137,531 research outputs found
Designing Collaborative Infrastructures to Support Distributed Work
A growing proportion of contemporary organizational work takes place in the context of distributed collaborative environments which involve the interaction of multiple organizations with distinct areas of expertise, technologies, and work practices. In this research-in-progress, we develop a three-part model of the facets of collaborative infrastructure that support such distributed collaborative environments. We argue that collaborative infrastructures inherently reflect the interplay of practices, artifacts, and discourse. Specifically, our model asserts that the development of shared practices and artifacts by organizations engaged in collaboration is mediated by the emergence of common discourses between the parties. The preliminary theorizing developed in this paper is based on multiple case study analyses of collaborative projects in the areas of architecture, engineering, and construction (AEC) and software development and implementation. Our initial research suggests key areas of consideration by collaboration leaders in the development of collaborative infrastructures for distributed work
Collaborative design tools in engineering education: Insight to choose the appropriate PLM software
The shift from sequential to concurrent engineering has led to changes in the way design projects are managed. In order to assist designers, many effective tools have been developed to support collaborative engineering. Nowadays, industrial scenarios encourage companies to adopt product lifecycle management solutions, even if they may not be able to understand their benefits. Indeed, product lifecycle management roadmap is quite difficult to implement and return on invest can take time. Moreover, many free solutions with comparable functionalities are developed, which have been increasingly successful. In this article, we test different configurations of software to make a comparison between free software and market solutions. In this experiment, 72 students in a Masterâs degree course aimed to design mechanical products by using dedicated software to assist collaborative distributed design, using two different configurations: free and commercial solutions. The research question to be solved is: as engineering educators, what is the most efficient way to train our students to collaborative distributed design? This experiment allowed us to compare design functionalities between the two configurations, in order to determine ways to improve efficiency in a collaborative distributed design situation. Finally, the feedback generated in this experiment allowed us to adapt training practices in engineering education
A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software
Open Source Software (OSS) development challenges traditional software
engineering practices. In particular, OSS projects are managed by a large
number of volunteers, working freely on the tasks they choose to undertake. OSS
projects also rarely rely on explicit system-level design, or on project plans
or schedules. Moreover, OSS developers work in arbitrary locations and
collaborate almost exclusively over the Internet, using simple tools such as
email and software code tracking databases (e.g. CVS). All the characteristics
above make OSS development akin to weaving a tapestry of heterogeneous
components. The OSS design process relies on various types of actors: people
with prescribed roles, but also elements coming from a variety of information
spaces (such as email and software code). The objective of our research is to
understand the specific hybrid weaving accomplished by the actors of this
distributed, collective design process. This, in turn, challenges traditional
methodologies used to understand distributed software engineering: OSS
development is simply too "fibrous" to lend itself well to analysis under a
single methodological lens. In this paper, we describe the methodological
framework we articulated to analyze collaborative design in the Open Source
world. Our framework focuses on the links between the heterogeneous components
of a project's hybrid network. We combine ethnography, text mining, and
socio-technical network analysis and visualization to understand OSS
development in its totality. This way, we are able to simultaneously consider
the social, technical, and cognitive aspects of OSS development. We describe
our methodology in detail, and discuss its implications for future research on
distributed collective practices
Modelling grid architecture.
This thesis evaluates software engineering methods, especially event modelling of distributed systems architecture, by applying them to specific data-grid projects. Other methods evaluated include requirements' analysis, formal architectural definition and discrete event simulation. A novel technique for matching architectural styles to requirements is introduced. Data-grids are a new class of networked information systems arising from e-science, itself an emergent method for computer-based collaborative research in the physical sciences. The tools used in general grid systems, which federate distributed resources, are reviewed, showing that they do not clearly guide architecture. The data-grid projects, which join heterogeneous data stores specifically, put required qualities at risk. Such risk of failure is mitigated in the EGSO and AstroGrid solar physics data-grid projects' designs by modelling. Design errors are trapped by rapidly encoding and evaluating informal concepts, architecture, component interaction and objects. The success of software engineering modelling techniques depends on the models' accuracy, ability to demonstrate the required properties, and clarity (so project managers and developers can act on findings). The novel formal event modelling language chosen, FSP, meets these criteria at the diverse early lifecycle stages (unlike some techniques trialled). Models permit very early testing, finding hidden complexity, gaps in designed protocols and risks of unreliability. However, simulation is shown to be more suitable for evaluating qualities like scalability, which emerge when there are many component instances. Design patterns (which may be reused in other data-grids to resolve commonly encountered challenges) are exposed in these models. A method for generating useful models rapidly, introducing the strength of iterative lifecycles to sequential projects, also arises. Despite reported resistance to innovation in industry, the software engineering techniques demonstrated may benefit commercial information systems too
Support for collaborative component-based software engineering
Collaborative system composition during design has been poorly supported by traditional CASE tools (which have usually concentrated on supporting individual projects) and almost exclusively focused on static composition. Little support for maintaining large distributed collections of heterogeneous software components across a number of projects has been developed. The CoDEEDS project addresses the collaborative determination, elaboration, and evolution of design spaces that describe both static and dynamic compositions of software components from sources such as component libraries, software service directories, and reuse repositories. The GENESIS project has focussed, in the development of OSCAR, on the creation and maintenance of large software artefact repositories. The most recent extensions are explicitly addressing the provision of cross-project global views of large software collections and historical views of individual artefacts within a collection. The long-term benefits of such support can only be realised if OSCAR and CoDEEDS are widely adopted and steps to facilitate this are described.
