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Andy M. Connor

Publications and source records attributed to Andy M. Connor.

At least 19 recordsLinked to original sources

Multi-Objective Reconstruction Of Software Architecture

Design erosion is a persistent problem within the software engineering discipline. Software designs tend to deteriorate over time and there is a need for tools and techniques that support software architects when dealing with legacy systems. This paper presents an evaluation of a Search Based Software Engineering (SBSE) approach intended to recover high-level architecture designs of software systems by structuring low-level artefacts into high-level architecture artefact configurations. In particular , this paper describes the performance evaluation of a number of metaheuristic search algorithms applied to architecture reconstruction problems with high dimensionality in terms of objectives. These problems have been selected as representative of the typical challenges faced by software architects dealing with legacy systems and the results inform the ongoing developed of a software tool that supports the analysis of trade-offs between different reconstructed architectures.

cs.SE

Engineering design optimisation using tabu search

This paper describes an optimisation methodology that has been specifically developed for engineering design problems. The methodology is based on a Tabu search (TS) algorithm that has been shown to find high quality solutions with a relatively low number of objective function evaluations. Whilst the methodology was originally intended for a small range of design problems it has since been successfully applied to problems from different domains with no alteration to the underlying method. This paper describes the method and its application to three different problems. The first is from the field of structural design, the second relates to the design of electromagnetic pole shapes and the third involves the design of turbomachinery blades.

math.OC

Probabilistic estimation of software project duration

This paper presents a framework for the representation of uncertainty in the estimates for software design projects for use throughout the entire project lifecycle. The framework is flexible in order to accommodate uncertainty in the project and utilises Monte Carlo simulation to compute the propagation of uncertainty in effort estimates towards the total project uncertainty and therefore gives a project manager the means to make informed decisions throughout the project life. The framework also provides a mechanism for accumulating project knowledge through the use of a historical database, allowing effort estimates to be informed by, or indeed based upon, the outcome of previous projects. Initial results using simulated data are presented and avenues for further work are discussed.

cs.SE

Minimum cost polygon overlay with rectangular shape stock panels

Minimum Cost Polygon Overlay (MCPO) is a unique two-dimensional optimization problem that involves the task of covering a polygon shaped area with a series of rectangular shaped panels. This has a number of applications in the construction industry. This work examines the MCPO problem in order to construct a model that captures essential parameters of the problem to be solved automatically using numerical optimization algorithms. Three algorithms have been implemented of the actual optimization task: the greedy search, the Monte Carlo (MC) method, and the Genetic Algorithm (GA). Results are presented to show the relative effectiveness of the algorithms. This is followed by critical analysis of various findings of this research.

cs.NE

A comparison of semi-deterministic and stochastic search techniques

This paper presents an investigation of two search techniques, tabu search (TS) and simulated annealing (SA), to assess their relative merits when applied to engineering design optimisation. Design optimisation problems are generally characterised as having multi-modal search spaces and discontinuities making global optimisation techniques beneficial. Both techniques claim to be capable of locating globally optimum solutions on a range of problems but this capability is derived from different underlying philosophies. While tabu search uses a semi-deterministic approach to escape local optima, simulated annealing uses a complete stochastic approach. The performance of each technique is investigated using a structural optimisation problem. These performances are then compared to each other as and to a steepest descent (SD) method.

cs.NE

A tabu search method for the optimisation of fluid power circuits

This paper describes the development of an efficient algorithm for the optimization of fluid power circuits. The algorithm is based around the concepts of Tabu search, where different timescale memory cycles are used as a metaheuristic to guide a hill climbing search method out of local optima and locate the globally optimum solution. Results are presented which illustrate the effectiveness of the method on mathematical test functions. In addition to these test functions, some results are presented for real problems in hydraulic circuit design by linking the method to the Bathfp dynamic simulation software. In one such example the solutions obtained are compared to those found using simple steady state calculations.

math.OC

Pole shape optimization using a Tabu search scheme

The pole shape optimization of an electromagnet typical of an MRI type application is investigated. We compare the use of different parameterizations of the pole shape and compare the convergence of the optimizations using a discrete variable step length Tabu Search scheme.

math.OC

Design and control of cross-coupled mechanisms driven by AC brushless servo motors

This paper presents an overview of a design methodology for the optimal synthesis of hybrid mechanisms. Hybrid mechanisms have been defined as multi-degree of freedom systems where the input motions are supplied by different motor types. In this work a five bar mechanism is designed for a given task under the constraint that one input axis rotates with constant velocity whilst the other input can exhibit any motion requirement. A machine of this type is classified as being cross-coupled due to the mechanical linkage between the input axes. Cross-coupling implies that the input motion on one axis effects the position of the other input axis. This can lead to either opposition to, or accentuation of the control system input. Such a system as this is difficult to control due to the compensation for this on each axis leading to further disturbance. Results are presented for a real machine operating in this way and the actual output of the machine is compared to the desired input of the machine.

