19,965 research outputs found

    Towards Developing an Online Social Media-based Mobile Learning System

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    The advancement of Information and Communication Technology (ICT) and the Internet revolution gave rise to the several learning technologies on the web and mobile platform. During the last decade, the social media network became available for users to socialise and collaborate among peer group. Hence, The integration of e-learning and social media using mobile device as access point is to allow for learning and collaboration anytime, anywhere. This study seeks to provide learning on the social network platform for users to view the application on a mobile device and also foster collaboration among scholars. The system was developed using an open source Content Management System (CMS) Wordpress and Buddypress running on a WAMP or XAMPP server. MySQL was used as database. The usability of the System on the different mobile devices used was evaluated by identifying the usability attributes; designing a questionnaire based on those attributes and then analyzing the results with Statistical Package for Social Science (SPSS). The results showed that the learning system had a good usability score on mobile device

    Embedding Spatial Software Visualization in the IDE: an Exploratory Study

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    Software visualization can be of great use for understanding and exploring a software system in an intuitive manner. Spatial representation of software is a promising approach of increasing interest. However, little is known about how developers interact with spatial visualizations that are embedded in the IDE. In this paper, we present a pilot study that explores the use of Software Cartography for program comprehension of an unknown system. We investigated whether developers establish a spatial memory of the system, whether clustering by topic offers a sound base layout, and how developers interact with maps. We report our results in the form of observations, hypotheses, and implications. Key findings are a) that developers made good use of the map to inspect search results and call graphs, and b) that developers found the base layout surprising and often confusing. We conclude with concrete advice for the design of embedded software maps.Comment: To appear in proceedings of SOFTVIS 2010 conferenc

    Evaluating Software Architectures: Development Stability and Evolution

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    We survey seminal work on software architecture evaluationmethods. We then look at an emerging class of methodsthat explicates evaluating software architectures forstability and evolution. We define architectural stabilityand formulate the problem of evaluating software architecturesfor stability and evolution. We draw the attention onthe use of Architectures Description Languages (ADLs) forsupporting the evaluation of software architectures in generaland for architectural stability in specific

    Quantifying usability of domain-specific languages: An empirical study on software maintenance

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    A domain-specific language (DSL) aims to support software development by offering abstractions to a particular domain. It is expected that DSLs improve the maintainability of artifacts otherwise produced with general-purpose languages. However, the maintainability of the DSL artifacts and, hence, their adoption in mainstream development, is largely dependent on the usability of the language itself. Unfortunately, it is often hard to identify their usability strengths and weaknesses early, as there is no guidance on how to objectively reveal them. Usability is a multi-faceted quality characteristic, which is challenging to quantify beforehand by DSL stakeholders. There is even less support on how to quantitatively evaluate the usability of DSLs used in maintenance tasks. In this context, this paper reports a study to compare the usability of textual DSLs under the perspective of software maintenance. A usability measurement framework was developed based on the cognitive dimensions of notations. The framework was evaluated both qualitatively and quantitatively using two DSLs in the context of two evolving object-oriented systems. The results suggested that the proposed metrics were useful: (1) to early identify DSL usability limitations, (2) to reveal specific DSL features favoring maintenance tasks, and (3) to successfully analyze eight critical DSL usability dimensions.This work was funded by B. Cafeo CAPES PhD Scholarship, and CNPq scholarship grant number 141688/2013-0; A. Garcia FAPERJ - distinguished scientist grant (number E-26/102.211/2009), CNPq - productivity grants (number 305526/2009-0 and 308490/2012-6), Universal project grants (number 483882/2009-7 and 485348/2011-0), and PUC-Rio (productivity grant).info:eu-repo/semantics/publishedVersio

    Living City, A Collaborative Browser-Based Massively Multiplayer Online Game

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    This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections

    Accessible user interface support for multi-device ubiquitous applications: architectural modifiability considerations

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    The market for personal computing devices is rapidly expanding from PC, to mobile, home entertainment systems, and even the automotive industry. When developing software targeting such ubiquitous devices, the balance between development costs and market coverage has turned out to be a challenging issue. With the rise of Web technology and the Internet of things, ubiquitous applications have become a reality. Nonetheless, the diversity of presentation and interaction modalities still drastically limit the number of targetable devices and the accessibility toward end users. This paper presents webinos, a multi-device application middleware platform founded on the Future Internet infrastructure. Hereto, the platform's architectural modifiability considerations are described and evaluated as a generic enabler for supporting applications, which are executed in ubiquitous computing environments
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