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991.
于千城 《数字社区&智能家居》2008,3(12):1689-1690
阐述了建设软件工程实验室的意义,从软硬件环境的建设、切实可行的实践内容、有效的考核评价体系这三个方面对软件工程实验室建设进行了规划,并结合我校软件工程专业的实际情况提出了软件工程实验室建设的解决方案。 相似文献
992.
YU Qian-cheng 《数字社区&智能家居》2008,(32)
阐述了校园信息化的发展过程、现状和建设模式,分析了软件工程专业师资建设的最佳途径,说明了紧密结合校园信息化建设促进软件工程专业的建设,既能提高教师实践能能力又能使校园信息化建设更加满足教学管理需要。 相似文献
993.
JIN Xu-wei 《数字社区&智能家居》2008,(16)
对学校图书馆的业务进行分析研究,从软件工程的角度,设计出学校图书馆管理系统的总体结构,并且对系统中的主要功能模块的实现方法进行了详细的描述。该系统的建设实现了图书馆管理和服务的自动化,具有实际应用价值。 相似文献
994.
董纪阳 《数字社区&智能家居》2008,(10):133-134
软件产品是指软件开发商根据市场需要开发的、具有一定适用性和潜在客户的、可销售的软件成品。它区别于应特定客户需求或根据订单开发的软件商品,通常应具有更高的通用性和适应性。但它的通用性和适应性不是轻而易举就能达到的。要实现软件的产品化.就必须在软件产品的设计上下一番功夫。 相似文献
995.
E. M. Lavrishcheva 《Cybernetics and Systems Analysis》2008,44(3):324-332
A new interpretation of software engineering from scientific, engineering, and practical standpoints is proposed. Software
engineering is defined as a successor of programming and computer science, namely, its management theory. Features and attributes
of software engineering as an original discipline are founded. The structure, content, and concepts of this discipline and
its basic elements are presented.
__________
Translated from Kibernetika i Sistemnyi Analiz, No. 3, pp. 19–28, May–June 2008. 相似文献
996.
Richard A. Foulds David M. Saxe Arthur W. JoyceIII Sergei Adamovich 《Virtual Reality》2008,12(2):87-97
The sensory-motor skills of persons with neuromuscular disabilities have been shown to be enhanced by intensive and repetitive
therapeutic interventions. This paper describes a form of low immersion virtual reality and a prototype, open source system
that allow a user with significant physical disability to actively interact with computer-generated objects whose behaviors
promote a game-like interaction. Unlike fully immersive and haptic virtual reality, this approach frees the user from head-mounted
displays and gloves. It extracts the user’s real-time silhouette from the output of a remote video camera and uses that two-dimensional
outline to interact with graphical objects on screen. In contrast to video games that have been modified with specialized
interfaces, this virtual interaction system promotes the repetitive use of goal directed movements of the arms and body, which
are essential to promote cortical reorganization, as well as discourage unwanted changes in muscle tissue that result in contracture.
A prototype system demonstrates the potential of low immersion technology to motivate users and encourage participation in
therapy. It also offers the potential of accommodating the sensory-motor skills of individuals with very significant impairment.
The behaviors of the computer-generated graphics can be altered to allow use by those with very limited range of motion and/or
motor control. These behaviors can be adjusted to provide a continuing challenge as the user’s skills improve. This prototype
is described in terms of functional capabilities that include a silhouette extraction from a video image, and generation of
graphical objects that interact with the silhouette. The work is extended with a discussion of a more sophisticated region
of interest detection algorithm that can select specific parts of the body. 相似文献
997.
Eric Bouwers Martin Bravenboer Eelco Visser 《Electronic Notes in Theoretical Computer Science》2008,203(2):85
A wide range of parser generators are used to generate parsers for programming languages. The grammar formalisms that come with parser generators provide different approaches for defining operator precedence. Some generators (e.g. YACC) support precedence declarations, others require the grammar to be unambiguous, thus encoding the precedence rules. Even if the grammar formalism provides precedence rules, a particular grammar might not use it. The result is grammar variants implementing the same language. For the C language, the GNU Compiler uses YACC with precedence rules, the C-Transformers uses SDF without priorities, while the SDF library does use priorities. For PHP, Zend uses YACC with precedence rules, whereas PHP-front uses SDF with priority and associativity declarations.The variance between grammars raises the question if the precedence rules of one grammar are compatible with those of another. This is usually not obvious, since some languages have complex precedence rules. Also, for some parser generators the semantics of precedence rules is defined operationally, which makes it hard to reason about their effect on the defined language. We present a method and tool for comparing the precedence rules of different grammars and parser generators. Although it is undecidable whether two grammars define the same language, this tool provides support for comparing and recovering precedence rules, which is especially useful for reliable migration of a grammar from one grammar formalism to another. We evaluate our method by the application to non-trivial mainstream programming languages, such as PHP and C. 相似文献
998.
Modeling and verification of a telecommunication application using live sequence charts and the Play-Engine tool 总被引:1,自引:0,他引:1
We apply the scenario-based approach to modeling, via the language of live sequence charts (LSCs) and the Play-Engine tool
to a real-world complex telecommunication service, . It allows a user to call for help from a doctor, the fire brigade, a car maintenance service, etc. These kinds of services
are built on top of an embedded platform, using both new and existing service components, and their complexity stems from
their distributed architecture, the various time constraints they entail, and their rapidly evolving underlying systems. A
well known problem in this class of telecommunication applications is that of feature interaction, whereby a new feature might
cause problems in the execution of existing features. Our approach provides a methodology for high-level modeling of telecommunication
applications that can help in detecting feature interaction at early development stages. We exhibit the results of applying
the methodology to the specification, animation and formal verification of the Depannage service.
相似文献
Hillel Kugler (Corresponding author)Email: |
999.
Martin Ebner Michael Kickmeier-Rust Andreas Holzinger 《Universal Access in the Information Society》2008,7(4):199-207
Wikis are a website technology for mass collaborative authoring. Today, wikis are increasingly used for educational purposes.
Basically, the most important asset of wikis is free and easy access for end users: everybody can contribute, comment and
edit—following the principles of Universal access. Consequently, wikis are ideally suited for collaborative learning and a
number of studies reported a great success of wikis in terms of active participation, collaboration, and a rapidly growing
content. However, the wikis success in education was often linked either to direct incentives or even pressure. This paper
strongly argues that this contradicts the original intentions of wikis and, furthermore, weakens the psycho-pedagogical impact.
A study is presented which focuses on investigating the success of wikis in higher education, when students are neither enforced to contribute nor directly rewarded similar to the principles of Wikipedia. Amazingly, the results show that, in total, none of the N = 287 students created new articles or edited existing ones during a whole semester. It is concluded that the use of Wiki-Systems
in educational settings is much more complicated, and it needs more time to develop a kind of “give-and-take” generation. 相似文献
1000.
This paper contextualises, describes and discusses a student project which takes a particular exploratory approach to using
mathematical surface definition as a language and vehicle for co-rational design co-authorship for architecture and engineering.
The project has two authors, one from an architectural and one from an engineering educational background. It investigates
the metaphorical and operational role of mathematics in the design process and outcomes. 相似文献