12 research outputs found

    Towards the Composition of Services by End-Users: A Mobile-Based Solution

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    [EN] Nowadays, we live surrounded by heterogeneous and distributed services that are available to people anytime and anywhere. Even though these services can be used individually, it is through their synchronized and combined usage that end-users are provided with added value. However, existing solutions to service composition are not targeted at ordinary end-users. In fact, these solutions require technical knowledge to deal with the technological heterogeneity in which they are offered to the market. To this end, the paper presents a tool-supported platform that is aided by: (1) EUCalipTool, an end-user mobile tool that implements a Domain Specific Visual Language, which has been specifically designed to compose services on mobile devices; (2) a Faceted Service Registry, which plays the role of gateway between service implementations and end-users, hiding technological issues from the latter when including services in a composition; and (3) a Generation Module, which transforms end-user descriptions into BPMN specification that are interpreted by an execution infrastructure developed for that purpose.This work has been developed with the financial support of the Spanish State Research Agency under the project TIN2017-84094-R and co-financed with ERDF.Valderas, P.; Torres Bosch, MV.; Pelechano Ferragud, V. (2020). Towards the Composition of Services by End-Users: A Mobile-Based Solution. 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Berlin, Heidelberg, pp 246–260Benedek J, Miner T (2002) Measuring desirability: new methods for evaluating desirability in a usability lab setting. In: Proceedings from the Usability’s Professionals Association (UPA)Broke J (1996) SUS. A “quick and dirty” usability scale. In: Jordan P et al (eds) Usability evaluation in industry. Taylor & Francis, London, pp 189–194Cuccurullo S, Francese R, Risi M, Tortora G (2011) MicroApps development on mobile phones. In: Costabile MF, Dittrich Y, Fischer G, Piccinno A (eds) End-User Development. IS-EUD 2011, vol 6654. Lecture Notes in Computer Science. Berlin, Heidelberg, pp 289–294Danado J, Paternò F (2014) Puzzle: a mobile application development environment using a jigsaw metaphor. J Vis Lang Comput 25(4):297–315Danado J, Davies M, Ricca P, Fensel A (2010) An authoring tool for user generated mobile services. In: Berre AJ, Gómez-Pérez A, Tutschku K, Fensel D (eds) Future internet—FIS 2010. FIS 2010, vol 6369. Lecture Notes in Computer Science. Berlin, Heidelberg, pp 118–127Dey AK, Sohn T, Streng S, Kodama J (2006) iCAP: interactive prototyping of context-aware applications. In: Fishkin KP, Schiele B, Nixon P, Quigley A (eds) Pervasive Computing. Pervasive 2006, vol 3968. Lecture Notes in Computer Science. Berlin, Heidelberg, pp 254–271Engeström Y, Miettinen R, Punamäki RL (1999) Perspectives on activity theory. Cambridge University Press, CambridgeErmagan V, Krüger IH (2007) A UML2 profile for service modeling. In: Engels G, Opdyke B, Schmidt DC, Weil F (eds) Model Driven Engineering Languages and Systems. MODELS 2007, vol 4735. Lecture Notes in Computer Science. Berlin, Heidelberg, pp 360–374Galitz WO (2002) The essential guide to user interface design: an introduction to GUI. Design principles and techniques. Wiley, New YorkGuillen J, Miranda J, Berrocal J, Garcia-Alonso J, Murillo JM, Canal C (2014) People as a service: a mobile-centric model for providing collective sociological profiles. IEEE Softw 31(2):48–53Häkkilä J, Korpipää P, Ronkainen S, Tuomela U (2005) Interaction and end-user programming with a context-aware mobile application. In: Costabile MF, Paternò F (eds) Human-Computer Interaction—INTERACT 2005, Lecture Notes in Computer Science, vol 3585. Berlin, Heidelberg, pp 927–937IFTTT (2015) IFTTT, if this then that. https://IFTTT.com/ . Accessed 1 Oct 2018Klusch M, Sycara K (2001) Brokering and matchmaking for coordination of agent societies: a survey. In: Omicini A, Zambonelli F, Klusch M, Tolksdorf R (eds) Coordination of Internet Agents. Springer, Berlin, Heidelberg, pp 197–224Locale (2015). http://www.twofortyfouram.com . Accessed 1 Oct 2018Lucci G, Paternò F (2014) Understanding end-user development of context-dependent applications in smartphones. In: Sauer S, Bogdan C, Forbrig P, Bernhaupt R, Winckler M (eds) Human-Centered Software Engineering. HCSE 2014, Lecture Notes in Computer Science, vol 8742. Berlin, Heidelberg, pp 182–198Paolucci M, Kawamura T, Payne TR, Sycara K (2002) Semantic matching of web services capabilities. In: Horrocks I, Hendler J (eds) The Semantic Web—ISWC 2002, Lecture Notes in Computer Science, vol 2342. Berlin, Heidelberg, pp 333–347Renger M, Kolfschoten GL, de Vreede GJ (2008) Challenges in collaborative modeling: a literature review. In: Advances in enterprise engineering I, vol 10, Montpellier, pp 61–77Repenning A, Ioannidou A (2006) What makes end-user development tick? 13 design guidelines. In: End user development. Human-computer interaction series, vol 9. Springer, Berlin, pp 51–85Rumbaugh J, Jacobson I, Booch G (2004) The unified modeling language reference manual. Pearson, LondonSegal J (2005) Two principles of end-user software engineering research. ACM SIGSOFT Softw Eng Notes 30(4):1–5Serral E, Valderas P, Pelechano V (2013) Context-adaptive coordination of pervasive services by interpreting models during runtime. Comput J 56(1):87–114Tasker (2015) Tasker, total automation for Android. http://tasker.dinglisch.net/ . Accessed 1 Oct 2018Uden L, Valderas P, Pastor O (2008) An activity-theory-based model to analyse web application requirements. Inf Res 13(2):1Valderas P, Pelechano V, Pastor O (2006) A transformational approach to produce web application prototypes from a web requirements model. Int J Web Eng Technol 3(1):4–42Valderas P, Torres V, Mansanet I, Pelechano V (2017) A mobile-based solution for supporting end-users in the composition of services. Multimed Tools Appl 76(15):16315–16345Workflow.is (2018) Workflow. Spend less taps, get more done. https://workflow.is/ . Accessed 1 Oct 2018Yu J, Sheng QZ, Han J, Wu Y, Liu C (2012) A semantically enhanced service repository for user-centric service discovery and management. Data Knowl Eng 72:202–21

