scholarly journals Towards an Adaptive Model for Collaborative Simulation: From System Design to Lessons Learned. A Use Case from Aircraft Industry

2015 ◽  
Vol 61 ◽  
pp. 267-273 ◽  
Author(s):  
Laura Roa Castro ◽  
Julie Stal-Le Cardinal ◽  
Martine Callot
Author(s):  
Julien Siebert ◽  
Lisa Joeckel ◽  
Jens Heidrich ◽  
Adam Trendowicz ◽  
Koji Nakamichi ◽  
...  

AbstractNowadays, systems containing components based on machine learning (ML) methods are becoming more widespread. In order to ensure the intended behavior of a software system, there are standards that define necessary qualities of the system and its components (such as ISO/IEC 25010). Due to the different nature of ML, we have to re-interpret existing qualities for ML systems or add new ones (such as trustworthiness). We have to be very precise about which quality property is relevant for which entity of interest (such as completeness of training data or correctness of trained model), and how to objectively evaluate adherence to quality requirements. In this article, we present how to systematically construct quality models for ML systems based on an industrial use case. This quality model enables practitioners to specify and assess qualities for ML systems objectively. In addition to the overall construction process described, the main outcomes include a meta-model for specifying quality models for ML systems, reference elements regarding relevant views, entities, quality properties, and measures for ML systems based on existing research, an example instantiation of a quality model for a concrete industrial use case, and lessons learned from applying the construction process. We found that it is crucial to follow a systematic process in order to come up with measurable quality properties that can be evaluated in practice. In the future, we want to learn how the term quality differs between different types of ML systems and come up with reference quality models for evaluating qualities of ML systems.


1999 ◽  
Vol 18 (3) ◽  
pp. 156-160 ◽  
Author(s):  
Paul Gruhn

Author(s):  
Dimitris Karadimas ◽  
Christos Panagiotou ◽  
Orestis Akrivopoulos ◽  
Ioannis Chatzigiannakis

Author(s):  
Paul F. Marty ◽  
Scott Sayre ◽  
Silvia Filippini Fantoni

Personal digital collections systems, which encourage visitors to museum websites to create their own personal collections out of a museum’s online collections, are the latest trend in personalization technologies for museums and other cultural heritage organizations. This chapter explores the development, implementation, and evaluation of different types of personal digital collection interfaces on museum websites, from simple bookmarking applications to sophisticated tools that support high levels of interactivity and the sharing of collections. It examines the potential impact of these interfaces on the relationship between museums and their online visitors, explores the possible benefits of involving users as co-creators of digital cultural heritage, and offers an analysis of future research directions and best practices for system design, presenting lessons learned from more than a decade of design and development of personal digital collections systems on museum websites.


2019 ◽  
Vol 13 (03) ◽  
pp. 343-366 ◽  
Author(s):  
Vinh T. Nguyen ◽  
Rebecca Hite ◽  
Tommy Dang

Web-based virtual reality (VR) development tools are in ubiquitous use by software developers, and now, university (undergraduate) students, to move beyond using, to creating new and energizing VR content. Web-based VR (WebVR), among other libraries and frameworks, have risen as a low-cost platform for users to create rich and intuitive VR content and applications. However, the success of WebVR as an instructional tool relies on post-secondary students technological acceptance (TA), the intersectionality of a user’s perceived utility (PU) and perceived ease of use (PEOU, or convenience) with said technological tool. Yet, there is a dearth of exploratory studies of students’ experiences with the AR/VR development technologies to infer their TA. To ascertain the viability of WebVR tools for software engineering undergraduates in the classroom, this paper presents a 3-case contextual investigation of 38 undergraduate students tasked with creating VR content. In each use case, students were provided increasing freedom in their VR content development parameters. Results indicated that students demonstrated elements of technological acceptance in their selection of webVR and other platforms, and not only successfully creating rich and robust VR content (PU), but also executing these projects in a short period (PEOU). Other positive externalities observed were students exhibitions of soft skills (e.g. creativity, critical thinking) and different modes of demonstrating coding knowledge, which suggest further study. Discussed are the lessons learned from the WebVR and VR/AR interventions and recommendations for WebVR instruction. This work may be helpful for both learners and teachers using VR/AR in selecting, designing, and developing coursework materials, tools, and libraries.


2011 ◽  
Vol 13 (1) ◽  
pp. 38 ◽  
Author(s):  
Haiwei Wang ◽  
Geng Liu ◽  
Xiaohui Yang ◽  
Zhaoxia He

2012 ◽  
Vol 30 (34_suppl) ◽  
pp. 45-45
Author(s):  
Ethan M. Basch ◽  
Christine Goertz ◽  
Keri Christenson ◽  
Amaris Crawford ◽  
R. Adams Dudley ◽  
...  

45 Background: There is growing interest to use performance measures that integrate patient-reported outcomes (PROs), but there are no existing methodological standards for developing, implementing, or analyzing such measures in this context. Methods: To develop standards for evaluating PRO-based performance measures submitted to or developed by the American Medical Association-convened Physician Consortium for Performance Improvement, a multi-disciplinary expert technical panel was assembled. A systematic literature review and landscape overview were conducted to identify use cases and existing PRO standards in related contexts. Lessons learned from use cases and existing standards guided development of discrete methodological standards. Results: The systematic review identified only one use case, whereas the landscape overview identified eight. Five purposes were identified for which PROs might be measured to assess performance, including one categorized as process and four as outcome. Eight discrete methodological standards were developed which will be detailed at the meeting. Conclusions: The patient perspective is an essential but missing component of performance evaluation. When appropriately elicited, data from patients can be informative. Lack of adherence to good practices and inadequate patient input when developing measurement strategies are potential pitfalls to be avoided.


2004 ◽  
Author(s):  
Max L. Decker ◽  
R. R. Kay ◽  
Brian C. Brock

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