Дисертації з теми "Design patterns"

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1

SAEKI, Motoshi, Takashi KOBAYASHI, Ryota SAKAMOTO, Junya KATADA, and Shinpei HAYASHI. "Design Pattern Detection by Using Meta Patterns." Institute of Electronics, Information and Communication Engineers, 2008. http://hdl.handle.net/2237/14977.

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2

Hallstrom, Jason Olof. "Design Pattern Contracts." The Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=osu1090010266.

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3

Kristensen, Johnstone Tonje. "Surface patterns, spatiality and pattern relations in textile design." Licentiate thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12987.

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This licentiate thesis focuses on surface patterns, spatiality, and pattern relations in textile design, and aims to explore surface patterns as spatial definers and what they mean in the context of surface patterns. A secondary focus relates to applying conceptual spatial determinations as alternative design variables in design processes, and exploring how these could be used to define and analyse pattern relations. Through a series of exploratory design experiments that used printed and projected surface patterns in a three-dimensional setting, which were documented using photographs and film, the notion of pattern relations, wherein scale was used as a design variable, was explored. The outcome of the experiments showed the expressional possibilities that surface patterns may provide in a defined space, and how these are connected to pattern relations. In order to encourage an accompanying discussion regarding alternative methods of analysing surface patterns, the construction of a theoretical model was initiated. Workshops with design students were used as another practical method in this work. The results showed that there is great potential in using conceptual spatial determinations to define pattern relations by viewing surface patterns as spatial definers, rather than taking a traditional perspective on their functions. Another outcome is the theoretical model, which proposes a specific approach to pattern relations. This research demonstrates how conceptual spatial determinations can benefit the textile design process, as well as design teaching, which could in turn provide the field with new expressions that may lead to a change in or fruitful addition to the practice.
4

Jones, Mary Elizabeth Song Il-Yeol. "Dimensional modeling : identifying patterns, classifying patterns, and evaluating pattern impact on the design process /." Philadelphia, Pa. : Drexel University, 2006. http://dspace.library.drexel.edu/handle/1860/743.

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5

Hansson, Moa. "Body based patterns. : The human body as a tool for designing surface patterns." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-23827.

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This degree work places itself in the field of textile design, surface patterns and conceptual design. The aim of the work is to use the human body as a tool for designing conceptual surface patterns onto textiles. The methods of designing were done through practical workshops. Examples of workshops is shadow workshop, motif workshop and pattern workshop. For each workshop appropriate rules was decided based on analizis of preveous workshops. The outcome could be presented as two types of results; firstly, a design method for generating surface patterns, and secondly, heat transfer printed textiles that prove the validity of the method. The work proposes an alternative approach for inspiration to designing surface patterns.
6

Vadhavkar, Sanjeev Sureshchandra. "Augementing design patterns with design rationale." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/43291.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 1997.
Includes bibliographical references (leaves 100-103).
by Sanjeev Sureshchandra Vadhavkar.
M.S.
7

Hofer, Simon. "Verification of design patterns." Zurich : ETH, Swiss Federal Institute of Technology Zurich, Department of Computer Science, Chair of Programming Methodology, 2009. http://e-collection.ethbib.ethz.ch/show?type=dipl&nr=435.

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8

Jacobsson, Ingemar. "Design patterns in practice." Thesis, University West, Department of Informatics and Mathematics, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-589.

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9

Chase, Chelsea. "Using Design Patterns in User Interface Design." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1342463458.

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10

Dukovich, Adam. "Design Patterns go to Hollywood: Teaching Patterns with Multimedia." DigitalCommons@CalPoly, 2008. https://digitalcommons.calpoly.edu/theses/9.

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Design Patterns have insinuated themselves into the forefront of computer science and software engineering practice. To this end, there has been much scholarship about the proper way to introduce them into the classroom. Studies indicate that understanding the contexts in which design patterns are to be used is one of the most (if not the most) difficult challenge in applying design patterns. However, little research on the topic attempts to solve the problem of better illuminating this context problem, preferring instead to focus on simplification of the patterns and better examples to explain them. This paper discusses a new paradigm through which the teaching of design patterns can be viewed, one which focuses on conceptual examples and contexts as the key elements in teaching design patterns. To better illustrate this new ideology, several short instructional videos, each employing this approach with a different design pattern were created. Their effectiveness was subsequently assessed, relative to traditional lecture that focused more on teaching the structure of the patterns.
11

Murteza, Noor Danielle. "Designer Fractal Patterns: Ecological Validity and the Psychological Wellbeing Effect of Fractal Patterns in Interior Spaces." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu159422878465947.

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12

Waqas, Ahmad, and Fawad Kamal. "Modeling Patterns in Software Design." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2350.