    A mobile-based solution for supporting end-users in the composition of services

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s11042-016-3910-4Currently, technologies and applications evolve to create eco-systems made up of a myriad of heterogeneous and distributed services that are accessible anytime and anywhere. Even though these services can be used individually, it is their coordinated and combined usage what provide an added value to end-users. In addition, user¿s wide adoption of mobile devices for daily activities have fostered a shift in the role played by end-users towards Internet data and services. However, existing solutions to service composition are not targeted to ordinary end-users. More easy-to-use tools have to be offered to end-users to make sure that they are successfully accepted and used by them. To this end, the work presented in this paper supports end-users in the creation of service compositions by using mobile devices. We present a Domain Specific Visual Language (DSVL) for end-users that allows them to create service compositions. A tool specifically designed for mobile devices supports this DSVL.This work has been developed with the support of MINECO under the project SMART ADAPT TIN2013-42981-P and co-financed with ERDF.Valderas Aranda, PJ.; Torres Bosch, MV.; Mansanet Benavent, I.; Pelechano Ferragud, V. (2016). A mobile-based solution for supporting end-users in the composition of services. Multimedia Tools and Applications. 1-31. https://doi.org/10.1007/s11042-016-3910-4S131Athreya B, Bahmani F, Diede A, Scaffidi C (2012) End-user programmers on the loose: a study of programming on the phone for the phone. In IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC), Innsbruck, Austria, pp. 75–82Atoma (2015) Atoomam, a touch of magic. Accesible at: https://www.atooma.com/ . 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Springer, Berlin, pp. 289–294Dadam P, Reichert M (2009) The ADEPT project: a decade of research and development for robust and flexible process support. Comput Sci - R&D 23:81–97Danado J, Paternò F (2014) Puzzle: a mobile application development environment using a jigsaw metaphor. J Vis Lang Comput 25(4):297–315Danado J, Davies M, Ricca P, Fensel A (2010) An authoring tool for user generated mobile services. In: Future internet-FIS 2010. Springer, Berlin, pp. 118–127Dey AK, Sohn T, Streng S, Kodama J (2006) iCAP: interactive prototyping of context-aware applications. In: Pervasive computing. Springer, Berlin, pp. 254–271Engeström Y, Miettinen R, Punamäki RL (1999) Perspectives on activity theory. Cambridge University Press, CambridgeGalitz WO (2002) The essential guide to user interface design: an introduction to GUI. In: Design principles and techniques. Wiley, New YorkGil M, Serral E, Valderas P, Pelechano V (2013) Designing for user attention: a method for supporting unobtrusive routine tasks. Sci Comput Program 78(10):1987–2008Gubbi J, Buyya R, Marusic S, Palaniswami M (2013) Internet of things (IoT): a vision, architectural elements, and future directions. Futur Gener Comput Syst 29(7):1645–1660Haines W, Gervasio M, Spaulding A, Peintner B (2010) Recommendations for end-user development. In ACM Workshop on User-Centric Evaluation of Recommender Systems and their Interfaces, Barcelona, Spain, pp. 42-49Häkkilä J, Korpipää P, Ronkainen S, Tuomela U (2005) Interaction and end-user programming with a context-aware mobile application. In: