4,536 research outputs found

    Specifying collaborative software: a proposal

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    The aim of this paper is to illustrate how formal specifications for collaborative interactive systems might be written. It presents a new modelling paradigm for certain systems. It also shows how formal software engineering approaches can be useful. Specifically we choose to specify a simple collaborative editor. This example serves two purposes: it shows how clear and simple a formal specification can be and it provides a basis for making observations about the requirements for a specification language where the target is CSCW systems. The specification of the system has three parts: the semantics of the system; the syntax of the system; the semantics of the collaborative aspects of the system

    Domino: exploring mobile collaborative software adaptation

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    Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between co–present users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use. Software components and usage histories are exchanged between mobile users who are in proximity with each other. We apply this architecture in a mobile strategy game in which players adapt and upgrade their game using components from other players, progressing through the game through sharing tools and history. More broadly, we discuss the general application of this technique as well as the security and privacy challenges to such an approach

    Environments to support collaborative software engineering

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    With increasing globalisation of software production, widespread use of software components, and the need to maintain software systems over long periods of time, there has been a recognition that better support for collaborative working is needed by software engineers. In this paper, two approaches to developing improved system support for collaborative software engineering are described: GENESIS and OPHELIA. As both projects are moving towards industrial trials and eventual publicreleases of their systems, this exercise of comparing and contrasting our approaches has provided the basis for future collaboration between our projects particularly in carrying out comparative studies of our approaches in practical use

    Detecting Coordination Problems in Collaborative Software Development Environments

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    Software development is rarely an individual effort and generally involves teams of developers collaborating to generate good reliable code. Among the software code there exist technical dependencies that arise from software components using services from other components. The different ways of assigning the design, development, and testing of these software modules to people can cause various coordination problems among them. We claim\ud that the collaboration of the developers, designers and testers must be related to and governed by the technical task structure. These collaboration practices are handled in what we call Socio-Technical Patterns.\ud The TESNA project (Technical Social Network Analysis) we report on in this paper addresses this issue. We propose a method and a tool that a project manager can use in order to detect the socio-technical coordination problems. We test the method and tool in a case study of a small and innovative software product company

    Computer game technology, collaborative software environments and participatory design

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    This paper presents a project that explores the possibilities for the use of computer game technologies in the participatory design process. Interactive 3D environments designed with the Virtools development environment were used in a Home Zone consultation process, which allowed participants to navigate, explore and contribute to proposed developments to their residential environment. These technologies were observed to benefit the participatory design process in some areas, namely the visualization and contextualizing of the developments, but also presented traditional technological barriers in others. While these barriers did not completely remove the participants from the process, they reduced the apparent level of engagement of these participants with the process. This paper concludes that the technology overall, is a positive addition to the participatory design process, and while there is still much research to be undertaken, it has many more potential applications in related areas

    Communication and conflict issues in collaborative software research projects

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    The Open Source Component Artefact Repository (OS- CAR) was developed under the auspices of the GENESIS project to store data produced during the software development process. Significant problems were encountered during the course of the project in both the development itself and management of the project. The reasons for and potential solutions to these problems are examined with the intention of developing a set of guidelines to enable participants in other collaborative projects to avoid these pitfalls. We wish to make it clear that we attach no opprobrium to any of the participants in the GENESIS project as many of the issues we outline below have solutions only visible with hindsight. Instead, we seek to provide a fair-minded critique of our role and the mistakes we made in a fairly typical two-year EU research project, and to provide a set of recommendations for other similar projects, in order that they can (attempt to) avoid suffering similarly
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