Agents that reduce work and information overload
Communications of the ACM
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
The power of amnesia: learning probabilistic automata with variable memory length
Machine Learning - Special issue on COLT '94
Making design patterns explicit in FACE: a frame work adaptive composition environment
ESEC '97/FSE-5 Proceedings of the 6th European SOFTWARE ENGINEERING conference held jointly with the 5th ACM SIGSOFT international symposium on Foundations of software engineering
A refactoring tool for Smalltalk
Theory and Practice of Object Systems - Special issue object-oriented software evolution and re-engineering
Evolving Object-Oriented Designs with Refactorings
Automated Software Engineering
Assisting novice software designers by an expert designer agent
Expert Systems with Applications: An International Journal
Journal of Artificial Intelligence Research
Generating artificial corpora for plan recognition
UM'05 Proceedings of the 10th international conference on User Modeling
Modeling sequences of user actions for statistical goal recognition
User Modeling and User-Adapted Interaction
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A design pattern names, abstracts and identifies the key aspects of a common design structure that make it useful for creating a reusable object-oriented design. Designers with little or no experience in this area are forced to read long catalogs of patterns to acquire this knowledge, missing the learning that is only obtained from practice. In this paper we propose to analyze the sequence of actions needed to be executed in a CASE tool in order to model different design patterns. The purpose of this analysis is to create a model that can be used by an interface agent to detect the design pattern an inexperienced user is trying to create in the tool and to assist him/her in this procedure.