Abstract: Trends in education affect schooling, needing incorporation into design concepts to support desired learning processes with appropriate and stimulating environments. A design process for school architecture demands research, debates, reflections, and efficient decision-making methods. This paper presents research on evidence-based design, related to middle schools, based on a systematic literature review and the elaboration of a set of architectural design patterns, through a graphic translation of new concepts for classroom configurations, to support programming debates and the synthesis phase of design. The investigation resulted in nine patterns that configure the concepts of boundaries, flexibility, levels of openness, mindsets, neighborhoods, movement and interaction, territories, opportunities for learning, and sightlines for classrooms. The research is part of a continuous investigation of design methods, on contemporary school architecture to produce an architectural pattern matrix based on scientific information translated into an insightful graphic design language.
Abstract: Teaching Object-Oriented Programming (OOP) as part of a Computing-related university degree is a very difficult task; the road to ensuring that students are actually learning object oriented concepts is unclear, as students often find it difficult to understand the concept of objects and their behavior. This problem is especially obvious in advanced programming modules where Design Pattern and advanced programming features such as Multi-threading and animated GUI are introduced. Looking at the students’ performance at their final year on a university course, it was obvious that the level of students’ understanding of OOP varies to a high degree from one student to another. Students who aim at the production of Games do very well in the advanced programming module. However, the students’ assessment results of the last few years were relatively low; for example, in 2016-2017, the first quartile of marks were as low as 24.5 and the third quartile was 63.5. It is obvious that many students were not confident or competent enough in their programming skills. In this paper, the reasons behind poor performance in Advanced OOP modules are investigated, and a suggested practice for teaching OOP based on a complex case study is described and evaluated.
Abstract: This paper presents an approach for the model-driven
generating of Rich Internet Application (RIA) focusing on the
graphical aspect. We used well known Model-Driven Engineering
(MDE) frameworks and technologies, such as Eclipse Modeling
Framework (EMF), Graphical Modeling Framework (GMF), Query
View Transformation (QVTo) and Acceleo to enable the design and
the code automatic generation of the RIA. During the development of
the approach, we focused on the graphical aspect of the application
in terms of interfaces while opting for the Model View Presenter
pattern that is designed for graphics interfaces. The paper describes
the process followed to define the approach, the supporting tool and
presents the results from a case study.
Abstract: Craft and fashion have always been interlinked. The combination of both often gives stunning results. The present study introduces ‘Paper Cutting Craft Techniques’ like the Japanese –Kirigami, Mexican –PapelPicado, German –Scherenschnitte, Polish –Wycinankito in textiles to develop innovative and novel design structures as embellishments and ornamentation. The project studies various ways of using these paper cutting techniques to obtain interesting features and delicate design patterns on fabrics. While paper has its advantages and related uses, it is fragile rigid and thus not appropriate for clothing. Fabric is sturdy, flexible, dimensionally stable and washable. In the present study, the cut out techniques develop creative design motifs and patterns to give an inventive and unique appeal to the fabrics. The beauty and fascination of lace in garments have always given them a nostalgic charm. Laces with their intricate and delicate complexity in combination with other materials add a feminine touch to a garment and give it a romantic, mysterious appeal. Various textured and decorative effects through fabric manipulation are experimented along with the use of paper cutting craft skills as an innovative substitute for developing lace or “Broderie Anglaise” effects on textiles. A number of assorted fabric types with varied textures were selected for the study. Techniques to avoid fraying and unraveling of the design cut fabrics were introduced. Fabrics were further manipulated by use of interesting prints with embossed effects on cut outs. Fabric layering in combination with assorted techniques such as cutting of folded fabric, printing, appliqué, embroidery, crochet, braiding, weaving added a novel exclusivity to the fabrics. The fabrics developed by these innovative methods were then tailored into garments. The study thus tested the feasibility and practicability of using these fabrics by designing a collection of evening wear garments based on the theme ‘Nostalgia’. The prototypes developed were complemented by designing fashion accessories with the crafted fabrics. Prototypes of accessories add interesting features to the study. The adaptation and application of this novel technique of paper cutting craft on textiles can be an innovative start for a new trend in textile and fashion industry. The study anticipates that this technique will open new avenues in the world of fashion to incorporate its use commercially.
Abstract: Structured Query Language (SQL) is the standard de facto language to access and manipulate data in a relational database. Although SQL is a language that is simple and powerful, most novice users will have trouble with SQL syntax. Thus, we are presenting SQL generator tool which is capable of translating actions and displaying SQL commands and data sets simultaneously. The tool was developed based on Model-View-Controller (MVC) pattern. The MVC pattern is a widely used software design pattern that enforces the separation between the input, processing, and output of an application. Developers take full advantage of it to reduce the complexity in architectural design and to increase flexibility and reuse of code. In addition, we use White-Box testing for the code verification in the Model module.
