Massey Documents by Type

Permanent URI for this communityhttps://mro.massey.ac.nz/handle/10179/294

Browse

Search Results

Now showing 1 - 7 of 7
  • Item
    Web based 3D graphics using Dart : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, Albany, New Zealand
    (Massey University, 2019) McMullen, Timothy
    The proportion of the population that has grown up with unlimited access to the internet and portable digital devices is ever increasing. Accompanying this growth are advances in web-based and mobile technologies that make platform independent applications more viable. Graphical applications, in particular, are popular with users but as of yet have remained relatively underdeveloped for platform independence due to their complex nature, and device requirements. This research combines web-based technologies to create a framework for developing scalable graphical environments while ensuring a suitable level of performance across all device types. The web programming language Dart provides a method for achieving execution across a range of devices with a single implementation. Working alongside Dart, WebGL manages the processing needs for the graphical elements, which are provided by content generative algorithms: the diamond square algorithm, Perlin noise, and the shallow water simulation. The content algorithms allow for some exibility in the scale of the application, which is expanded upon by benchmarking device performance and the inclusion of the asset controller that manages what algorithm is used to generate content, and at what quality and size. This allows the application to achieve optimal performance on a range of devices from low-end mobile devices to high-end PCs. An input controller further supports platform independence by allowing for a range of input types and the addition of new input types as technology develops. The combination of these technologies and functionalities result in a framework that generates 3d scenes on any given device, and can alter automatically for optimal performance, or according to prede ned developer metrics for emphasis on particular criteria. Input management functionality and web-based computing mean that as technology advances and new devices are developed and improved, applications do not need redevelopment, and compromises in features and functionality are only limited by device processing power and on an individual basis. This framework serves as an example of how a range of technologies and algorithms can be knitted together to design performant solutions for platform independent applications.
  • Item
    Low cost shop floor DNC system : a dissertation presented in partial fulfilment of the requirements for the postgraduate Masters of Technology in Automation & Control at Massey University
    (Massey University, 2002) Ma, William H Y
    Direct/Distributed Numerical Control (DNC) has a vital role in delivering a successful Computer Integrated Manufacturing (CIM) strategy. DNC is the most popular form of factory automation system in the shop floor environment. Its core function is to enable manufacturing information to flow smoothly and efficiently to and from the shop floor facilities. The current New Zealand small to medium manufacturers are unwilling to make large financial investment in the more expensive packages, and hence, there is a need for a cost effective DNC application software within this sector of the industry. The research conducted for this project focuses on the application of a multiport serial card, and the development of a low cost DNC application software that can be implemented in the small to medium size companies for transferring data and other manufacturing data such as drawing files, and computerised numerical control (CNC) programs. In addition, the research also looks at methods to allow remote access to the system through the World Wide Web (WWW). In order to achieve the objectives mentioned above, a powerful and user-friendly user interface programming tool kit — Borland's Delphi 4 was adopted as the key development tool. Delphi 4 is a Rapid Application Development (RAD) package that is fully compatible to the Multiport's senal programming library, and majority of the Microsoft's remote access technology such as Object Linking and Embedding technology (OLE) or ActiveX.
  • Item
    The implementation of Algol W on a Burroughs B6700 computer : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University
    (Massey University, 1976) Meekin, Henry D
    This thesis describes an implementation of a revised version of ALGOL W on a Burroughs B6700 computer, and was written so that excerpts can be made to produce a user manual and a system documentation manual. The first part is a brief discussion of the language as implemented and discusses the main features of the language and the differences from ALGOL 60. The remainder of the thesis gives a detailed description of the compiler.
  • Item
    Adding traceability to an educational IDE : a thesis presented in partial fulfilment of the requirements for the Master degree in Computer Science at Massey University, Manawatu, New Zealand
    (Massey University, 2016) Sui, Li
    High dropout and failure rate in introductory programming courses indicate the need to improve programming comprehension of novice learners. Some of educational tools have successfully used game environments to motivate students. Our approach is based on a novel type of notional machine which can facilitate programming comprehension in the context of turn-based games. The first aim of this project is to design a layered notional machine that is reversible. This type of notional machine provides bi-directional traceability and supports multiple layers of abstraction. The second aim of this project is to explore the feasibility and in particular to evaluate the performance of using the traceability in a web-based environment. To achieve these aims, we implement this type of notional machine through instrumentation and investigate the capture of the entire execution state of a program. However, capturing the entire execution state produces a large amount of tracing data that raises scalability issues. Therefore, several encoding and compression methods are proposed to minimise the server work-load. A proof-of-concept implementation which based on the SoGaCo educational web IDE is presented. The evaluation of the educational benefits and end user studies are outside the scope of this thesis.
