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Automated Testing of Interactive Systems

Description: Computer systems which interact with human users to collect, update or provide information are growing more complex. Additionally, users are demanding more thorough testing of all computer systems. Because of the complexity and thoroughness required, automation of interactive systems testing is desirable, especially for functional testing. Many currently available testing tools, like program proving, are impractical for testing large systems. The solution presented here is the development of an automated test system which simulates human users. This system incorporates a high-level programming language, ATLIS. ATLIS programs are compiled and interpretively executed. Programs are selected for execution by operator command, and failures are reported to the operator's console. An audit trail of all activity is provided. This solution provides improved efficiency and effectiveness over conventional testing methods.
Date: May 1977
Creator: Cartwright, Stephen C.
Partner: UNT Libraries

Real-time Rendering of Burning Objects in Video Games

Description: In recent years there has been growing interest in limitless realism in computer graphics applications. Among those, my foremost concentration falls into the complex physical simulations and modeling with diverse applications for the gaming industry. Different simulations have been virtually successful by replicating the details of physical process. As a result, some were strong enough to lure the user into believable virtual worlds that could destroy any sense of attendance. In this research, I focus on fire simulations and its deformation process towards various virtual objects. In most game engines model loading takes place at the beginning of the game or when the game is transitioning between levels. Game models are stored in large data structures. Since changing or adjusting a large data structure while the game is proceeding may adversely affect the performance of the game. Therefore, developers may choose to avoid procedural simulations to save resources and avoid interruptions on performance. I introduce a process to implement a real-time model deformation while maintaining performance. It is a challenging task to achieve high quality simulation while utilizing minimum resources to represent multiple events in timely manner. Especially in video games, this overwhelming criterion would be robust enough to sustain the engaging player's willing suspension of disbelief. I have implemented and tested my method on a relatively modest GPU using CUDA. My experiments conclude this method gives a believable visual effect while using small fraction of CPU and GPU resources.
Date: August 2013
Creator: Amarasinghe, Dhanyu Eshaka
Partner: UNT Libraries

Performance Engineering of Software Web Services and Distributed Software Systems

Description: The promise of service oriented computing, and the availability of Web services promote the delivery and creation of new services based on existing services, in order to meet new demands and new markets. As Web and internet based services move into Clouds, inter-dependency of services and their complexity will increase substantially. There are standards and frameworks for specifying and composing Web Services based on functional properties. However, mechanisms to individually address non-functional properties of services and their compositions have not been well established. Furthermore, the Cloud ontology depicts service layers from a high-level, such as Application and Software, to a low-level, such as Infrastructure and Platform. Each component that resides in one layer can be useful to another layer as a service. It hints at the amount of complexity resulting from not only horizontal but also vertical integrations in building and deploying a composite service. To meet the requirements and facilitate using Web services, we first propose a WSDL extension to permit specification of non-functional or Quality of Service (QoS) properties. On top of the foundation, the QoS-aware framework is established to adapt publicly available tools for Web services, augmented by ontology management tools, along with tools for performance modeling to exemplify how the non-functional properties such as response time, throughput, or utilization of services can be addressed in the service acquisition and composition process. To facilitate Web service composition standards, in this work we extended the framework with additional qualitative information to the service descriptions using Business Process Execution Language (BPEL). Engineers can use BPEL to explore design options, and have the QoS properties analyzed for the composite service. The main issue in our research is performance evaluation in software system and engineering. We researched the Web service computation as the first half of this dissertation, and performance antipattern ...
Date: May 2014
Creator: Lin, Chia-en
Partner: UNT Libraries

3GPP Long Term Evolution LTE Scheduling

Description: Future generation cellular networks are expected to deliver an omnipresent broadband access network for an endlessly increasing number of subscribers. Long term Evolution (LTE) represents a significant milestone towards wireless networks known as 4G cellular networks. A key feature of LTE is the implementation of enhanced Radio Resource Management (RRM) mechanism to improve the system performance. The structure of LTE networks was simplified by diminishing the number of the nodes of the core network. Also, the design of the radio protocol architecture is quite unique. In order to achieve high data rate in LTE, 3rd Generation Partnership Project (3GPP) has selected Orthogonal Frequency Division Multiplexing (OFDM) as an appropriate scheme in terms of downlinks. However, the proper scheme for an uplink is the Single-Carrier Frequency Domain Multiple Access due to the peak-to-average-power-ratio (PAPR) constraint. LTE packet scheduling plays a primary role as part of RRM to improve the system’s data rate as well as supporting various QoS requirements of mobile services. The major function of the LTE packet scheduler is to assign Physical Resource Blocks (PRBs) to mobile User Equipment (UE). In our work, we formed a proposed packet scheduler algorithm. The proposed scheduler algorithm acts based on the number of UEs attached to the eNodeB. To evaluate the proposed scheduler algorithm, we assumed two different scenarios based on a number of UEs. When the number of UE is lower than the number of PRBs, the UEs with highest Channel Quality Indicator (CQI) will be assigned PRBs. Otherwise, the scheduler will assign PRBs based on a given proportional fairness metric. The eNodeB’s throughput is increased when the proposed algorithm was implemented.
Date: December 2013
Creator: Alotaibi, Sultan
Partner: UNT Libraries