118,703 research outputs found

    Report on the Third Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE3)

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    This report records and discusses the Third Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE3). The report includes a description of the keynote presentation of the workshop, which served as an overview of sustainable scientific software. It also summarizes a set of lightning talks in which speakers highlighted to-the-point lessons and challenges pertaining to sustaining scientific software. The final and main contribution of the report is a summary of the discussions, future steps, and future organization for a set of self-organized working groups on topics including developing pathways to funding scientific software; constructing useful common metrics for crediting software stakeholders; identifying principles for sustainable software engineering design; reaching out to research software organizations around the world; and building communities for software sustainability. For each group, we include a point of contact and a landing page that can be used by those who want to join that group's future activities. The main challenge left by the workshop is to see if the groups will execute these activities that they have scheduled, and how the WSSSPE community can encourage this to happen

    Co-operative coevolution for computational creativity: a case study In videogame design

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    The term procedural content generation (PCG) refers to writing software which can synthesise content for a game (or other media such as film) without further intervention from a designer. PCG has become a rich area of research in recent years, finding new ways to apply artificial intelligence to generate high-quality game content such as levels, weapons or puzzles for games. Such research is generally constrained to a single type of content, however, with the assumption that the remainder of the game's design will be fixed by an external designer. Generating many aspects of a game's design simultaneously, perhaps ultimately generating the entirety of a game's design, using PCG is not a well-explored idea. The notion of automated game design is not well-established, and is not seen as a task distinct from simply performing lots of PCG tasks at the same time. In particular, the high-level design tasks guiding the creative direction of a game are all but completely absent in PCG literature, because it is rare that a designer wishes to hand over such responsibility to a PCG system. We present here ANGELINA, an automated game designer that has developed games using a multi-faceted approach to content generation underpinned by a co-operative co-evolutionary approach which breaks down a game design into several distinct tasks, each of which controlled by an evolutionary subsystem within ANGELINA. We will show that this approach works well to automate game design, can be ported across many game engines and game genres, and can be enhanced and extended using novel computational creativity techniques to give the system a heightened sense of autonomy and independence.Open Acces

    Building Transformation Networks for Consistent Evolution of Interrelated Models

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    Complex software systems are described with multiple artifacts, such as code, design diagrams and others. Ensuring their consistency is crucial and can be automated with transformations for pairs of artifacts. We investigate how developers can combine independently developed and reusable transformations to networks that preserve consistency between more than two artifacts. We identify synchronization, compatibility and orchestration as central challenges, and we develop approaches to solve them

    Exploring Divergent and Convergent Production in Idea Evaluation: Implications for Designing Group Creativity Support Systems

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    Most organizations need to evaluate novel ideas to identify their value. However, current idea evaluation research and practice hinder creativity by primarily facilitating convergent production (narrowing down ideas to a few tangible solutions) but discounting divergent production (the development of wildly creative and novel thoughts patterns). In this paper, I challenge this dominant view on idea evaluation by presenting a new theory I call dynamic idea evaluation and exploring the theory through a group creativity support system (GCSS) prototype. I designed the GCSS prototype as an idea portal that uses the knowledge created from the evaluation process to facilitate both convergent and divergent production. I designed the GCSS using an inductive and theory-building design science research (DSR) approach and interpretively analyzed it through an exploratory study in a Danish IS research department. I found that the GCSS demonstrates the ability to facilitate both divergent and convergent production during idea evaluation. Moreover, I add four design requirements and process architecture to help designers to build dynamic idea evaluation into this class of systems

    The Collective Consciousness of Information Technology Research: Ways of seeing Information Technology Research: Its Objects and Territories

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    The collective consciousness of effective groups of researchers is characterised by shared understandings of their research object or territory. In the relatively new field of information technology research, rapid expansion and fragmentation of the territory has led to different perceptions about what constitutes information technology research. This project explores a facet of the collective consciousness of disparate groups of researchers and lays a foundation for constructing shared research objects. Making IT researchers’ ways of seeing explicit may help us understand some of the complexities associated with inter and intra disciplinary collaboration amongst research groups, and the complexities associated with technology transfer to industry. This report analyses IT research, its objects and territories, as they are constituted by IT researchers associated with the sub-disciplines of information systems, computer science and information security. A phenomenographic approach is used to elicit data from a diverse range of IT researchers in semistructured interviews. This data is analysed to show (1) the variation in meaning associated with the idea of IT research and (2) the awareness structures through which participants experience variation in ways of seeing the object and territories of IT research. An Outcome Space represents the interrelation between different ways of seeing the territory. Eight ways of seeing IT research, its objects and territories, were found: The Technology Conception, The Information Conception, The Information and Technology Conception, The Communication Conception, The Ubiquitous Conception, The Sanctioned Conception, The Dialectic Conception and The Constructed Conception. These are described in detail and illustrated with participants’ quotes. Finally, some recommendations for further research are made