This book continues to provide a forum, which a recent book, Software Evolution with UML and XML, started, where expert insights are presented on the subject.
In that book, initial efforts were made to link together three current phenomena: software evolution, UML, and XML. In this book, focus will be on the practical side of linking them, that is, how UML and XML and their related methods/tools can assist software evolution in practice.
Considering that nowadays software starts evolving before it is delivered, an apparent feature for software evolution is that it happens over all stages and over all aspects.
Therefore, all possible techniques should be explored. This book explores techniques based on UML/XML and a combination of them with other techniques (i.e., over all techniques from theory to tools).
Software evolution happens at all stages. Chapters in this book describe that software evolution issues present at stages of software architecturing, modeling/specifying,
assessing, coding, validating, design recovering, program understanding, and reusing.
Software evolution happens in all aspects. Chapters in this book illustrate that software evolution issues are involved in Web application, embedded system, software repository, component-based development, object model, development environment, software metrics, UML use case diagram, system model, Legacy system, safety critical system, user interface, software reuse, evolution management, and variability modeling. Software evolution needs to be facilitated with all possible techniques. Chapters in this book demonstrate techniques, such as formal methods, program transformation,
empirical study, tool development, standardisation, visualisation, to control system changes to meet organisational and business objectives in a cost-effective way. On the journey of the grand challenge posed by software evolution, the journey that we have to make, the contributory authors of this book have already made further
advances
Web-based support for managing large collections of software artefacts
There has been a long history of CASE tool development, with an underlying software repository at the heart of most systems. Usually such tools, even the more recently web-based systems, are focused on supporting individual projects within an enterprise or across a number of distributed sites. Little support for maintaining large heterogeneous collections of software artefacts across a number of projects has been developed. Within the GENESIS project, this has been a key consideration in the development of the Open Source Component Artefact Repository
(OSCAR). Its most recent extensions are explicitly addressing the provision of cross project global views of large software collections as well as historical views of individual artefacts within a collection. The long-term benefits of such support can only be realised if OSCAR is widely adopted and various steps to facilitate this are described
Cooperative learning of requirements engineering through an international educational scenario enabled by the MOY programme
The International Excellence Campus for Higher Education and Research of the Region of Murcia, and the Mediterranean Office for Youth (MOY) programme are new initiatives that offer opportunities for designing educational activities in which can take part international students enrolled in academic degrees at different universities. Besides, a significant rise in distributed and collaborative software development has been observed in recent years (Global Software Development, GSD), which involves space, time and socio-cultural distances and requires new techniques, tools and practices to meet new challenges and opportunities. In addition, poor requirements are one of the most common causes of project failure in any domain. Projects which devote more resources to Requirements Engineering (RE) result in lower costs and lower deviations of their planning. Therefore, the relevance of education and training the future systems and software professionals in RE activities and techniques, in particular in GSD environments, must be stressed. We have conducted an educational innovation activity based on teaching RE in co-located and GSD contexts. This activity has been carried out in the form of an experiment with students. This paper presents the scenario in which this educational activity is framed as well as some preliminary results of this experiment
Supporting collaboration within the eScience community
Collaboration is a core activity at the heart of large-scale co-
operative scientific experimentation. In order to support the
emergence of Grid-based scientific collaboration, new models of
e-Science working methods are needed.
Scientific collaboration involves production and manipulation of
various artefacts. Based on work done in the software
engineering field, this paper proposes models and tools which
will support the representation and production of such artefacts.
It is necessary to provide facilities to classify, organise, acquire,
process, share, and reuse artefacts generated during collaborative
working. The concept of a "design space" will be used to
organise scientific design and the composition of experiments,
and methods such as self-organising maps will be used to support
the reuse of existing artefacts.
It is proposed that this work can be carried out and evaluated in
the UK e-Science community, using an "industry as laboratory"
approach to the research, building on the knowledge, expertise,
and experience of those directly involved in e-Science
Dynamics of collaborative work in global software development environment.
This study aims to explore the dynamics of collaborative work in global software development projects. The study explored the nature of collaboration, the patterns of collaborative behaviors in different tasks in computer science, and the impact of the tasks to the collaboration among students. Four different collaborative software development tasks were assigned to the globally distributes teams. The study used data from 230 students from five universities, namely Atilim University (Turkey), Middle East Technical University (Turkey), Universidad TecnolĂłgica de PanamĂĄ (Panama), University of North Texas (US), and Middlesex University (UK). The findings involve the recommendations for building effective collaborative working environments and guidelines for building collaborative virtual communities
- âŠ