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Software patterns provide solutions to recurring design problems, provide a way to reason about the quality attributes, and support stakeholders in understanding the system. Naturally, the use of software patterns emerges from the requirements of the software. Use Cases have been a traditional and authentic approach to document these requirements. We propose a way to mine these patterns by sing use cases and advocate their significance in saving resources and time. For this purpose, an open-source system is discussed and four design patterns are mined with the help of use cases elicited from the documentation and literature available for the selected system. Patterns mined in this system are then document in GOF format.Furthermore, the consequences of few patterns on quality attributes are studied and an additional design pattern is proposed to improve the quality of the system.
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13

Yeates, Stuart Andrew. "Design patterns in garbage collection." Thesis, University of Canterbury. Computer Science and Software Engineering, 1997. http://hdl.handle.net/10092/1954.

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This thesis presents an examination of design patterns within the context of garbage collection. Initially, I review garbage collection and design patterns. Four garbage collectors are then examined and the design patterns found described. Both domain specific and generic patterns are described. The domain specific patterns are TriColour and RootSet, the generic patterns are Adaptor, Facade, Iterator and Proxy. It is hoped that by, applying these patterns, systems designers have access to a less efficient, but simpler and more flexible way of implementing and reusing garbage collectors in programming languages. The requirements analysis for a garbage collector for a real-time object-oriented micro-kernel is then performed, and a design prepared using the design patterns found in the other garbage collectors. The garbage collector is then implemented in Java using appropriate data structures. Due to timing difficulties in the runtime environment, timing was ruled out as a method of performance analysis. Algorithmic analysis is performed to evaluate the worst-case performance of the collector, which is found to be satisfactory in all but one method of the RootSet implementation. An approach to remedying this is suggested.
14

Pitonakova, Lenka. "Design patterns for robot swarms." Thesis, University of Southampton, 2017. https://eprints.soton.ac.uk/410360/.

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Demand for autonomous multi-robot systems, where robots can cooperate with each other without human intervention, is set to grow rapidly in the next decade. Today, technologies such as self-driving cars and fleets of robotic assistants in hospitals and warehouses are being developed and used. In the future, robot swarms could be deployed in retrieval, reconnaissance and construction missions. Distributed collective systems have desirable properties, such as low cost of individual robots, robustness, fault tolerance and scalability. One of the main challenges in swarm robotics is that `bottom-up' approach to behaviour design is required. While the swarm performance is specied on the collective level of the swarm, robot designers need to program control algorithms of individual robots, while taking into account complex robot-robot interactions that allow emergence of collective intelligence. In order to be able to develop such systems, we need a methodology that aligns bottom-up design decisions with top-down design specifications. In this thesis, a novel approach to understanding and designing robot swarms that perform foraging and task allocation is proposed. Based on thousands of different simulation experiments, the Information-Cost-Reward framework is formulated, that relates the way in which a swarm obtains and uses information, to its ability to use that information in order to obtain reward efficiently. Secondly, based on the information-based understanding of swarm performance, design patterns for robot swarms are formalised. The design patterns are modular aspects of robot behaviour that dene when and how information should be obtained, exchanged or updated by robots, given particular swarm mission characteristics. Multiple design patterns can be unambiguously combined together in order to create a suitable robot control strategy. The design patterns specify robot behaviour in a newly developed Behaviour-Data Relations Modeling Language, where relationships between robot behaviour and data stored in and outside of robots are explicitly defined. This allows the design patterns to define behaviour of robots that cooperate and share information.
15

Dangler, Jeremiah Y. "Categorization of Security Design Patterns." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etd/1119.

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Strategies for software development often slight security-related considerations, due to the difficulty of developing realizable requirements, identifying and applying appropriate techniques, and teaching secure design. This work describes a three-part strategy for addressing these concerns. Part 1 provides detailed questions, derived from a two-level characterization of system security based on work by Chung et. al., to elicit precise requirements. Part 2 uses a novel framework for relating this characterization to previously published strategies, or patterns, for secure software development. Included case studies suggest the framework's effectiveness, involving the application of three patterns for secure design (Limited View, Role-Based Access Control, Secure State Machine) to a production system for document management. Part 3 presents teaching modules to introduce patterns into lower-division computer science courses. Five modules, integer over ow, input validation, HTTPS, les access, and SQL injection, are proposed for conveying an aware of security patterns and their value in software development.
16

Lind, Malin. "Smocked patterns : An exploration of jacquard woven patterns and smocking techniques for a spatial textile design context." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-22030.

