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1.
This paper presents two selection strategies for the process of establishing a structural design support system. The distinct difference between the strategies is the point of time when the decision maker participates in the design process. The first strategy is called the pre-selection strategy in which the designer tries to grasp the intention or preference of the decision maker at an early stage of the design, and the second one is called the post-selection strategy in which the designer prepares all design information as much as possible, and then the decision maker selects the final design solution. Based on these two strategies, the shared and essential processes of the structural design support system will be explicated in advance, and then the characteristics of these two strategies will be compared. The crucial parts of the structural design support system are common design process that is shared in the two strategies and the alternative based design approach. The common design process means the basic sequences of the design process, such as problem specification, concept design, preliminary design and selection of the final design solution, that are used conventionally in the general design process. These design processes are carried out with the screened region of the design alternatives, which is efficient and effective for the selection of the final design solution. With these concepts, the structural design support system especially the grid-like type structures will be examined and the usefulness of our design methodology will be confirmed. Received October 14, 1999  相似文献   

2.
In this paper we explore how management of sustainability in organisations can be supported by business intelligence (BI) systems. We suggest that BI has an important role to play in helping organisations implement and monitor sustainable practices. We pay particular attention to one phase of any BI project, the information planning phase, i.e., the systematic way of defining relevant information in order to integrate it in reporting activities. Using grounded theory, the main contribution of our study is to propose a conceptual model that seeks to support the process of integration of socio-environmental indicators into organizational strategy for sustainability.  相似文献   

3.
Achieving efficient software implementations requires a great deal of knowledge, intelligence, and expertise on the part of programmers. One way to enhance software productivity is to incorporate the knowledge and skills of expert programmers into software synthesis systems to automate software development processes. Although many software synthesis systems have been developed, automatic control of synthesis remains a difficult problem. Understanding the role of expertise in software synthesis, and making it more explicit, can help us not only to gain autonomy in controlling the synthesis processes but also to better justify the design, implementations, selection of data structures or algorithms employed in constructing code. Our project aims at making synthesis as autonomous as possible by advances in intelligent control mechanisms to reduce user interaction in the synthesizer. In our earlier work, a blackboard control framework for controlling synthesis processes was introduced. This paper describes how the control framework language was designed and how knowledge in the knowledge bases of the framework was acquired and constructed. We present an example that shows how programming expertise can be used to increase the degree of autonomy in synthesis control, in particular by automating the selection of an appropriate data structure implementation.  相似文献   

4.
Negotiation in a knowledge-based concurrent engineering design environment   总被引:3,自引:0,他引:3  
Abstract: Computational support for concurrent engineering design presents a number of issues in the design of knowledge-based systems. A fundamental concern is the need to provide the life-cycle perspective in recommending design alternatives. It is argued that such a complex knowledge-based system should be distributed, due to the inherent problems with large knowledge bases and the maintenance of consistency. Inconsistent local views of a problem and different priorities on design issues are expected between different knowledge-based design perspectives. These inconsistencies and different priorities will lead inherently to conflict which has to be resolved. This paper addresses the issues and key variables in conflict resolution and presents a strategy that can be applied for managing the conflict resolution process. We propose negotiation as the method of analysing a conflict situation, applying an appropriate conflict resolution strategy and monitoring its performance. We present an overview of the nature of conflict and some conflict resolution strategies, and see in what situations certain strategies are appropriate.  相似文献   

5.
Behavior selection is typically a "built-in" feature of behavior-based architectures and hence, not amenable to change. There are, however, circumstances where changing behavior selection strategies is useful and can lead to better performance. In this paper, we demonstrate that such dynamic changes of behavior selection mechanisms are beneficial in several circumstances. We first categorize existing behavior selection mechanisms along three dimensions and then discuss seven possible circumstances where dynamically switching among them can be beneficial. Using the agent architecture framework activation, priority, observer, and component (APOC), we show how instances of all (nonempty) categories can be captured and how additional architectural mechanisms can be added to allow for dynamic switching among them. In particular, we propose a generic architecture for dynamic behavior selection, which can integrate existing behavior selection mechanisms in a unified way. Based on this generic architecture, we then verify that dynamic behavior selection is beneficial in the seven cases by defining architectures for simulated and robotic agents and performing experiments with them. The quantitative and qualitative analyzes of the results obtained from extensive simulation studies and experimental runs with robots verify the utility of the proposed mechanisms.  相似文献   

