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  • 1.
    Jalali, Amin
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Aspect-Oriented Business Process Management2016Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [sv]

    Att separera angelägenheter har länge ansetts som en effektiv och ändamålsenlig strategi för att hantera komplexitet i informationssystem. Sådana angelägenheter, till exempel säkerhet och enskildhet, kan skära tvärs över andra angelägenheter i ett system, och de kallas därför övergripande angelägenheter. Hanteringen av dessa kan vara utspridda genom hela systemet, vilket ökar komplexiteten.

    Aspektorientering är ett paradigm som syftar till att modularisera övergripande angelägenheter. Detta paradigm är väl utforskat i programvaruområdet, där många aspektorienterade programmeringsspråk utvecklats. Paradigmet har också undersökts i andra områden som kravhantering och tjänstesammansättning. I ärendehanteringsområdet (BPM) syftar aspektorienterad processmodellering till att inkapsla övergripande angelägenheter i processmodeller. Det är dock inte klart hur dessa modeller bör stödjas i hela ärendehanteringslivscykeln. Dessutom är existerande stöd för att utforma dessa modeller begränsat till tvingande processmodeller som enbart stödjer rigida affärsprocesser. Det har inte heller undersökts hur denna modulariseringsteknik kan stödjas genom deklarativa eller hybridmodeller för att hantera separation av övergripande angelägenheter för flexibla affärsprocesser.

    Därför undersöker denna avhandling hur aspektorientering kan stödjas i hela ärendehanteringslivscykeln med hjälp av tvingande aspektorienterade affärsprocessmodeller. Den undersöker också hur deklarativa och hybridaspektorienterade affärsprocessmodeller kan stödja separation av övergripande angelägenheter i BPM-området. Avhandlingens resultat bygger på designvetenskaplig forskning, och de presenteras som en uppsättning av artefakter (i form av konstruktioner, modeller, metoder och instansieringar) och som empiriska iakttagelser.

    De framtagna artefakterna stödjer modellering, analys, genomförande, konfiguration, övervakning och modifiering av övergripande angelägenheter i affärsprocesser. Artefakterna erbjuder stöd för hantering av dessa angelägeheter för hela ärendehanteringslivscykeln. Användningen av dessa artefakter och deras tillämpningar visar att de kan minska komplexiteten i processmodeller genom att separera övergripande angelägenheter.

  • 2.
    Metere, Alfredo
    et al.
    Stockholms universitet, Naturvetenskapliga fakulteten, Institutionen för material- och miljökemi (MMK).
    Oppelstrup, Tomas
    Dzugutov, Mikhail
    A new computer program for topological, visual analysis of 3D particle configurations based on visual representation of radial distribution function peaks as bondsIngår i: Computer Physics Communications, ISSN 0010-4655, E-ISSN 1879-2944Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We present a new program able to perform unique visual analysis on generic particle systems: PASYVAT (PArticle SYstem Visual Analysis Tool). More specifically, it can perform a selection of multiple interparticle distance ranges from a radial distribution function (RDF) plot and display them in 3D as bonds. This software can be used with any data set representing a system of particles in 3D. In this manuscript the reader will find a description of the program and its internal structure, with emphasis on its applicability in the study of certain particle configurations, obtained from classical molecular dynamics simulation in condensed matter physics.

  • 3.
    Nevelsteen, Kim J. L.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games2015Bok (Refereegranskat)
    Abstract [en]

    This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they: make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common; the major incentive for employing a reusable game engine being reduced development time and cost. If pervasive games are to reap the same benefits, then engines for pervasive games must be available. But, current game engines do not support pervasive games that, move the game beyond the computer screen, out into the physical world, unbound by scheduled play times and possibly involving unknowing bystanders. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and if that architecture can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is two fold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games (see Chapter 2). Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes (see Chapter 3).

    The conclusion of this book is also two fold: the resulting feature set, is verified to coincide with the definition of pervasive games and related work seems to corroborate the set. Second, because the sub-domain of games in question makes use of a persistent virtual world, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time. And, finally, a set of challenges and open issues is summarized (see Chapter 4).

  • 4.
    Nevelsteen, Kim J. L.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Virtual World, a Definition Incorporating Distributed Computing and Instances2016Ingår i: Encyclopedia of Computer Graphics and Games / [ed] Newton Lee, Springer, 2016, 1-11 s.Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    “Virtual World” Definition: A simulated environment where MANY (one or more) agents can virtually interact with each other, act and react to things, phenomena and the environment; agents can be ZERO (exactly zero) or MANY human(s), each represented by MANY (a virtual self is not required to be unique herein) entities called a “virtual self” (an avatar), or MANY software agents; all action/reaction/interaction must happen in a real-time shared spatiotemporal nonpausable virtual environment; the environment may consist of many data spaces, but the collection of data spaces should constitute a shared data space, ONE (one and only one) persistent shard.

  • 5.
    Nevelsteen, Kim J. L.
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Comparing Properties of Massively Multiplayer Online Worlds and the Internet of ThingsArtikel i tidskrift (Refereegranskat)
    Abstract [en]

    With the rise of the Internet of Things (IoT), this means recognizing the need for architectures to handle billions of devices and their interactions. A virtual world engine at the massively multiplayer scale is a massively multiplayer online world (MMOW); one thing virtual world engines realized when going into the scale of MMOs, is the cost of maintaining a potentially quadratic number of interactions between a massive number of objects, laid out in a spatial dimension. Research into IoT was fueled by research in wireless sensor networks, but rather than start from a device perspective, this article looks at how architectures deal with interacting entities at large scale. The domain of MMOWs is examined for properties that are affected by scale. Thereafter the domain of IoT is evaluated to see if each of those properties are found and how each is handled. By comparing the current state of the art of MMOWs and IoT, with respect to scalability, the problem of scaling IoT is explicated, as well as the problem of incorporating an MMOW with IoT into a pervasive platform. Three case studies of a MMOW interfacing with IoT are presented in closing.

  • 6.
    Skoglund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Curbing Dependencies in Software Evolution of Object-Oriented Systems2006Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Relationships between classes and objects in object-oriented software are necessary in order for the parts of the systems to provide dynamic behavior. These inherent relationships also create dependencies which can give rise to problems for software evolution of object-oriented software systems. Dependencies in software make systems difficult to understand, reuse, change and verify.

    This thesis presents analytical and empirical investigations of dependency-related problems in software evolution of object-oriented software and on how such problems can be handled with dependency focused techniques, methods and processes.

    The research presented in this thesis includes: Development of a programming language construct for controlling dependencies; formal experiments on code inspection techniques; exploring change strategies' effects on test suites; an industrial case study of regression test selection techniques for object-oriented software; proving the efficiency and defect detection capabilities of a novel regression test selection technique.

    The thesis contributes to increased knowledge on the role of dependencies in software evolution of object-oriented software. Specific contributions are a programming language construct that can control access to dependencies in software. Other main contributions are insights on the efficiency of dependency focused code inspection techniques and contribution to the knowledge on dependency-based regression test selection techniques for large scale software. Another contribution is a novel change-based regression test selection technique.

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