Human-computer interaction-INTERACT 2005. Springer, Berlin, pp. 927–937ICIS (2015) Internet Computing in the Internet of Services. Summer School. Department of Informatics Engineering of the University of Coimbra. Available at: http://icis.uc.pt/ . Last time accessed: December 2015Ifttt (2015) Ifttt, If This Then That. Accesible at: https://ifttt.com/ . Last time accessed: December 2015Larman C, Basili VR (2003) Iterative and incremental development: a brief history. Computer 6:47–56Lewis JR (1995) IBM computer usability satisfaction questionnaires: psychometric evaluation and instructions for use. Int J Hum Comput Interact 7(1):57–78Liberman H, Paternò F, Klann M, Wulf V (2006) End user development. In: Liberman H, Paternò F, Wulf V (eds) End-user development: an emerging paradigm, vol 9, pp. 427–457Locale (2015) Accesible at: http://www.twofortyfouram.com . Last time accessed: December 2015Lucci G, Paternò F (2014) Understanding end-user development of context-dependent applications in smartphones. In: Human-centered software engineering. Springer, Berlin, pp. 182–198Mansanet I, Torres V, Valderas P, Pelechano V (2014) A Mobile End-Use Tool for service Compositions. X Jornadas de Ciencia e Ingeniería de Servicios (JCIS 2014), 25–35Mansanet I, Torres V, Valderas P, Pelechano V (2015) IoT Compositions by and for the Crowd. XI Jornadas de Ciencia e Ingeniería de Servicios (JCIS 2015)Neil T (2014) Mobile design pattern gallery: UI patterns for smartphone apps. “O’Reilly Media, Inc.”, SebastopolNielsen J (2005) Ten usability heuristics. https://www.nngroup.com/articles/ten-usability-heuristics . Last time accessed: February 2016Renger M, Kolfschoten GL, de Vreede GJ (2008) Challenges in collaborative modeling: A literature review. In Advances in enterprise engineering I, held at CAiSE 2008, Montpellier, 10. 61–77Repenning A, Ioannidou A (2006) What makes end-user development tick? 13 design guidelines. End user development, Human-Computer Interaction Series, vol 9, pp. 51–85Runeson P, Höst M (2009) Guidelines for conducting and reporting case study research in software engineering. Empir Softw Eng 14(2):131–164Segal J (2005) Two principles of end-user software engineering research, In ACM SIGSOFT software engineering notes (Vol. 30, No. 4, pp. 1–5). ACM, New YorkSerral E, Valderas P, Pelechano V (2013) Context-adaptive coordination of pervasive services by interpreting models during runtime†. Comput J 56(1):87–114Tasker (2015) Tasker, Total Automation for Android. Accesible at: http://tasker.dinglisch.net/ . Last time accessed: December 2015.Uden L, Valderas P, Pastor O (2008) An activity-theory-based model to analyse Web application requirements. Inf Res 13(2):1Valderas P, Pelechano V, Pastor O (2006) A transformational approach to produce web application prototypes from a web requirements model. Int J Web Eng Technol 3(1):4–42Van Deursen A, Klint P, Visser J (2000) Domain-specific languages: an annotated bibliography. Sigplan Notices 35(6):26–36Van Welie M, Trætteberg H (2000) Interaction patterns in user interfaces. In 7th. Pattern Languages of Programs Conference (pp. 13–16)Weber B, Reichert M, Rinderle S (2008) Change patterns and change support features - enhancing flexibility in process-aware information systems. Data Knowl Eng 66:438–466Yu J, Sheng QZ, Han J, Wu Y, Liu C (2012) A semantically enhanced service repository for user-centric service discovery and management. Data Knowl Eng 72:202–21

