KMi Seminars
Architectural Description of Dependable Software Systems
This event took place on Monday 24 April 2006 at 14:00

 
Dr Cristina Gacek University of Newcastle

The structure of a system is what enables it to generate the system's behaviour from the behaviour of its components. The architecture of a software system is an abstraction of the actual structure of that system. It should only be as complex as it needs to be while fostering the system's dependability ( i.e., the ability to deliver a service that users can justifiably trust).

Architecture description languages (ADLs) are used to describe software system architectures. They support communication among various stakeholders, as well as early analysis and feasibility studies of architectural design decisions.

In this talk I will discuss how ADLs currently address the means to attain dependability, namely fault prevention, fault tolerance, fault removal, and fault forecasting.

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KMi Seminars Event | SSSW 2013, The 10th Summer School on Ontology Engineering and the Semantic Web Journal | 25 years of knowledge acquisition
 

Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.