1,176,793 research outputs found

    Design of a 10 Credit Masters Level Assistive Technologies and Universal Design Module

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    The paper reports on the design and evaluation of a 10 credit module that has been designed and taught for the first to 35 full time Computer science and software engineering Masters student

    A Boxology of Design Patterns for Hybrid Learning and Reasoning Systems

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    We propose a set of compositional design patterns to describe a large variety of systems that combine statistical techniques from machine learning with symbolic techniques from knowledge representation. As in other areas of computer science (knowledge engineering, software engineering, ontology engineering, process mining and others), such design patterns help to systematize the literature, clarify which combinations of techniques serve which purposes, and encourage re-use of software components. We have validated our set of compositional design patterns against a large body of recent literature.Comment: 12 pages,55 reference

    Evaluating groupware support for software engineering students

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    Software engineering tasks, during both development and maintenance, typically involve teamwork using computers. Team members rarely work on isolated computers. An underlying assumption of our research is that software engineering teams will work more effectively if adequately supported by network-based groupware technology. Experience of working with groupware and evaluating groupware systems will also give software engineering students a direct appreciation of the requirements of engineering such systems. This research is investigating the provision of such network-based support for software engineering students and the impact these tools have on their groupwork. We will first describe our experiences gained through the introduction of an asynchronous virtual environment ­ SEGWorld to support groupwork during the Software Engineering Group (SEG) project undertaken by all second year undergraduates within the Department of Computer Science. Secondly we will describe our Computer Supported Cooperative Work (CSCW) module which has been introduced into the students' final year of study as a direct result of our experience with SEG, and in particular its role within Software Engineering. Within this CSCW module the students have had the opportunity to evaluate various groupware tools. This has enabled them to take a retrospective view of their experience of SEGWorld and its underlying system, BSCW, one year on. We report our findings for SEG in the form of a discussion of the hypotheses we formulated on how the SEGs would use SEGWorld, and present an initial qualitative assessment of student feedback from the CSCW module

    Software for Wearable Devices: Challenges and Opportunities

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    Wearable devices are a new form of mobile computer system that provides exclusive and user-personalized services. Wearable devices bring new issues and challenges to computer science and technology. This paper summarizes the development process and the categories of wearable devices. In addition, we present new key issues arising in aspects of wearable devices, including operating systems, database management system, network communication protocol, application development platform, privacy and security, energy consumption, human-computer interaction, software engineering, and big data.Comment: 6 pages, 1 figure, for Compsac 201

    Informaticology: combining Computer Science, Data Science, and Fiction Science

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    Motivated by an intention to remedy current complications with Dutch terminology concerning informatics, the term informaticology is positioned to denote an academic counterpart of informatics where informatics is conceived of as a container for a coherent family of practical disciplines ranging from computer engineering and software engineering to network technology, data center management, information technology, and information management in a broad sense. Informaticology escapes from the limitations of instrumental objectives and the perspective of usage that both restrict the scope of informatics. That is achieved by including fiction science in informaticology and by ranking fiction science on equal terms with computer science and data science, and framing (the study of) game design, evelopment, assessment and distribution, ranging from serious gaming to entertainment gaming, as a chapter of fiction science. A suggestion for the scope of fiction science is specified in some detail. In order to illustrate the coherence of informaticology thus conceived, a potential application of fiction to the ontology of instruction sequences and to software quality assessment is sketched, thereby highlighting a possible role of fiction (science) within informaticology but outside gaming

    Motivation, Design, and Ubiquity: A Discussion of Research Ethics and Computer Science

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    Modern society is permeated with computers, and the software that controls them can have latent, long-term, and immediate effects that reach far beyond the actual users of these systems. This places researchers in Computer Science and Software Engineering in a critical position of influence and responsibility, more than any other field because computer systems are vital research tools for other disciplines. This essay presents several key ethical concerns and responsibilities relating to research in computing. The goal is to promote awareness and discussion of ethical issues among computer science researchers. A hypothetical case study is provided, along with questions for reflection and discussion.Comment: Written as central essay for the Computer Science module of the LANGURE model curriculum in Research Ethic

    Ethical and Social Aspects of Self-Driving Cars

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    As an envisaged future of transportation, self-driving cars are being discussed from various perspectives, including social, economical, engineering, computer science, design, and ethics. On the one hand, self-driving cars present new engineering problems that are being gradually successfully solved. On the other hand, social and ethical problems are typically being presented in the form of an idealized unsolvable decision-making problem, the so-called trolley problem, which is grossly misleading. We argue that an applied engineering ethical approach for the development of new technology is what is needed; the approach should be applied, meaning that it should focus on the analysis of complex real-world engineering problems. Software plays a crucial role for the control of self-driving cars; therefore, software engineering solutions should seriously handle ethical and social considerations. In this paper we take a closer look at the regulative instruments, standards, design, and implementations of components, systems, and services and we present practical social and ethical challenges that have to be met, as well as novel expectations for software engineering.Comment: 11 pages, 3 figures, 2 table
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