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Genetic algorithms (GAs) have been well applied in solving scheduling problems and their performance advantages have also been recognized. However, practitioners are often troubled by parameters setting when they are tuning GAs. Population Size (PS) has been shown to greatly affect the efficiency of GAs. Although some population sizing models exist in the literature, reasonable population sizing for task scheduling is rarely observed. In this paper, based on the PS deciding model proposed by Harik, we present a model to represent the relation between the success ratio and the PS for the GA applied in time-critical task scheduling, in which the efficiency of GAs is more necessitated than in solving other kinds of problems. Our model only needs some parameters easy to know through proper simplifications and approximations. Hence, our model is applicable. Finally, our model is verified through experiments.
The field of multimedia software engineering is still in an inmature state. Significant research and development has been dedicated towards multimedia services and systems technology such as networking or database systems. Multimedia document formats have been standardized. But when it comes to multimedia application development, the development process is truncated to an implement-and-test method. Either specialized multimedia authoring systems or multimedia frameworks or libraries complementing programming languages or system software are directly used for implementation. No preceding modeling phases for requirements specification, analysis, or design of the system to build are enforced. The development of sophisticated multimedia process models and established, usable graphical notations tailored to the specification of multimedia systems is still underway.
In order to fill this gap, it is the purpose of this chapter to show current achievements in object-oriented modeling of multimedia applications. Based on an analysis of the state of the art in multimedia application development, we shortly present approaches to object-oriented hypermedia modeling and extensions of the Unified Modeling Language (UML) for hypermedia and interactive systems. The main part of the chapter is dedicated towards a recent approach to the Object-oriented Modeling of MultiMedia Applications (OMMMA).
A Learning Software Organization (LSO) is an organization that learns within the domain of software development, evolution and application. In the context of LSO, knowledge management and learning approaches are complementary views on knowledge handling processes. Learning is based on knowledge and experiences related to the different processes, products, tools, techniques and methods applied to the software development process. The overall objective of an LSO is to improve software processes and products according to the strategic goals of the organization.
Knowledge is considered a crucial resource of each organization and, therefore, needs to be managed carefully. The knowledge management literature usually deals with the mechanisms of knowledge handling, while learning approaches address the process how to gain knowledge. This can be done on an individual, group, or organizational level. Learning extends knowledge and enables decision making for individuals as well as for groups and entire organizations. LSO can only be understood from the interplay between its organizational, content, technology, and methodology dimension.
In this chapter, KM as a prerequisite for organizational learning is described. The basic terminology and core principles of an LSO are characterized in the same way as its enabling techniques: experimentation, modeling, measurement, reuse and collaborative learning.