    Factors to consider when developing an organisation-wide bring your own device (BYOD) strategy for adoption.

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    Masters Degree. University of KwaZulu-Natal, Durban.The use of a mobile device has now become a part of humans’ day-to-day activities; this also includes activities in the workplace. Organisations are learning of their workforce tenacious desire to use their personally owned mobile devices to carry out work activities; hence, a large number of corporate employees are requesting for the company's Information Technology (IT) division to make provision for these devices. Organisations have come to terms with the reality of their inability to prevent the utilisation of mobile artefacts (smartphones and tablets) for both personal and work purposes, but they are expected to know how to regulate how these devices impact its network ecosystem. The sudden surge of Bring Your Own Device (BYOD) within an organisation nonetheless, emanates, primarily because of the global growth in the use of mobile artefacts (smartphones and tablets), combined with the emerging acceptance and the universal presence of media-sharing tools. However, evidence shows that the growth in the proliferation of employees’ mobile devices within the workplace can cause a significant information security problem that many organisations are not equipped to address. This study entailed an investigation of the factors that IT managers need to consider when devising a strategy for the use of individually owned BYOD artefacts such as smartphones and electronic tablets within the workplace. The overall aim of the study was to document a set of factors that needs to be given priority consideration before employees are allowed the privilege of bringing personal computing devices into the confines of the organisational IT infrastructure. The study adopted a qualitative research approach utilising a non-probability (purposive) sampling technique. Interviews were used to elicit information on the factors to consider when developing a BYOD strategy for adoption, the interviews were conducted among fourteen (14) senior executives in various organisations in eThekwini Municipal Region, South Africa that either consider IT to be mission-critical because the business relies on it to operate or where IT services is the fundamental thing that the business does. The data collected were analysed using a thematic analysis. From the study's findings, the key factors that IT managers need to consider when implementing strategies for using personal devices (smartphones and tablets) within an organisation are framed into a selected set of four larger components. These four components; policy development, employee education, data security and mobile work-learning, further revealed that sub-factors such as systems management, policy review, authorised usage, limitations of liability, data segregation, data encryption, use of a strong password for the following types of authentication (device, user, and container), virtual private network, employee education and training, ease of communication and micro-app development are considered as important factors when it concerns the development of a BYOD strategy in an organisation

    Ami-deu : un cadre sémantique pour des applications adaptables dans des environnements intelligents