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This degree work relates to the textile design field where the aim is to design jacquard woven patterns for smocking techniques, in order to create three-dimensional pattern surfaces for a spatial textile design context. Smocking is a traditional embroidery technique where the stitches manipulate the fabric and create decorative areas. Jacquard woven patterns work as templates for the smocking stitches so the pattern shapes the fabric. Bindings and yarn colour combinations were explored in an industrial jacquard machine and tried out with different smocking variations made by hand. Experiments with scale and materials have been done. The result consists of three woven textile objects smocked with two variants of lozenge smocking. The work demonstrates examples of smocked three-dimensional surfaces in various scales and shapes, which can be further developed into interior products, for instance room dividers or sound absorbers. The primary motive was to update the traditional smocking technique with patterns and colours, with the intension to develop a contemporary expression. The smocking technique acts as a method to manipulate patterns and can work as a sketching tool in pattern design. The purpose is to inspire alternative ways of sketching with patterns.
17

Fenley, Sue. "Navigational patterns in interactive multimedia." Thesis, Open University, 2006. http://oro.open.ac.uk/56471/.

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The central purpose of this thesis is to investigate whether users have distinct preferences for specific navigational patterns in multimedia: that is preferences for moving through multimedia. Subsidiary questions are whether users have preferences for working strategies, (the mental approach to investigating software) whether these preferences are similar for specific groups and whether these preferences are affected by the software's system and navigational design. Four groups were investigated within two ranges: children to adults, and novices to experts. The literature review revealed four different perspectives of investigating navigation: user, designer, pedagogy and human computer interaction and although this research concentrates on the first two perspectives the other two are integral and of equal importance. Two empirical studies elicited the navigational information. The first studied pairs of children undertaking set tasks in multimedia, and demonstrated that although each pair had definite preferences, each group did not utilise the full pattern range discerned from the observations, literature review and multimedia package analysis. The second study was redesigned using individual adults to ascertain the full range of preferred patterns in use. The essential element from the investigations was the wide range of variation between individuals and within groups. There was a gradual progression in their range and speed using these patterns, related to their skills, abilities and experience, and each individual could be placed along a continuum. Topologies of the multimedia packages and diagrams of the fit of the navigation patterns were included. Finally an expert panel was convened to verify the pattern range and their comments supported the new classification. The research outcomes included navigational patterns and working strategies classifications, future techniques for designers, and user methods. These will create more successful and informed multimedia, and forward developments and improvements in the design of high quality user preference software.
18

Madapusi, Bhadrinarayanan O. "Design of a framework to identify obscured design patterns." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ59387.pdf.

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19

Tatrous, Adell, and Rasmus Svensson. "Design Abstraction of IoT REST APIs : Defining Design Patterns." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-97138.

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Smart devices (or things) in the realm of IoT (Internet of Things) talk to each other and transfer data over the Internet.IoT vendors provide APIs for their clients to send data to the gateways and application servers. However, there is a lack of guidelines on how a vendor would design its API and resource URIs (Uniform Resource Identifiers). A generic design solution –design patterns– would make the API design and development easier for the vendors. Design patterns are reusable solutions to recurring problems and provide improved reusability and understandability. Currently, there are no design patterns for URIs of IoT APIs that IoT vendors can use. In this paper, we analyzed more than 1,300 URIs from 13 IoT APIs including IBM Watson and Microsoft Azure, and proposed eight novel design patterns for URIs of IoT APIs. We analyzed one dataset divided into two subsets: (1) analysis set with 70% of all our URIs to define design patterns for URIs of IoT APIs and (2) validation set with the remaining 30% of the URIs to verify the prevalence of the defined design patterns. We could map 84% of our validation set to the defined design patterns, i.e., design patterns are prevalent in the IoT domain.
20

Juziuk, Joanna. "Design Patterns for Multi-Agent Systems." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-20481.

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Design patterns document a field's systematic knowledge derived from experiences. Despite the vast body of work in the field of multi-agent systems (MAS), design patterns for MAS are not popular among software practitioners. As MAS have features that are widely considered as key to engineering complex distributed applications, for example in manufacturing, robotics, ecommerce, traffic control and coordination, science simulations, it is important to provide a clear overview of existing patterns to make this knowledge accessible. To that end, a systematic literature review was performed covering the main publication venues of the field since 1998, resulting in 206 patterns. The study shows that (1) there is a lack of a standard template for documenting design patterns for MAS, which hampers the use of patterns by practitioners, (2) associations between patterns are poorly described, which results in a lack of overview of the pattern space, (3) patterns for MAS have been used for a variety of application domains, which underpins their high potential for practitioners, and (4) classifications of design patterns for MAS are bounded to specific pattern catalogs, a more holistic view on the pattern space is missing. From the study, a number of guidelines is outlined that are important for future work on design patterns for MAS and their adoption in practice.
21

Porter, Ronald, and ron porter@infoeng flinders edu au. "Design Patterns in Learning to Program." Flinders University. Informatics and Engineering, 2006. http://catalogue.flinders.edu.au./local/adt/public/adt-SFU20061127.153554.