6.
In the development of large software systems, several synchronization points have to be passed successfully in order to achieve high-end user acceptance of the final system. In particular, the integration of conceptual design entities has turned out to be the most crucial step in software development. At this point, an explicit representation of the organizational knowledge, namely how the integration can be performed, is required. The overall organization of the integration of design entities is a set of knowledge, action (including communication), and time. The knowledge part comprises the integration procedure itself as well as the design entities. Actions are performed by the members of the project team (project leaders, developers). Each integration step has to be performed synchronized, so that each member of the development team knows concurrently the status of the integration procedure. All other individual design activities are usually performed asynchronously. According to the need for an explicit representation of the organizational knowledge for large software system design, this paper attempts tounderstand the nature of large software system integration and formallydescribes the coordination of a dispersed set of software developers. The organizational knowledge is represented by processes that occur in an asynchronous development environment. The design knowledge is assigned to logical formulas that are processed as exchanged messages among developers. Hence, the activities for integration are based on the transmission of messages. Time-critical events, such as the integration of a particular design entity into the final conceptual design of the software system, have to become common knowledge concurrently for all developers. This organizational constraint has been formalized in the communication model. Not only can the proposed framework be adapted to organizational changes in a flexible way, it can also be applied to any specific development strategy for the integration of conceptual design entities. Thus, such kind of formal communication models may provide a sound basis for cooperative CASE (computer-aided software engineering) tools.This work has been sponsored by the Max Kade Foundation, New York.  相似文献   

7.
An important challenge in mechatronic system design is to select a feasible system architecture that satisfies all requirements. This article describes (i) the necessary concepts that a system architect needs to be able to formally and declaratively describe the design space of mechanical design synthesis problems, thereby minimizing accidental complexity; (ii) how a Domain Specific Language based on the SysML modeling language and the Object Constraint Language (OCL) can be used to create this model of the design space; and (iii) an iterative process to come up with a formal model of the design space. This model describes the design space independent of any (knowledge of a) particular solving technology for the Design Space Exploration. Furthermore, the information in the model allows to select the most appropriate solving strategy for a particular design synthesis problem. The different concepts are illustrated on the example of automated synthesis of a gearbox.  相似文献   

8.
Uwe Zdun 《Software》2007,37(9):983-1016
Software patterns provide reusable solutions to recurring design problems in a particular context. The software architect or designer must find the relevant patterns and pattern languages that need to be considered, and select the appropriate patterns, as well as the best order to apply them. If the patterns and pattern languages are written by multiple pattern authors, it might be necessary to identify interdependencies and overlaps between these patterns and pattern languages first. Out of the possible multitude of patterns and pattern combinations that might provide a solution to a particular design problem, one fitting solution must be selected. This can only be mastered with a sufficient expertise for both the relevant patterns and the domain in which they are applied. To remedy these issues we provide an approach to support the selection of patterns based on desired quality attributes and systematic design decisions based on patterns. We propose to formalize the pattern relationships in a pattern language grammar and to annotate the grammar with effects on quality goals. In a second step, complex design decisions are analyzed further using the design spaces covered by a set of related software patterns. This approach helps to systematically find and categorize the appropriate software patterns—possibly even from different sources. As a case study of our approach, we analyze patterns from a pattern language for distributed object middleware. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

9.
Many proof search strategies can be expressed as restrictions on the order of application of the rules of the sequent calculus. Properties of these strategies are then shown by permutation arguments, such as showing that a given strategy is complete by transforming an arbitrary proof into one which obeys the strategy. Such analyses involve some very tedious manipulations of proofs, and are potentially overwhelming for humans. In this paper we investigate the development of systematic techniques for the analysis of sequent calculi. We show how a particular specification of inference rules leads to a detailed analysis of permutation properties for these rules, and we also investigate how to detect redundancies in proofs resulting from these rules.  相似文献   