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    Cette thèse vise à étendre l’utilisation de l'Internet des objets (IdO) en facilitant le développement d’applications par des personnes non experts en développement logiciel. La thèse propose une nouvelle approche pour augmenter la sémantique des applications d’IdO et l’implication des experts du domaine dans le développement d’applications sensibles au contexte. Notre approche permet de gérer le contexte changeant de l’environnement et de générer des applications qui s’exécutent dans plusieurs environnements intelligents pour fournir des actions requises dans divers contextes. Notre approche est mise en œuvre dans un cadriciel (AmI-DEU) qui inclut les composants pour le développement d’applications IdO. AmI-DEU intègre les services d’environnement, favorise l’interaction de l’utilisateur et fournit les moyens de représenter le domaine d’application, le profil de l’utilisateur et les intentions de l’utilisateur. Le cadriciel permet la définition d’applications IoT avec une intention d’activité autodécrite qui contient les connaissances requises pour réaliser l’activité. Ensuite, le cadriciel génère Intention as a Context (IaaC), qui comprend une intention d’activité autodécrite avec des connaissances colligées à évaluer pour une meilleure adaptation dans des environnements intelligents. La sémantique de l’AmI-DEU est basée sur celle du ContextAA (Context-Aware Agents) – une plateforme pour fournir une connaissance du contexte dans plusieurs environnements. Le cadriciel effectue une compilation des connaissances par des règles et l'appariement sémantique pour produire des applications IdO autonomes capables de s’exécuter en ContextAA. AmI- DEU inclut également un outil de développement visuel pour le développement et le déploiement rapide d'applications sur ContextAA. L'interface graphique d’AmI-DEU adopte la métaphore du flux avec des aides visuelles pour simplifier le développement d'applications en permettant des définitions de règles étape par étape. Dans le cadre de l’expérimentation, AmI-DEU comprend un banc d’essai pour le développement d’applications IdO. Les résultats expérimentaux montrent une optimisation sémantique potentielle des ressources pour les applications IoT dynamiques dans les maisons intelligentes et les villes intelligentes. Notre approche favorise l'adoption de la technologie pour améliorer le bienêtre et la qualité de vie des personnes. Cette thèse se termine par des orientations de recherche que le cadriciel AmI-DEU dévoile pour réaliser des environnements intelligents omniprésents fournissant des adaptations appropriées pour soutenir les intentions des personnes.Abstract: This thesis aims at expanding the use of the Internet of Things (IoT) by facilitating the development of applications by people who are not experts in software development. The thesis proposes a new approach to augment IoT applications’ semantics and domain expert involvement in context-aware application development. Our approach enables us to manage the changing environment context and generate applications that run in multiple smart environments to provide required actions in diverse settings. Our approach is implemented in a framework (AmI-DEU) that includes the components for IoT application development. AmI- DEU integrates environment services, promotes end-user interaction, and provides the means to represent the application domain, end-user profile, and end-user intentions. The framework enables the definition of IoT applications with a self-described activity intention that contains the required knowledge to achieve the activity. Then, the framework generates Intention as a Context (IaaC), which includes a self-described activity intention with compiled knowledge to be assessed for augmented adaptations in smart environments. AmI-DEU framework semantics adopts ContextAA (Context-Aware Agents) – a platform to provide context-awareness in multiple environments. The framework performs a knowledge compilation by rules and semantic matching to produce autonomic IoT applications to run in ContextAA. AmI-DEU also includes a visual tool for quick application development and deployment to ContextAA. The AmI-DEU GUI adopts the flow metaphor with visual aids to simplify developing applications by allowing step-by-step rule definitions. As part of the experimentation, AmI-DEU includes a testbed for IoT application development. Experimental results show a potential semantic optimization for dynamic IoT applications in smart homes and smart cities. Our approach promotes technology adoption to improve people’s well-being and quality of life. This thesis concludes with research directions that the AmI-DEU framework uncovers to achieve pervasive smart environments providing suitable adaptations to support people’s intentions

    TAPAS : A tangible End-User Development tool supporting the repurposing of Pervasive Displays