Abstract: Recently, the use of web 2.0 tools has increased in
companies and public administration organisations. This
phenomenon, known as "Enterprise 2.0", has, de facto, modified
common organisational and operative practices. This has led
“knowledge workers” to change their working practices through the
use of Web 2.0 communication tools. Unfortunately, these tools have
not been integrated with existing enterprise information systems, a
situation that could potentially lead to a loss of information. This is
an important problem in an organisational context, because
knowledge of information exchanged within the organisation is
needed to increase the efficiency and competitiveness of the
organisation. In this article we demonstrate that it is possible to
capture this knowledge using collaboration processes, which are
processes of abstraction created in accordance with design patterns
and applied to new organisational operative practices.
Abstract: To relieve the burden of reasoning on a point to point basis, in many domains there is a need to reduce large and noisy data sets into trends for qualitative reasoning. In this paper we propose and describe a new architectural design pattern called REDUCER for reducing large and noisy data sets that can be tailored for particular situations. REDUCER consists of 2 consecutive processes: Filter which takes the original data and removes outliers, inconsistencies or noise; and Compression which takes the filtered data and derives trends in the data. In this seminal article we also show how REDUCER has successfully been applied to 3 different case studies.
Abstract: Natural or human made disasters have a significant negative impact on the environment. At the same time there is an extensive effort to support management and decision making in emergency situations by information technologies. Therefore the purpose of the paper is to propose a design patterns applicable in emergency management, enabling better analysis and design of emergency management processes and therefore easier development and deployment of information systems in the field of emergency management. It will be achieved by detailed analysis of existing emergency management legislation, contingency plans and information systems. The result is a set of design patterns focused at emergency management processes that enable easier design of emergency plans or development of new information system. These results will have a major impact on the development of new information systems as well as to more effective and faster solving of emergencies.
Abstract: Design Patterns have gained more and more
acceptances since their emerging in software development world last
decade and become another de facto standard of essential knowledge
for Object-Oriented Programming developers nowadays.
Their target usage, from the beginning, was for regular computers,
so, minimizing power consumption had never been a concern.
However, in this decade, demands of more complicated software for
running on mobile devices has grown rapidly as the much higher
performance portable gadgets have been supplied to the market
continuously. To get along with time to market that is business
reason, the section of software development for power conscious,
battery, devices has shifted itself from using specific low-level
languages to higher level ones. Currently, complicated software
running on mobile devices are often developed by high level
languages those support OOP concepts. These cause the trend of
embracing Design Patterns to mobile world.
However, using Design Patterns directly in software development
for power conscious systems is not recommended because they were
not originally designed for such environment. This paper
demonstrates the adapted Design Pattern for power limitation system.
Because there are numerous original design patterns, it is not possible
to mention the whole at once. So, this paper focuses only in creating
Energy Conscious version of existing regular "Builder Pattern" to be
appropriated for developing low power consumption software.
Abstract: Design patterns describe good solutions to common
and reoccurring problems in program design. Applying design
patterns in software design and implementation have significant
effects on software quality metrics such as flexibility, usability,
reusability, scalability and robustness. There is no standard rule for
using design patterns. There are some situations that a pattern is
applied for a specific problem and this pattern uses another pattern.
In this paper, we study the effect of using chain of patterns on
software quality metrics.
Abstract: Spatial and mobile computing evolves. This paper
describes a smart modeling platform called “GeoSEMA". This
approach tends to model multidimensional GeoSpatial Evolutionary
and Mobile Agents. Instead of 3D and location-based issues, there
are some other dimensions that may characterize spatial agents, e.g.
discrete-continuous time, agent behaviors. GeoSEMA is seen as a
devoted design pattern motivating temporal geographic-based
applications; it is a firm foundation for multipurpose and
multidimensional special-based applications. It deals with
multipurpose smart objects (buildings, shapes, missiles, etc.) by
stimulating geospatial agents.
Formally, GeoSEMA refers to geospatial, spatio-evolutive and
mobile space constituents where a conceptual geospatial space model
is given in this paper. In addition to modeling and categorizing
geospatial agents, the model incorporates the concept of inter-agents
event-based protocols. Finally, a rapid software-architecture
prototyping GeoSEMA platform is also given. It will be
implemented/ validated in the next phase of our work.
Abstract: In this paper we present a way of controlling the
concurrent access to data in a distributed application using the
Pessimistic Offline Lock design pattern. In our case, the application
processes a complex entity, which contains in a hierarchical structure
different other entities (objects). It will be shown how the complex
entity and the contained entities must be locked in order to control
the concurrent access to data.
