21,186 research outputs found

    Mining developer communication data streams

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    This paper explores the concepts of modelling a software development project as a process that results in the creation of a continuous stream of data. In terms of the Jazz repository used in this research, one aspect of that stream of data would be developer communication. Such data can be used to create an evolving social network characterized by a range of metrics. This paper presents the application of data stream mining techniques to identify the most useful metrics for predicting build outcomes. Results are presented from applying the Hoeffding Tree classification method used in conjunction with the Adaptive Sliding Window (ADWIN) method for detecting concept drift. The results indicate that only a small number of the available metrics considered have any significance for predicting the outcome of a build

    How Much is the Whole Really More than the Sum of its Parts? 1 + 1 = 2.5: Superlinear Productivity in Collective Group Actions

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    In a variety of open source software projects, we document a superlinear growth of production (RcβR \sim c^\beta) as a function of the number of active developers cc, with β4/3\beta \simeq 4/3 with large dispersions. For a typical project in this class, doubling of the group size multiplies typically the output by a factor 2β=2.52^\beta=2.5, explaining the title. This superlinear law is found to hold for group sizes ranging from 5 to a few hundred developers. We propose two classes of mechanisms, {\it interaction-based} and {\it large deviation}, along with a cascade model of productive activity, which unifies them. In this common framework, superlinear productivity requires that the involved social groups function at or close to criticality, in the sense of a subtle balance between order and disorder. We report the first empirical test of the renormalization of the exponent of the distribution of the sizes of first generation events into the renormalized exponent of the distribution of clusters resulting from the cascade of triggering over all generation in a critical branching process in the non-meanfield regime. Finally, we document a size effect in the strength and variability of the superlinear effect, with smaller groups exhibiting widely distributed superlinear exponents, some of them characterizing highly productive teams. In contrast, large groups tend to have a smaller superlinearity and less variability.Comment: 29 pages, 8 figure

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    A design recording framework to facilitate knowledge sharing in collaborative software engineering

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    This paper describes an environment that allows a development team to share knowledge about software artefacts by recording decisions and rationales as well as supporting the team in formulating and maintaining design constraints. It explores the use of multi-dimensional design spaces for capturing various issues arising during development and presenting this meta-information using a network of views. It describes a framework to underlie the collaborative environment and shows the supporting architecture and its implementation. It addresses how the artefacts and their meta-information are captured in a non-invasive way and shows how an artefact repository is embedded to store and manage the artefacts

    Managing the boundary of an 'open' project

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    In the past ten years, the boundaries between public and open science and commercial research efforts have become more porous. Scholars have thus more critically examined ways in which these two institutional regimes intersect. Large open source software projects have also attracted commercial collaborators and now struggle to develop code in an open public environment that still protects their communal boundaries. This research applies a dynamic social network approach to understand how one community-managed software project, Debian, developed a membership process. We examine the project's face-to-face social network over a five-year period (1997-2001) to see how changes in the social structure affected the evolution of membership mechanisms and the determination of gatekeepers. While the amount and importance of a contributor's work increased the probability that a contributor would become a gatekeeper, those more central in the social network were more likely to become gatekeepers and influence the membership process. A greater understanding of the mechanisms open projects use to manage their boundaries has critical implications for research and knowledge-producing communities operating in pluralistic, open and distributed environments.open source software; social networks; organizational design; institutional design;
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