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    This document is the Accepted Manuscript version. Under embargo until 8 June 2018. The final, definitive version is available online at doi: https://doi.org/10.1016/j.jvlc.2016.11.002, published by Elsevier Ltd.These days we are witnessing a spread of many new digital systems in public spaces featuring easy to use and engaging interaction modalities, such as multi-touch, gestures, tangible, and voice. This new user-centered paradigm — known as the NUI — aims to provide a more natural and rich experience to end users; this supports its adoption in many ubiquitous domains, as it naturally holds for Pervasive Displays: these systems are composed of variously-sized displays and support many-to-many interactions with the same public screens at the same time. Due to their public and moderated nature, users need an easy way of adapting them to heterogeneous usage contexts in order to support their long-term adoption. In this paper, we propose an End-User Development approach to this problem introducing TAPAS, a system that combines a tangible interaction with a puzzle metaphor, allowing users to create workflows on a Pervasive Display to satisfy their needs; its design and visual syntax stem from a study we carried out with designers, whose findings are also part of this work. We then carried out a preliminary evaluation of our system with second year university students and interaction designers, gathering useful feedback to improve TAPAS and employ it in many other domains.Peer reviewedFinal Accepted Versio

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

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    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

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    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

    Get PDF
    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija

    Virtual worlds for education: methodology, interaction and evaluation

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    2011 - 2012When students arrive in the classroom they expect to be involved in immersive, fun and challenging learning experiences. There is a high risk that they become quickly bored by the traditional instructional methods. The technological evolution offers a great variety of sophisticated interactive devices and applications that can be combined with innovative learning approaches to enhance study efficiency during the learning process. 3D immersive multi-user Virtual Worlds (VWs) are increasingly becoming popular and accessible to wide public due to the advances in computational power graphics and network bandwidth also connected with reduced costs. As a consequence, it is possible to offer more engaging user experiences. This is particularly true in the learning sector, where an increasing interest is worldwide rising towards three-dimensional (3D) VWs and new interaction modalities to which young digital native people are accustomed to. Researches on the educational value of VWs have revealed their potential as learning platforms. However, further studies are always needed in order to assess their effectiveness, satisfactorily and social engagement not only in the general didactic use of the environment, but also for each specific learning subjects, activities and modality. The main challenge is to well exploit VW features and determine learning approaches and interaction modalities in which the didactic actions present added value with respect to traditional education. Indeed, educational VW activities are evolving from the early ones based only on information displaying towards simulated laboratories and new interaction modalities. The main objective of this thesis is to propose new learning methodologies in Virtual Worlds, also experimenting new interaction modalities and evaluating the effectiveness of the support provided. To this aim we first investigate how effectively a 3D city-building game supports the learning of the waste disposal practice and promotes behavior change. The game is one of the results of a research project funded by Regione Campania and is addressed to primary school children. A deep analysis of the didactic methodologies adopted worldwide has been performed to propose a reputation-based learning approach based on collaborative, competitive and individual activities. Also, the effectiveness of the proposed approach has been evaluated. The didactic opportunities offered by VWs when considering new interaction approaches are also investigated. Indeed, if for the last four decades keyboard and mouse have been the primary means for interacting with computers, recently, the availability of greater processing power, wider memories, cameras, and sensors make it possible to introduce new interaction modalities in commonly used software. Gestural interfaces offer new interaction modalities that the primary school children known well and may result accepted also for higher students. To assess the potentiality of this new interaction approach during learning activities we selected Geography as subject, since there is a decreasing interest of the students towards this topic. To this aim the GeoFly system supporting the Geography learning based on a Virtual Globe and on the interaction modalities offered by Microsoft Kinect has been developed. GeoFly is designed for elementary school level Geography students. It enables the exploration of the World by flying, adopting the bird (or aeroplane) metaphor. It also enables the teacher to create learning trips by associating to specific places images, text and videos, to develop learning activities concerning geographically situated scenarios. The proposed approach has been evaluated through a controlled experiment aiming at assessing the effect of the adoption of GeoFly on both the students' attitude towards learning Geography and also on their knowledge. [edited by author]XI n.s
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