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This thesis argues the case for the use of a pattern language based on the basic features of the programming language used in instruction for the teaching of programming. We believe that the difficulties that novices are known to have encountered with the task of learning to program ever since the inception of computers derive from a basic misfit between the language used to communicate with a computer, the programming language, and the way that humans think. The thrust of the pattern language idea is that patterns are the essential element in understanding how the mind words in that they are the source of that relationship that we call `meaning'. What an entity or event `means' to us derives from the effect that it has on us as living biological beings, a relationship that exists in the `real world', not from any linguistic relationship at the symbolic level. Meaning, as a real world relationship, derives from the patterns of interactions that constitute being. The meaning that an entity has for an individual is more than can be expressed in a formal definition, definitions are matters of agreement, convention, not the pattern of experience that the individual has acquired through living. What is missing for a novice in any skill acquisition process is meaning, the pattern of experience. All that we can give them using a formal linguistic system like a programming language is definitions, not meaning. Pattern language is the way that we think because it exists at that fundamental level of experience as living beings. The patterns of experience become the patterns of thought through recurrence, not through definition. But this takes time, so in presenting new material to a person trying to learn, we have to present it in the form of a pattern language, the 'cognitive map' that drives the problem solving process. Creativity is always a function of combining ideas, what is really being created is new meaning, not a program, or a house, or a poem, or a sculpture - these things are mere implementations of meaning. Ultimately meaning can derive only from experience, the pattern of life around us, so creativity is the language of experience, pattern language. The mind is the product of experience, creativity its modus operandi.
22

Fadel, Mai. "Detecting opportunities for applying design patterns." Thesis, University of Exeter, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.441773.

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23

Chatteur, (née Kerr) Fiona Maree. "Design for Pedagogy Patterns for E-Learning." Thesis, The University of Sydney, 2011. http://hdl.handle.net/2123/8737.

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This research addresses the need to make explicit the relation between pedagogy and the user interface, information architecture and content layout of e-learning courseware through design patterns. To do so, this research conceptualises a new type of design pattern called a ‘design for pedagogy pattern’, which explicitly shows the relationships between pedagogic strategies associated with the design elements featuring in e-learning courseware and those associated with the general and abstract ways of thinking about education including the social and the educational context of the learning, the preferred teaching practices of the instructors, and the tactics for engaging students. By creating representative design for pedagogy patterns for e-learning, the aim of the research is to understand how design for pedagogy patterns modify the design process for e-learning courseware. A design for pedagogy pattern structure was produced by adapting the structure and content of design patterns to include pedagogical theories and teaching practices. Two learning theories, experiential learning and constructivism, were chosen as representative pedagogical theories to demonstrate the inclusion of pedagogy into design for pedagogy patterns. A method for writing design for pedagogy patterns was created based around a ‘pattern pack’, which helped pattern writers to identify the implementation of pedagogy in sample e-learning courseware so that their patterns of use could be embedded into design for pedagogy patterns. Eight design for pedagogy patterns were created using the ‘pattern pack’. These patterns were evaluated by pattern experts. The highest ranked pattern was evaluated to determine its effect on the design process compared to a published a non-pedagogically-based pattern. Designers and design educators were videotaped using the two patterns, and their design process was subjected to content analysis to determine the differences in the use of pedagogy in the design process. The designers and design educators were also interviewed to determine how design for pedagogy patterns modified their design process as compared to a standard design pattern. The content analysis results show a statistically significant increase in pedagogical awareness when using the design for pedagogy pattern over the standard design pattern. The interview results indicate that the designers preferred the design for pedagogy pattern over the standard design pattern, commenting that it provided more scaffolding. The results also show that designers with differing levels of experience enact the pattern differently when it is put into use. A qualitative comparison between a representative design for pedagogy pattern and a standard design pattern was performed, which identified differences in ways of conceptualising e-learning courseware. The main contributions of this research are: 1) The creation of a theory and method for embedding pedagogical theories into design patterns. 2) The use of the theory and method to produce design for pedagogy patterns. 3) The comparison of a standard design pattern and a design for pedagogy pattern to determine their effects on the design process. 4) Confirmation that the use of the design for pedagogy pattern allows designers to incorporate theories on teaching and learning into the design of e-learning courseware, thus facilitating a pedagogically-driven design process.
24

Bukvova, Helena. "Educational Design of an Integrative eGovernment Qualification Approach: Educational Design of an Integrative eGovernment Qualification Approach". Master's thesis, Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A25069.

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The thesis presents a model, suitable for the design of any type of qualification in integrative eGovernment education. The integrative approach combines education of adult learners and students and promotes international cooperation.
25

Alzyoud, Mazen Salem. "ONTOLOGY DESIGN PATTERNS WITH APPLICATIONS TO SOFTWARE MEASUREMENT." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1447338253.