10.
独具文化内涵的新疆民族织物图案是中华民族艺术瑰宝的重要组成部分。 为了生成一类具有民族特色或风格的新疆织物图案,如何自动分割织物图案提取风格特征是 一个关键问题。论文以需求为驱动,提出了纹样基因的概念。首先利用连通区域标记法切割 图案,提取分割区域特征,根据投票原则过滤获得纹样基因;然后设计六边形构型,嵌入纹 样基因;按构型旋转变换生成具有民族风格的织物图案。以提取维吾尔族和哈萨克族两类民 族织物图案纹样基因,利用六边形结构堆砌生成图案进行仿真实验,并对图案的风格相似度 进行评价。结论是基于纹样基因的生成算法,不仅能够丰富图案风格化设计素材,而且为传 承民族图案风格设计提供新途径。  相似文献   

11.
A recent concern in marine robotics is to consider the deployment of fleets of autonomous underwater vehicles (AUVs) and autonomous surface vehicles (ASVs). Multiple vehicles with heterogeneous capabilities have several advantages over a single vehicle system, and in particular the potential to accomplish tasks faster and better than a single vehicle. This paper addresses in this context the problem of underwater targets localization. A systematic and exhaustive coverage strategy is not efficient in terms of exploration time: it can be improved by making the AUVs share their information to cooperate, and optimize their motions according to the state of their knowledge on the target localization. We present techniques to build environment representations on the basis of which adaptive exploration strategies can be defined, and define an architecture that allows information sharing and cooperation between the AUVs. Simulations are carried out to evaluate the proposed architecture and the adaptive exploration strategies.  相似文献   

12.
计算机科学与技术特色专业建设   总被引:1,自引:0,他引:1  
特色专业是"高等学校本科教学质量与教学改革工程"的重要内容。本文根据我校计算机科学与技术特色专业建设的情况,分析其建设的具体思路,包括不断加强师资队伍建设、重视教研优化培养体系、实施创新人才培养模式、积极开展科研学术交流、加强学科基础条件建设等,然后总结在特色专业建设实践探索中的成果,并对当前存在的不足及其进一步发展策略进行了探讨。  相似文献   

13.
Control is necessary for aligning the actions of management (i.e., controllers) and subordinates (i.e., controlees) around common goals. The enactment of control often fails in practice; however, as controlee perceptions may not match those of controllers, leading to a myriad of possible outcomes. Through an interpretive case study of two inter-organisational IT projects, we reveal how controlees' appraisals and responses to controls are context-dependent and play out across multiple levels (e.g., personal, professional, project and organisational contexts). We build on a coping perspective of IS controls to theorise the ‘coping strategies’ that controlees pursued relevant to these contexts and the ‘coping routes’ followed when combining different consecutive coping strategies. We find the process need not end with the selection of a single strategy but can potentially continue as both the controller and controlees make ongoing readjustments. While Behavioural Control Theory traditionally assumes the presence of a single control hierarchy, interorganisational IT projects are multi-level entities that amalgamate different structures and cultures. Our study moves beyond the existing assumptions of Behavioural Control Theory to discuss how a controller's choice of activities shapes the salience of different contexts in controlee appraisals.  相似文献   

14.
Using multi-agent architecture in FMS for dynamic scheduling   总被引:34,自引:0,他引:34  
The proposed scheduling strategy is based on a multi-agent architecture. Each agent of this architecture is dedicated to a work centre (i.e. a set of resources of the manufacturing system); it selects locally and dynamically the most suitable dispatching rules. Depending on local and global considerations, a new selection is carried out each time a predefined event occurs (for example, a machine becomes available, or a machine breaks down). The selection depends on: (1) primary and secondary performance objectives, (2) the operating conditions, and (3) an analysis of the system state, which aims to detect particular symptoms from the values of certain system variables. We explain how the scheduling strategy is shared out between agents, how each agent performs a local dynamic scheduling by selecting an adequate dispatching rule, and how agents can coordinate their actions to perform a global dynamic scheduling of the manufacturing system. Each agent can be implemented through object-oriented formalisms. The selection method is improved through the optimization of the numerical thresholds used in the detection of symptoms. This approach is compared with the use of SPT, SIX, MOD, CEXSPT and CR/SPT on a jobshop problem, already used in other research works. The results indicate significant improvements.  相似文献   