    Implementation of a Human-Computer Interface for Computer Assisted Translation and Handwritten Text Recognition

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    A human-computer interface is developed to provide services of computer assisted machine translation (CAT) and computer assisted transcription of handwritten text images (CATTI). The back-end machine translation (MT) and handwritten text recognition (HTR) systems are provided by the Pattern Recognition and Human Language Technology (PRHLT) research group. The idea is to provide users with easy to use tools to convert interactive translation and transcription feasible tasks. The assisted service is provided by remote servers with CAT or CATTI capabilities. The interface supplies the user with tools for efficient local edition: deletion, insertion and substitution.Ocampo Sepúlveda, JC. (2009). Implementation of a Human-Computer Interface for Computer Assisted Translation and Handwritten Text Recognition. http://hdl.handle.net/10251/14318Archivo delegad

    Research Project as Boundary Object: negotiating the conceptual design of a tool for International Development

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    This paper reflects on the relationship between who one designs for and what one designs in the unstructured space of designing for political change; in particular, for supporting “International Development” with ICT. We look at an interdisciplinary research project with goals and funding, but no clearly defined beneficiary group at start, and how amorphousness contributed to impact. The reported project researched a bridging tool to connect producers with consumers across global contexts and show players in the supply chain and their circumstances. We explore how both the nature of the research and the tool’s function became contested as work progressed. To tell this tale, we invoke the idea of boundary objects and the value of tacking back and forth between elastic meanings of the project’s artefacts and processes. We examine the project’s role in India, Chile and other arenas to draw out ways that it functioned as a catalyst and how absence of committed design choices acted as an unexpected strength in reaching its goals

    The natural history of bugs: using formal methods to analyse software related failures in space missions

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    Space missions force engineers to make complex trade-offs between many different constraints including cost, mass, power, functionality and reliability. These constraints create a continual need to innovate. Many advances rely upon software, for instance to control and monitor the next generation ‘electron cyclotron resonance’ ion-drives for deep space missions.Programmers face numerous challenges. It is extremely difficult to conduct valid ground-based tests for the code used in space missions. Abstract models and simulations of satellites can be misleading. These issues are compounded by the use of ‘band-aid’ software to fix design mistakes and compromises in other aspects of space systems engineering. Programmers must often re-code missions in flight. This introduces considerable risks. It should, therefore, not be a surprise that so many space missions fail to achieve their objectives. The costs of failure are considerable. Small launch vehicles, such as the U.S. Pegasus system, cost around 18million.Payloadsrangefrom18 million. Payloads range from 4 million up to 1billionforsecurityrelatedsatellites.Thesecostsdonotincludeconsequentbusinesslosses.In2005,Intelsatwroteoff1 billion for security related satellites. These costs do not include consequent business losses. In 2005, Intelsat wrote off 73 million from the failure of a single uninsured satellite. It is clearly important that we learn as much as possible from those failures that do occur. The following pages examine the roles that formal methods might play in the analysis of software failures in space missions

    Software Engineering Using design RATionale

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    For a number of years, members of the Artificial Intelligence (AI) in Design community have studied Design Rationale (DR), the reasons behind decisions made while designing. DR is invaluable as an aid for revising, maintaining, documenting, evaluating, and learning the design. The presence of DR would be especially valuable for software maintenance. The rationale would provide insight into why the system is the way it is by giving the reasons behind the design decisions, could help to indicate where changes might be needed during maintenance if design goals change, and help the maintainer avoid repeating earlier mistakes by explicitly documenting alternatives that were tried earlier that did not work. Unfortunately, while everyone agrees that design rationale is useful, it is still not used enough in practice. Possible reasons for this are that the uses proposed for rationale are not compelling enough to justify the effort involved in its capture and that there are few systems available to support rationale use and capture. We have addressed this problem by developing and evaluating a system called SEURAT (Software Engineering Using RATionale) which integrates with a software development environment and goes beyond mere presentation of rationale by inferencing over it to check for completeness and consistency in the reasoning used while a software system is being developed and maintained. We feel that the SEURAT system will be invaluable during development and maintenance of software systems. During development, SEURAT will help the developers ensure that the systems they build are complete and consistent. During maintenance, SEURAT will provide insight into the reasons behind the choices made by the developers during design and implementation. The benefits of DR are clear but only with appropriate tool support, such as that provided by SEURAT, can DR live up to its full potential as an aid for revising, maintaining, and documenting the software design and implementation
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