math.OC

A comparison of two methods applied to the optimisation of fluid power circuits

This paper describes two optimisation methods which can be applied to the parameter selection stage of Fluid Power System design. These two methods used are a Genetic Algorithm (GA) and a Tabu Search method, both of which have been claimed to be truely global methods. GAs are a method inspired by natural selection and Darwinian evolution whilst Tabu Search is an aggressive search metaheuristic which guides local search methods towards the globally optimum solution. Results are presented for two different circuit optimisation tasks. These results show that each of the two methods have both advantages and disadvantages.

math.OC

Optimisation of power transmission systems using a discrete Tabu Search method

This paper presents a brief description of the Tabu Search method and shows how it can be applied to two different power transmission systems. Examples are presented from two transmission systems. In the first example a mechanical transmission system is considered. A four bar mechanism is synthesised in order to produce a desired output motion. The second example is a hydrostatic transmission operating under closed loop control in order to maintain a constant operating speed as the loading conditions change.

math.OC

The Use of Harmonic Information in the Optimal Synthesis of Mechanisms

This paper reviews several uses of harmonic information in the synthesis of mechanisms and shows that such information can be put to even greater use in this field. Results are presented for both single and multi-degree of freedom systems which support this claim. In both cases, the inclusion of harmonic information into the objective function aids the search to locate high quality solutions.

math.OC

A computational intuition pump to examine group creativity: building on the ideas of others

This paper presents a computational approach to modelling group creativity. It presents an analysis of two studies of group creativity selected from different research cultures and identifies a common theme ("idea build-up") that is then used in the formalisation of an agent-based model used to support reasoning about the complex dynamics of building on the ideas of others.

cs.MA

Resource allocation using metaheuristic search

This research is focused on solving problems in the area of software project management using metaheuristic search algorithms and as such is research in the field of search based software engineering. The main aim of this research is to evaluate the performance of different metaheuristic search techniques in resource allocation and scheduling problems that would be typical of software development projects. This paper reports a set of experiments which evaluate the performance of three algorithms, namely simulated annealing, tabu search and genetic algorithms. The experimental results indicate that all of the metaheuristics search techniques can be used to solve problems in resource allocation and scheduling within a software project. Finally, a comparative analysis suggests that overall the genetic algorithm had performed better than simulated annealing and tabu search.

cs.NE

Development of a wearable haptic game interface

This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an "interface" and sets out to purposefully blur the boundary between man and machine. This allows for a more immersive experience, and a user evaluation shows that the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand.

cs.HC

An Intuitive Tangible Game Controller

This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost, versatile and intuitive. Gesture based input allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. The movements are designed to allow a sense of immersion that would be difficult to achieve with an alternative interface. A vibrotactile based haptic feedback is incorporated in the device to further enhance the connection between the user and the game environment by providing immediate confirmation of game events. When used for navigating an aircraft simulator, this device invites playful action and thrill. It bridges new territory on portable, low cost solutions for haptic devices in gaming contexts.

cs.HC

Social Play Spaces for Active Community Engagement

This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer active participant engagement and the development of the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built physical interface devices and multiplayer video games.

cs.HC

Augmented Body: Changing Interactive Body Play

This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered as a perceptually manipulative exploration of self. This implies a player may alter how they perceive their body and its operations in order to create a new playful and original experience. This paper therefore questions how player interaction can change as their perception of their body changes using augmentative technology.

cs.HC

Mainstreaming video annotation software for critical video analysis

The range of video annotation software currently available is set within commercially specialized professions, distributed via outdated sources or through online video hosting services. As video content becomes an increasingly significant tool for analysis, there is a demand for appropriate digital annotation techniques that offer equivalent functionality to tools used for annotation of text based literature sources. This paper argues for the importance of video annotating as an effective method for research that is as accessible as literature annotation is. Video annotation has been shown to trigger higher learning and engagement but research struggles to explain the absence of video annotation in contemporary structures of education practice. In both academic and informal settings the use of video playback as a meaningful tool of analysis is apparent, yet the availability of supplementary annotation software is not within obvious grasp or even prevalent in standardized computer software. Practical software tools produced by the researcher have demonstrated effective video annotation in a short development time. With software design programs available for rapid application creation, this paper also highlights the absence of a development community. This paper argues that video annotation is an accessible tool, not just for academic contexts, but also for wider practical video analysis applications, potentially becoming a mainstream learning tool. This paper thus presents a practical multimodal public approach to video research that potentially affords a deeper analysis of media content. This is supported by an in-depth consideration of the motivation for undertaking video annotation and a critical analysis of currently available tools.

cs.MM