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26

Lundqvist, Emelie. "Design patterns for social sustainability in HCI : A study on destructive relationships on the use of design patterns." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38533.

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In this paper, a study was conducted to explore social sustainability in HCI. The study focuses on people in destructive relationships and uses the notion of research through design to gain and share knowledge using design patterns. The study focused on creating methods for working more practically with social sustainability in HCI and used several design methods such as story share and capture to gain and share knowledge on the user group which was then presented in a pattern, consisting of a total of eight different patterns. The patterns was later tested with designers who suggested designs which users were then to rate from best to worst. The study show that design patterns can successfully be used to share knowledge, however the study also show some variation in how well design patterns are understood based on experience. Experienced designers tend to create better designs with the pattern than inexperienced. However, designers with the pattern designed better solutions than designers without regardless of experience.
27

Bohdanowicz, Daniel. "Toward Tool Support for Usage of Object-Oriented Design Patterns Expressed in Unified Modeling Language." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5895.

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Design patterns describe solutions that can be used in a particular context for commonly recurring problems at the detailed design level of a software system. Patterns have become an important concept in object-oriented development and their usage is a widely accepted practice. This thesis investigates issue of tool support for design patterns usage that can be offered by UML modelling tools, and proposes UML based method and notation for specification of the patterns, and documentation of their instances in a design model, facilitating such support. Different ways of such support are presented and classified, and comparison of tools offering assistance for patterns usage is depicted. UML profile supporting specification of structural aspects of solutions proposed by design patterns, and documentation of their instances is specified in the thesis.
28

Maier, Maximilian. "Dark patterns – An end user perspective." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160937.

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Technology has become ubiquitous in people’s everyday life. The number of websites and mobile applications available is growing, but so are various persuasive approaches to influence human behavior and decision-making in online environments. While designing for persuasion has many potential benefits, recent years have revealed different deceptive design techniques that utilize the understanding of psychological principles to nudge people in a desired direction. This thesis outlines and explores this phenomenon known as dark patterns, which favors business goals over user values. Practitioners have laid out many deceiving design strategies in the past, but it remains unclear how the end user perceives and experiences them. Therefore, a qualitative method approach was chosen to study the end users’ perspectives on the subject. The analysis of the data shows that even though there was some awareness, many manipulative techniques were unknown. Participants blame the businesses, remark however to be partly responsible for their own fate. In addition, the acceptability of such techniques shifts depending on the respective dark pattern.
29

Craye, Étienne. "De la modélisation à l'implantation automatisée de la commande hiérarchisée de cellules de production flexibles dans l'industrie manufacturière." Lille 1, 1989. http://www.theses.fr/1989LIL10004.

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30

Della, Lewis, and n/a. "Application of design patterns in framework development." University of Canberra. Computing, 1999. http://erl.canberra.edu.au./public/adt-AUC20061113.084526.

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Since the coining of the term "Design Patterns" in the software engineering context, and specifically as related to object-oriented applications, there has been an increasing emphasis placed on the relevance of patterns in successfully designing object-oriented software, by the provision of generic, recurring designs. Various authors have produced design pattern catalogues as a record of applied design pattern experiences [Buschmann+96] [Gamma+95] [Coad92]. These catalogues are invaluable to experienced practitioners. However, the examples are frequently given in the context of a complex application with partially coded examples. Also, there is no standard with regard to the name used to designate a particular design pattern and, in some cases, different designers have designated relatively similar patterns with quite different names. This limits their accessibility to less experienced designers who require fully coded examples applied in a familiar landscape. Thus, while patterns have dramatically shaped the manner in which object-oriented solutions are developed, the full realisation of their use and reuse potential by inexperienced practitioners is limited by lack of completely coded examples. In this thesis we consider the implementation (in Java), using fully coded examples, of a number of design patterns applied to business oriented applications. These will be applied in an application specific environment, with the resultant framework being capable of use across a family of similar applications. The source code examples are compact enough so that the pattern structure can be readily appreciated, while at the same time being large enough to demonstrate the pattern in a practical, viable sense. These are applied in a familiar application domain, business-oriented applications, resulting in an application framework, that is, a partially completed system that provide the core architecture functionality, suitable for reuse across a family of systems. In this way, the link between design patterns and their implementation via these coded frameworks will be easier to comprehend. It is anticipated that the end result will be a better appreciation of design patterns and a clearer understanding of how to apply these patterns, with the availability of a set of useful, reusable software components, with appropriate interface connection, to be used as central building blocks, in developing object-oriented solutions for business applications.
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Worbin, Linda. "Designing dynamic textile patterns." Doctoral thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-3550.