15.
科学、合理的软件可靠性测试流程有助于测试工作有条不紊地展开,而现有的可靠性测试流程普遍存在可靠性分配方法不明确、过程不完善等问题,针对此问题展开了软件可靠性测试流程的研究;在分析软件可靠性测试与软件测试的区别、并借鉴现有软件可靠性测试流程的基础上,提出了一个由可靠性测试准备、可靠性测试执行和可靠性测试结果分析三大部分构成的比较全面的可靠性测试流程,并详细阐述了流程中的每一步具体操作;在该流程的指导下进行"虚拟维修训练系统"可靠性测试,充分验证了该流程的可行性和实用性.  相似文献   

16.
This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate complete and playable maps for real-time strategy (RTS) games. We devise heuristic objective functions that measure properties of maps that impact important aspects of gameplay experience. To show the generality of our approach, we design two different evolvable map representations, one for an imaginary generic strategy game based on heightmaps, and one for the classic RTS game StarCraft. The effect of combining tuples or triples of the objective functions are investigated in systematic experiments, in particular which of the objectives are partially conflicting. A selection of generated maps are visually evaluated by a population of skilled StarCraft players, confirming that most of our objectives correspond to perceived gameplay qualities. Our method could be used to completely automate in-game controlled map generation, enabling player-adaptive games, or as a design support tool for human designers.  相似文献   

17.
When interacting with a problem on a computer screen, users need to select from a range of strategies that the user interface supports. Previous research shows that the problem-solving user interface plays a significant role in the strategy selection, such as by making recall unnecessary or by facilitating planning. What is not very well understood is how the interaction devices, themselves, affect problem-solving strategies. We conducted an experiment in which users interacted with a problem using either a computer mouse or gaze-augmented input. We analysed the qualitative differences in the problem-solving process by investigating the content of verbal protocols. We present a new evidence that shows that the gaze-based interaction is characterised by an increased cognitive processing of thecurrently attended information, leading to better plan development and improved problem-solving strategies. The findings have implications on the design of future gaze-aware problem-solving user interfaces.  相似文献   

18.
The proportion of older people in the population is rising, as is the proportion of older women driving licence holders. The needs and abilities of older drivers therefore need to be considered in vehicle design. Following some initial focus groups an extensive nation-wide postal survey was conducted to ascertain the type and degree of problems associated with automotive design for older drivers and to guide further research into the most appropriate areas. Over a thousand questionnaires were received. Findings indicate that particular difficulties are experienced significantly more often by older drivers than younger drivers, in particular turning to look out of the rear window and getting in and out of the car. Reasons for these were ascertained and are reported here. The findings have guided a subsequent research project into the factors affecting ease of entry and exit by older drivers.  相似文献   

19.
Modern large new product developments (NPD) are typically characterized by many uncertainties and frequent changes. Often the embedded software development projects working on such products face many problems compared to traditional, placid project environments. One of the major project management decisions is then the selection of the project's software process model. An appropriate process model helps coping with the challenges, and prevents many potential project problems. On the other hand, an unsuitable process choice causes additional problems. This paper investigates the software process model selection in the context of large market-driven embedded software product development for new telecommunications equipment. Based on a quasi-formal comparison of publicly known software process models including modern agile methodologies, we propose a process model selection frame, which the project manager can use as a systematic guide for (re)choosing the project's process model. A novel feature of this comparative selection model is that we make the comparison against typical software project problem issues. Some real-life project case examples are examined against this model. The selection matrix expresses how different process models answer to different questions, and indeed there is not a single process model that would answer all the questions. On the contrary, some of the seeds to the project problems are in the process models themselves. However, being conscious of these problems and pitfalls when steering a project enables the project manager to master the situation.  相似文献   

20.
In this paper we argue that co-operation is aparticular way to co-ordinate an industrialactivity and that it is particularly suited tocollaborative design activity. Through a welldocumented case study of the development of afront truck axle, we point out several keyfeatures of co-operation in an industrialsetting. We particularly pay attention to theinterfaces between the actors involved in thecollaborative process. We observed thepre-eminence of the representations and theobjects created, manipulated, and finally weclaim that they support knowledge creation andtherefore allow the development of a commonunderstanding of the design situation (i.e. theproblem and the solution). We propose theconcept of ``intermediary object' as aconceptual framework for the involvement ofobjects in the design process. We demonstratethe power of this concept in the analysis andmodelling of particular design situations andin the development of specific objects thatfoster co-operation in real design situations.  相似文献   

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