Abstract: The purpose of this study is to research on thoughts transmitted from virtual fitting-room and to deduce discussion in an auxiliary narrative way. The research structure is based on 3D virtual fitting-room as the research subject. Initially, we will discuss the principles of narrate study, User Demand and so on by using a narrative design pattern to transmit their objective indications of “people-situation-reason-object", etc, and then to analyze the virtual fitting-room examples that are able to provide a new thinking for designers who engaged in clothing related industry – which comes in “story telling" and “user-centered design" forms. Clothing designs are not just to cover up the body to keep warm but to draw closer to people-s demand physiologically and psychologically through interactive designs so as to achieve cognition between people and environment. In the “outside" goal of clothing-s functional designs, we use tribal group-s behavior characteristics to “transform" the existing personal cultural stories, and “reform" them to design appropriate interactive products. Synthesizing the above matters, apart from being able to regard “narrate" as a kind of functional thinking process, we are also able to regard it as a kind of choice, arrangement and an activity of story expression, allowing interactive design-s spirit, product characteristics and experience ideas be transmitted to target tribal group in a visual image performance method. It is a far more confident and innovative attempt, and meanwhile, able to achieve entertainment, joyful and so forth fundamental interactive transmissions. Therefore, this study takes “user-centered design" thinking as a basis to establish a set of clothing designs with interactive experience patterns and to assist designers to examine the five sensual feeling of interactive demands in order to initiate a new value in textile industry.
Abstract: Despite so many years- development, the mainstream of workflow solutions from IT industries has not made ad-hoc workflow-support easy or inexpensive in MIS. Moreover, most of academic approaches tend to make their resulted BPM (Business Process Management) more complex and clumsy since they used to necessitate modeling workflow. To cope well with various ad-hoc or casual requirements on workflows while still keeping things simple and inexpensive, the author puts forth first the TSM design pattern that can provide a flexible workflow control while minimizing demand of predefinitions and modeling workflow, which introduces a generic approach for building BPM in workflow-aware MISs (Management Information Systems) with low development and running expenses.
Abstract: This paper looks into areas not covered by prominent
Agent-Oriented Software Engineering (AOSE) methodologies.
Extensive paper review led to the identification of two issues, first
most of these methodologies almost neglect semantic web and
ontology. Second, as expected, each one has its strength and
weakness and may focus on some phases of the development
lifecycle but not all of the phases. The work presented here builds
extensions to a highly regarded AOSE methodology (MaSE) in order
to cover the areas that this methodology does not concentrate on. The
extensions include introducing an ontology stage for semantic
representation and integrating early requirement specification from a
methodology which mainly focuses on that. The integration involved
developing transformation rules (with the necessary handling of nonmatching
notions) between the two sets of representations and
building the software which automates the transformation. The
application of this integration on a case study is also presented in the
paper. The main flow of MaSE stages was changed to smoothly
accommodate the new additions.
Abstract: The stability of a software system is one of the most
important quality attributes affecting the maintenance effort. Many
techniques have been proposed to support the analysis of software
stability at the architecture, file, and class level of software systems,
but little effort has been made for that at the feature (i.e., method and
attribute) level. And the assumptions the existing techniques based
on always do not meet the practice to a certain degree. Considering
that, in this paper, we present a novel metric, Stability of Software
(SoS), to measure the stability of object-oriented software systems
by software change propagation analysis using a simulation way
in software dependency networks at feature level. The approach is
evaluated by case studies on eight open source Java programs using
different software structures (one employs design patterns versus one
does not) for the same object-oriented program. The results of the
case studies validate the effectiveness of the proposed metric. The
approach has been fully automated by a tool written in Java.
Abstract: The importance of low power consumption is widely
acknowledged due to the increasing use of portable devices, which
require minimizing the consumption of energy. Energy dissipation is
heavily dependent on the software used in the system. Applying
design patterns in object-oriented designs is a common practice
nowadays. In this paper we analyze six design patterns and explore
the effect of them on energy consumption and performance.
Abstract: The main problems of data centric and open source
project are large number of developers and changes of core
framework. Model-View-Control (MVC) design pattern significantly
improved the development and adjustments of complex projects.
Entity framework as a Model layer in MVC architecture has
simplified communication with the database. How often are the new
technologies used and whether they have potentials for designing
more efficient Enterprise Resource Planning (ERP) system that will
be more suited to accountants?
Abstract: System-level design based on high-level abstractions
is becoming increasingly important in hardware and embedded
system design. This paper analyzes meta-design techniques oriented
at developing meta-programs and meta-models for well-understood
domains. Meta-design techniques include meta-programming and
meta-modeling. At the programming level of design process, metadesign
means developing generic components that are usable in a
wider context of application than original domain components. At the
modeling level, meta-design means developing design patterns that
describe general solutions to the common recurring design problems,
and meta-models that describe the relationship between different
types of design models and abstractions. The paper describes and
evaluates the implementation of meta-design in hardware design
domain using object-oriented and meta-programming techniques.
The presented ideas are illustrated with a case study.