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Designing Dynamic Textile Patterns Progress in chemistry, fibres and polymers technology provides textile designers with new expressive materials, making it possible to design dynamic textile patterns, where several different expressions are inherent in the same textile, textiles that, for example, could alternate between a striped and checkered pattern. Textiles are traditionally designed and produced to keep a given, static expression during their life cycle; a striped pattern is supposed to keep its stripes. In the same way textile designers are trained to design for static expressions, where patterns and decorations are meant to last in a specific manner. However, things are changing. The textile designer now deals also with a new raw material, a dynamic textile, ready to be further designed, developed and/or programmed, depending on functional context. This transformation in practice is not an easy one for the designers. Designers need to learn how to design with these new materials and their specific qualities, to be able to develop the full expressional potential inherent in “smart textiles design”. The aim of this thesis is to display, and discuss, a methodology for designing dynamic textile patterns. So far, something that mainly has been seen in different experimental and conceptual prototypes, in artistic expressions and for commercial efforts etc. In terms of basic experimental research this thesis explores the turn in textile design practice through a series of design experiments with focus on contributing to identifying and characterizing new design variables, new design methods and new design techniques as a foundation for dynamic textile patterns.

Disputationen sker den 1:a juni 2010, kl. 13.00 i Textilmuseet, Druveforsvägen 8, Borås. Opponent: Senior Lecturer, Mary- Ann Hansen, Danmarks Designskole, Denmark

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Olson, Daren. "Teaching Patterns: A Pattern Language for Improving the Quality of Instruction in Higher Education Settings." DigitalCommons@USU, 2008. https://digitalcommons.usu.edu/etd/51.

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One method for improving the appeal of instruction is found in Christopher Alexander’s work on architectural design patterns. In this qualitative research study, student comments on teacher/course evaluation forms were analyzed to generate six instructional design patterns. The teacher enthusiasm pattern encourages teachers to show (a) increased scholarship and enthusiasm towards the subject matter, (b) genuine concern and enthusiasm towards the students, and (c) mastery of and enthusiasm towards the act of teaching. The balanced curriculum pattern recommends that teachers (a) determine the appropriate depth or breadth of subject matter and communicate it to the students, (b) create a balanced schedule of activities, assignments, and tests, and (c) provide a variety of subject matter topics, instructional strategies, and media delivery technologies. The clear and appropriate assessments pattern directs teachers to (a) communicate the learning objectives related to each assessment, (b) ensure assessment methods are appropriate measures of the objectives, and (c) use fair criteria in grading and administering the assessments. The authentic connections pattern asks teachers to (a) help students understand the connections between the subject matter content and the world of work, (b) promote interpersonal connections between students through instruction and group work, as well as facilitate teacher-student connections by dealing with students honestly and fairly, and (c) encourage students to look at connections that go beyond workplace application and help students become better people. The flow of time pattern recommends that teachers (a) help students plan out their schedules for various time periods, and (b) synchronize the flow of instructional events with the flow of events occurring in the students’ personal lives. Finally, the negotiation and cooperation pattern encourages teachers to apply the processes of negotiation and cooperation to solve problems related to (a) the students’ lack of a sense of freedom, power, or control, (b) the conflict within the students or within the social order of the class, and (c) the general absence of a self-supporting, self-maintaining, and generating quality in the instruction. These six instructional design patterns may be used by teachers to increase the appeal of instruction in higher education settings.
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Wahler, Michael. "Using patterns to develop consistent design constraints /." Zürich : ETH, 2008. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=17643.

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34

Kelle, Sebastian [Verfasser]. "Game Design Patterns for Learning / Sebastian Kelle." Aachen : Shaker, 2012. http://d-nb.info/1066197598/34.

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35

Constantinescu, Ileana. "Performance of object-oriented design with patterns." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0016/MQ48448.pdf.

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36

Thomson, Judi R. "Applying patterns to hypermedia instructional design (APHID)." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0030/NQ63969.pdf.

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37

Mansfield, Kevin Paul. "Luminance patterns in buildings : meaning and design." Thesis, University College London (University of London), 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.407825.

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38

Rezazadeh, Abdolbaghi. "Formal patterns for Web-based systems design." Thesis, University of Southampton, 2006. https://eprints.soton.ac.uk/267101/.