  • Item
    Developing a courseware database for the AudioGraph : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science at Massey University
    (Massey University, 2000) Pan, Jun
    The goal of this project is to investigate and prototype a database driven server for the editing and delivery of multimedia courseware. This project required the analysis, design, and construction of a client/server based, distributed educational system. The components of the project are a relational database server with a particular database schema that can be downloaded or distributed with an existing project and the AudioGraph. The AudioGraph is an application using a multi-media tool to publish university lectures, tutorials or training material on the Web. The front-end interface is a Java application that lets the lecturers or students interact with the database. This system can be used to keep track of various stages of courseware development and web publishing. The overall aim was a flexible and adaptive system with the current lecture development and environment maintained. The system may be distributed on Windows NT, Unix and Macintosh platforms and so is portable and extendible and is platform-independent. The background and technology employed in the project is introduced. Each stage of the project process is explained in terms of the development lifecycle of the system. A limitation imposed by multi-platform compatibility is discussed and the achievement is presented by screenshots. Through the report, the structure of the file, run time environment, inter-process communication, user interface, and server access are explained.
  • Item
    GPU accelerated particle methods for simulating and rendering fire and water effects : a thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, Albany, New Zealand
    (Massey University, 2015) Lyes, Timothy
    The simulation of complex natural phenomena such as fire and water is a complicated problem and with the surge in popularity of video games and other interactive media, it has become an area of interest in computer graphics to be able to simulate these phenomena in real-time. The challenge exists not only to simulate as accurately as possible for the best degree of visual realism, but also to use a method which allows for this real-time interaction. In this thesis, the use of particle systems as a method for simulating fire and water effects is explored, as well as the rendering methods used to visualize them. Particle systems are well suited to this type of problem as they can be parallelized and provide many methods of behavioural customization in order to produce a wide range of different effects. Realistic looking results can be achieved when a sufficient number of particles are able to be simulated within an adequate time frame. It can be shown that particle system methods such as Smoothed Particle Hydrodynamics and Velocity-Vortex methods are able to simulate these phenomena well. These methods are implemented using NVIDIA CUDA to parallelize the governing algorithms on the graphics processor, and with the use of spatial grid division techniques to reduce the computational complexity, they are able to run at real-time interactive rates. Additionally, when utilizing point-based approaches for rendering fire, and a surface generation approach using the Marching Cubes algorithm for rendering water, it can be shown that these particle systems are able to be rendered with realistic-looking visualizations while maintaining interactivity. Combining both the computational aspects of the particle system and the rendering aspects directly on the graphics device produces good quality rendered fire and water effects at speeds fast enough to be used with interactive media applications.
  • Item
    The agile methods : an analytical comparison of five agile methods and an investigation of their target environment : a thesis presented in partial fulfillment of the requirements for the degree of Master of Information Sciences in Information Systems at Massey University, Palmerston North, New Zealand
    (Massey University. Department of Information Systems, 2005) Strode, Diane Elizabeth
    This study defines the systems development methodologies named agile methods and investigates the environmental conditions where agile methods are most suitable. A definition of agile methods was developed using an analytical comparative framework to investigate five of the earliest published agile methods; Dynamic Systems Development Method, Extreme Programming, Scrum, Adaptive Software Development,and Crystal Methods. The framework decomposed each method into its component parts; philosophy, models, techniques, tools, scope, outputs, practice, and the extent towhich the method may be adapted to a situation. Based on this analysis and a literature review, a theoretical model of the target environment for agile methods was developed.This theoretical model is a proposed set of organisation, people, project, technology,and domain factors that relate to the successful use of an agile method. A mixed method research methodology was used. A qualitative design, consisting of positivist case studies, was used to test the theoretical model. Data was gathered from nine software development projects, both agile and non-agile, using questionnaires and interviews of project leaders. Then cross-case analysis was carried out on each project factor in the theoretical model. The relationship between environmental factors and agile method usage was investigated using non-parametric quantitative data analysis.This led to a revised model of the target environment for agile methods. The empirical data showed that specific organisational culture factors correlate with effective use of anagile method. These include the organisational characteristics of feedback and learning, teamwork, empowerment of people, collaboration, leadership, loyalty, and a results-oriented culture that values entrepreneurship, innovation and risk taking.This research is significant for method users, those carrying out empirical research into agile methods, and those carrying out studies of systems development methodologies.