organizing stage.


2020 ◽  
pp. 097215092091607
Author(s):  
Hernán Darío Cortés-Pérez ◽  
Manuela Escobar-Sierra ◽  
Rafael Galindo-Monsalve

Telework is a decentralized work arrangement. Although it is a widely studied topic, there still is no single definition of ‘telework’. The empirical verification of research in this area remains a pending subject. In this context, our work determines the influence of lifestyle and cultural traits on the preparedness or ‘willingness’ to telework in Medellín, Colombia. Accordingly, we start by reviewing the available literature. We propose a conceptual model, which subsequently is verified at an empirical level, applying a sequential mixed methodology. In a first phase of this empirical verification, several in-depth interviews with teleworkers and their supervisors or superiors are analysed, using a qualitative approach. Then, in a second phase and based on the previous stage, we verify the incidence of two of the emerging categories with respect to the preparedness for telework. These two categories are lifestyle and cultural traits. The verification process is carried out based on structural equations. The obtained results show that cultural traits have a more significant impact than lifestyle when it comes to determining the willingness to telework. Based on these results, we recommend future telework research in the following areas: background analysis, software and hardware requirements and the effects of telework.


2004 ◽  
Vol 23 (1) ◽  
pp. 29-47
Author(s):  
Simon Lock

In this paper we describe a new approach and support tool for the modelling and analysis of socio-technical system configurations. This novel approach has been developed for use on systems composed of a wide variety of different components including social and organisational elements, in addition to the more traditional software and hardware aspects. Configuration models of such systems are lightweight and quick to construct and can help to promote understanding by the various stakeholders involved in system development, operation and evolution. These models also provide the data required for performing various useful forms of automated analysis. The results of such analysis can allow managers, administrators, developers and end users to investigate various efficiency, productivity and dependability attributes of the current configuration of a system. This can help support decisions about the evolution of a system by allowing the assessment of proposed changes such as the addition or removal of components, processes and structures. In this paper we utilise a real world case study in order to demonstrate and evaluate the utility of the described approach.


Author(s):  
Stephanie De Smale

This article explores the practice of 3D printers from a playful perspective. Using the Ultimaker Original as a case study, it addresses the question of whether the practice of open source software and hardware in 3D printing is inherently playful and how the user affects and is affected by its playability. After examining the materiality of open source development and hacking processes in the Ultimaker Original, I will argue how playfulness of 3D printing stimulates hacking the 3D printer. From a broader perspective, the playful practice of 3D printing can be seen as part of a general development towards the ludification of culture.


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