313,454 research outputs found
Use of an agile bridge in the development of assistive technology
Engaging with end users in the development of assistive technologies remains one of the major challenges for researchers and developers in the field of accessibility and HCI. Developing usable software systems for people with complex disabilities is problematic, software developers are wary of using user-centred design, one of the main methods by which usability can be improved, due to concerns about how best to work with adults with complex disabilities, in particular Severe Speech and Physical Impairments (SSPI) and how to involve them in research. This paper reports on how the adoption of an adapted agile approach involving the incorporation of a user advocate on the research team helped in meeting this challenge in one software project and offers suggestions for how this could be used by other development teams
Evaluating Model Testing and Model Checking for Finding Requirements Violations in Simulink Models
Matlab/Simulink is a development and simulation language that is widely used
by the Cyber-Physical System (CPS) industry to model dynamical systems. There
are two mainstream approaches to verify CPS Simulink models: model testing that
attempts to identify failures in models by executing them for a number of
sampled test inputs, and model checking that attempts to exhaustively check the
correctness of models against some given formal properties. In this paper, we
present an industrial Simulink model benchmark, provide a categorization of
different model types in the benchmark, describe the recurring logical patterns
in the model requirements, and discuss the results of applying model checking
and model testing approaches to identify requirements violations in the
benchmarked models. Based on the results, we discuss the strengths and
weaknesses of model testing and model checking. Our results further suggest
that model checking and model testing are complementary and by combining them,
we can significantly enhance the capabilities of each of these approaches
individually. We conclude by providing guidelines as to how the two approaches
can be best applied together.Comment: 10 pages + 2 page reference
Research Findings on Empirical Evaluation of Requirements Specifications Approaches
Numerous software requirements specification (SRS) approaches have been proposed in software engineering. However, there has been little empirical evaluation of the use of these approaches in specific contexts. This paper describes the results of a mapping study, a key instrument of the evidence-based paradigm, in an effort to understand what aspects of SRS are evaluated, in which context, and by using which research method. On the basis of 46 identified and categorized primary studies, we found that understandability is the most commonly evaluated aspect of SRS, experiments are the most commonly used research method, and the academic environment is where most empirical evaluation takes place
A Model-Driven approach for functional test case generation
Test phase is one of the most critical phases in software engineering life cycle to assure the final system quality. In this context, functional system test cases verify that the system under test fulfills its functional specification. Thus, these test cases are frequently designed from the different scenarios and alternatives depicted in functional requirements. The objective of this paper is to introduce a systematic process based on the Model-Driven paradigm to automate the generation of functional test cases from functional requirements. For this aim, a set of metamodels and transformations and also a specific language domain to use them is presented. The paper finishes stating learned lessons from the trenches as well as relevant future work and conclusions that draw new research lines in the test cases generation context.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-
Structured Review of the Evidence for Effects of Code Duplication on Software Quality
This report presents the detailed steps and results of a structured review of code clone literature. The aim of the review is to investigate the evidence for the claim that code duplication has a negative effect on code changeability. This report contains only the details of the review for which there is not enough place to include them in the companion paper published at a conference (Hordijk, Ponisio et al. 2009 - Harmfulness of Code Duplication - A Structured Review of the Evidence)
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Next generation software environments : principles, problems, and research directions
The past decade has seen a burgeoning of research and development in software environments. Conferences have been devoted to the topic of practical environments, journal papers produced, and commercial systems sold. Given all the activity, one might expect a great deal of consensus on issues, approaches, and techniques. This is not the case, however. Indeed, the term "environment" is still used in a variety of conflicting ways. Nevertheless substantial progress has been made and we are at least nearing consensus on many critical issues.The purpose of this paper is to characterize environments, describe several important principles that have emerged in the last decade or so, note current open problems, and describe some approaches to these problems, with particular emphasis on the activities of one large-scale research program, the Arcadia project. Consideration is also given to two related topics: empirical evaluation and technology transition. That is, how can environments and their constituents be evaluated, and how can new developments be moved effectively into the production sector
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