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The ubiquitous and simple interface of Web browsers has opened the door for the devel- opment of a new class of distributed applications which they have been known as Web applications. As more and more systems become Web-enabled we become increasingly dependent on the Web applications. Therefore, reliability of such systems is a very crucial factor for successful operation of many modern organisations and institutes. In the ¯rst part of this thesis we review how Web systems have evolved from simple static pages, in their early days, to their current situation as distributed applications with sophisticated functionalities. We also ¯nd out how the design methods have evolved to align with the rapid changes both in the new emerging technologies and growing functionalities. Although design approaches for Web applications have improved during the last decade we conclude that dependability should be given more consideration. In Chapter 2 we explain how this could be achieved through the application of formal methods. Therefore, we have provided an overview of dependability and formal methods in this chapter. In the second part of this research we follow a practical approach to the formal modelling of Web Applications. Accordingly, in Chapter 3 we have developed a series of formal models for an integrated holiday booking system. Our main objectives are to gain some common knowledge of the domain and to identify some key areas and features with regard to our formal modelling approach. Formal modelling of large Web applications could be a very complex process. In Chapter 4 we have introduced the idea of formal patterns for speci¯cation and re¯nement to accelerate the modelling process and to help alleviate the burden of formal modelling. In a further attempt to tackle the complexity of the formal modelling of Web applica- tions, we have introduced the idea of speci¯cation partitioning in Chapter 5. Speci¯- cation partitioning is closely related to the notion of composition. In this chapter we have extended some CSP-like composition techniques to build the system speci¯cation from subsystems or parts. The summary of our research, related ¯ndings and some suggestions for the future work are presented in Chapter 6.
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Cao, David. "Game Design Patterns in Endless Mobile Minigames." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20038.

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Mobile apps have emerged ever since the smartphone has been establishedinto most peoples everyday life. Almost half of those available apps in the appstores are mobile games. We study game design patterns speci cally for endlessmobile minigames, as they are one of the emerging categories. This genre hasbecome popular in the app stores with its unique characteristics which include veryshort play session iterations and its minimalist design. Game design patterns arefocused on the interaction with the player and provide knowledge and experiencewith regards to games in general. Not only are they bene cial for game designers,but also for developers, practitioners and possibly researchers, as patterns providea common terminology to share information between di erent professions.We conduct a case study including ve example games and analyze endlessmobile games to identify and create genre speci c game design patterns. We searchfor commonalities and major aspects of endless mobile minigames to facilitate theproduction of such games for developers. To con rm our results, we implementa prototype of an endless mobile minigame, which is then evaluated through asurvey.The result is a collection of game design patterns based on our cases. Thequestionnaire reveals which of those patterns are relevant and should be consideredwhen developing an endless mobile game. The result outlines that game designpatterns are considered supportive when designing a game, however requires ad-justments and revisions.
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Constantinescu, Ileana Carleton University Dissertation Engineering Systems and Computer. "Performance of object oriented design with patterns." Ottawa, 1999.

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41

Light, Adam. "Design patterns for cartography and data graphics /." view abstract or download file of text, 2004. http://wwwlib.umi.com/cr/uoregon/fullcit?p3153792.

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Thesis (Ph. D.)--University of Oregon, 2004.
Typescript. Includes vita and abstract. Includes bibliographical references (leaves 93-97). Also available for download via the World Wide Web; free to University of Oregon users.
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Wu, Weizhong. "An on-line library of design patterns." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2611.

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This project is to develop an on-line library to help software engineers who utilize design patterns for developing e-commerce applications it translates generic design patterns to concrete design patterns. The graphical user interface was developed to allow the user to develop their own design patterns by modifying or changing stored design patterns.
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Sudhir, Arun. "Tree Component Alternatives to the Composite Design Pattern." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/36206.

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The Composite design pattern is commonly employed in object-oriented languages to design a system of objects that form a part-whole hierarchical structure with composite objects formed out of primitive objects. The client does not differentiate between a composite object and a primitive object. The composite hierarchy effectively forms a tree-like hierarchical grouping of objects. From a software engineering perspective, there are at least two problems with the Composite pattern. First, it does not maintain a separation of concerns between the structure of the objects in a system and the objects themselves. The objects that comprise the system contain information about their relationship to other objects. This limits the ability of programmers to reuse the systemâ s structural information. Secondly, there is no mechanism for encapsulating the system as a whole. This makes it difficult to specify and reason about global system properties. This thesis presents two tree components that can be used as alternatives to the Composite design pattern in systems that are traditionally implemented with the pattern. Both components are data structures that can contain arbitrary objects and maintain the structure of those objects as an ordered-tree. Since the components encapsulate only the tree structure, they only need to be specified and verified once, and they are available for black-box reuse. The first component is a traversable tree that maintains a conceptual â cursorâ position. Methods are provided for inserting and removing objects at the cursor position, and for moving the cursor throughout the tree. The second component extends the traversable tree. A formal specification for each tree component is presented in the Tako language â a Java-like language with alias avoidance that is designed to facilitate specification and verification. A case study is presented that shows how the indexed tree can be used and reasoned about in an application â a text-based adventure game. Finally, a similar application is developed in Java, once using the composite pattern and once using the indexed tree data structure, and object-oriented metrics are given for both systems.
Master of Science
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Backlund, Per. "The Use of Patterns in Information System Engineering." Thesis, University of Skövde, Department of Computer Science, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-619.

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The aims of this dissertation are to investigate the use and usefulness of patterns in Information Systems Engineering and to identify future areas of research. In order to do this there is a need to survey different types of patterns and find a common concept of patterns. A pattern is based on experience found in the real world. A text or a model or a combination of the both can describe the pattern. A pattern is typically described in terms of context, forces, problem, and solution. These can be explicitly expressed or implicitly found in the description of the pattern.

The types of patterns dealt with are: object-oriented patterns; design patterns, analysis patterns; data model patterns; domain patterns; business patterns; workflow patterns and the deontic pattern. The different types of patterns are presented using the authors' own terminology.

The patterns described in the survey are classified with respect to different aspects. The intention of this analysis is to form a taxonomy for patterns and to bring order into the vast amount of patterns. This is an important step in order to find out how patterns are used and can be used in Information Systems Engineering. The aspects used in the classification are: level of abstraction; text or model emphasis; product or process emphasis; life cycle stage usage and combinations of these aspects.

Finally an outline for future areas of research is presented. The areas that have been considered of interest are: patterns and Information Systems Engineering methods; patterns and tools (tool support for patterns); patterns as a pedagogical aid; the extraction and documentation of patterns and patterns and novel applications of information technology. Each future area of research is sketched out.

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Madina, Duraid Computer Science &amp Engineering Faculty of Engineering UNSW. "Aspects of a computer for patterns." Publisher:University of New South Wales. Computer Science & Engineering, 2008. http://handle.unsw.edu.au/1959.4/41506.

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This thesis presents novel aspects of the design of Strategist, a microprocessor designed to support efficient rewriting-based computation and pattern matching in particular. After introducing the architecture of Strategist, three of its novel features are described: predicate compression, quadrature low-swing logic and a high radix, bufferless on-chip network design. Predicate compression allows processors which make use of predicated execution to save a significant amount of code space, issue bandwidth and energy, by compressing predicate register references in a way that makes use of their peculiar temporal distributions. Quadrature low-swing logic is a new logic style which allows significant improvements in efficiency for realising both simple and complex logic functions in modern semiconductor processes. Finally, we describe a high radix on-chip network design which allows low-latency communication to be sustained under high traffic loads despite its simple, bufferless routers. Taken together, these features enable the design of more efficient special purpose multi-core processors, such as Strategist.
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Bacher, Denise. "Design patterns in level design common practices in simulated environment construction /." [Ames, Iowa : Iowa State University], 2008.

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47

Durdik, Zoya [Verfasser]. "Architectural Design Decision Documentation through Reuse of Design Patterns / Zoya Durdik." Karlsruhe : KIT Scientific Publishing, 2016. http://www.ksp.kit.edu.

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48

Jansen, Barbara. "Composing over time, temporal patterns : in Textile Design." Licentiate thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-3653.

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The work presented in this thesis is a first attempt investigating a new field, exploring the visual effects of movement using light as a continuous time-based medium. Composing over time, temporal patterns - in Textile Design is a practice based research project that investigates the following research question: What does it mean, if time and change – constant movement – becomes part of the textile design expression? The research question has been investigated in a number of experiments that explore the visual effects of movement using light integrated into textile structures as a medium. Thereby, the textile design pattern reveals its composition, not in one moment of time any more, but in fact over time. This thesis aims to create time-based textiles with an emphasis on developing aesthetics of movement – or to establish movement as an aesthetic moment in textile design. Two distinct groups of experiments, colour flow and rhythm exercise, explore a range of different time-based expressions. The experiments have been displayed and explored using woven and braided textile structures which have been construct mainly through the integration of PMMA optical fibres. Through the design processes a first platform and understanding about time as a design material has been developed, which allows composing time-based patterns in light design. New design variables, notions and tools have been defined and established. The achieved new expressions will hopefully lead to discussions on and envisioning of future textiles, opening up the general perception of what textiles are supposed to be like, to show, to express etc., i.e. expands notions of what it means to read a piece of textile work.

Editor: Lars Hallnäs (LHS), Swedish School of Textiles

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Bukvova, Helena. "Educational Design of an Integrative eGovernment Qualification Approach". Master's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2009. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-23307.

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The thesis presents a model, suitable for the design of any type of qualification in integrative eGovernment education. The integrative approach combines education of adult learners and students and promotes international cooperation.
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Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game design pattern.Then we created a questionnaire to collect opinions from designers that have experience in stealth game area. Based on such data, we designed and created a prototype of application. Unlike other websites or books, the application shown game design pattern for a single type of game(stealth game). From the application designers can check stealth game design patterns based on design document. The application can introduce stealth game design patterns to designers, and show how to use them in stealth game design.

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