38,821 research outputs found
AM-OER: An Agile Method for the Development of Open Educational Resources
Open Educational Resources have emerged as important elements of education in the contemporary society, promoting life-long and personalized learning that transcends social, eco- nomic and geographical barriers. To achieve the potential of OERs and bring impact on education, it is necessary to increase their development and supply. However, one of the current challenges is how to produce quality and relevant OERs to be reused and adapted to different contexts and learning situations. In this paper we proposed an agile method for the development of OERs – AM-OER, grounded on agile practices from Software Engineering. Learning Design practices from the OULDI project (UK Open University) are also embedded into the AM-OER aiming at improving quality and facilitating reuse and adaptation of OERs. In order to validate AM-OER, an experiment was conducted by applying it in the development of an OER on software testing. The results showed preliminary evidences on the applicability, effectiveness and ef ciency of the method in the development of OERs
A requirements engineering framework for integrated systems development for the construction industry
Computer Integrated Construction (CIC) systems are computer environments through which
collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the
communication and collaboration within the construction projects, the uptake of CICs by the industry is still
inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are
incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the
development of these systems and their effective implementation on real construction projects is vital.
Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the
systems development for the targeted audience. This paper proposes a requirements engineering approach for
industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep
contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace
for Enhancing Communication within the Construction Industry), is analysed as the main case study project
because its requirements engineering approach has the potential to determine a framework for the adaptation of
requirements engineering in order to contribute towards the uptake of CIC systems
An open source collaboration infrastructure for Calibre
The study of Free and Open Source (Libre) software and the benefits provided by its processes and products to collaborative software development has been somewhat ad hoc. Each project wishing to use tools and techniques drawn from Libre software conducts its own research, thus duplicating effort, consequently there is a lack of established community practice on which new projects can draw. Long-standing intuitive theories of Libre development lack empirical validation. The long-term goal is to provide a resource to guide the evolution of Libre-software projects, from inception to maturity. The CALIBRE project is a co-ordination action aiming to address these issues through its research, its wider educational goals, and with an open invitation to the community to contribute. To succeed, the CALIBRE project needs an effective technological infrastructure which must support internal and external collaboration, communication and contribution to the project.
The requirements of CALIBRE are similar to those of a Libre software project; this suggests that adopting a SourceForge-style environment which will be incrementally enhanced with further specialised tools as the requirements become better understood will be a sensible strategy
Learning requirements engineering within an engineering ethos
An interest in educating software developers within an engineering ethos may not align well with the characteristics of the discipline, nor address the underlying concerns of software practitioners. Education for software development needs to focus on creativity, adaptability and the ability to transfer knowledge. A change in the way learning is undertaken in a core Software Engineering unit within a university's engineering program demonstrates one attempt to provide students with a solid foundation in subject matter while at the same time exposing them to these real-world characteristics. It provides students with a process to deal with problems within a metacognitive-rich framework that makes complexity apparent and lets students deal with it adaptively. The results indicate that, while the approach is appropriate, student-learning characteristics need to be investigated further, so that the two aspects of learning may be aligned more closely
Dealing with abstraction: Case study generalisation as a method for eliciting design patterns
Developing a pattern language is a non-trivial problem. A critical requirement is a method to support pattern writers with abstraction, so as they can produce generalised patterns. In this paper, we address this issue by developing a structured process of generalisation. It is important that this process is initiated through engaging participants in identifying initial patterns, i.e. directly dealing with the 'cold-start' problem. We have found that short case study descriptions provide a productive 'way into' the process for participants. We reflect on a 1-year interdisciplinary pan-European research project involving the development of almost 30 cases and over 150 patterns. We provide example cases, detailing the process by which their associated patterns emerged. This was based on a foundation for generalisation from cases with common attributes. We discuss the merits of this approach and its implications for pattern development
Sensemaking Practices in the Everyday Work of AI/ML Software Engineering
This paper considers sensemaking as it relates to everyday software engineering (SE) work practices and draws on a multi-year ethnographic study of SE projects at a large, global technology company building digital services infused with artificial intelligence (AI) and machine learning (ML) capabilities. Our findings highlight the breadth of sensemaking practices in AI/ML projects, noting developers' efforts to make sense of AI/ML environments (e.g., algorithms/methods and libraries), of AI/ML model ecosystems (e.g., pre-trained models and "upstream"models), and of business-AI relations (e.g., how the AI/ML service relates to the domain context and business problem at hand). This paper builds on recent scholarship drawing attention to the integral role of sensemaking in everyday SE practices by empirically investigating how and in what ways AI/ML projects present software teams with emergent sensemaking requirements and opportunities
What influences the speed of prototyping? An empirical investigation of twenty software startups
It is essential for startups to quickly experiment business ideas by building
tangible prototypes and collecting user feedback on them. As prototyping is an
inevitable part of learning for early stage software startups, how fast
startups can learn depends on how fast they can prototype. Despite of the
importance, there is a lack of research about prototyping in software startups.
In this study, we aimed at understanding what are factors influencing different
types of prototyping activities. We conducted a multiple case study on twenty
European software startups. The results are two folds, firstly we propose a
prototype-centric learning model in early stage software startups. Secondly, we
identify factors occur as barriers but also facilitators for prototyping in
early stage software startups. The factors are grouped into (1) artifacts, (2)
team competence, (3) collaboration, (4) customer and (5) process dimensions. To
speed up a startups progress at the early stage, it is important to incorporate
the learning objective into a well-defined collaborative approach of
prototypingComment: This is the author's version of the work. Copyright owner's version
can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne,
German
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
Video game development is a complex endeavor, often involving complex
software, large organizations, and aggressive release deadlines. Several
studies have reported that periods of "crunch time" are prevalent in the video
game industry, but there are few studies on the effects of time pressure. We
conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour
hackathon. Based on 198 responses, the results suggest that: (1) iterative
brainstorming is the most popular method for conceptualizing initial
requirements; (2) continuous integration, minimum viable product, scope
management, version control, and stand-up meetings are frequently applied
development practices; (3) regular communication, internal playtesting, and
dynamic and proactive planning are the most common quality assurance
activities; and (4) familiarity with agile development has a weak correlation
with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc
approaches to development and face-to-face communication, and recommend some
complementary practices with limited overhead. Furthermore, as our findings are
similar to recommendations for software startups, we posit that game jams and
the startup scene share contextual similarities. Finally, we discuss the
drawbacks of systemic "crunch time" and argue that game jam organizers are in a
good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game
An analysis of the requirements traceability problem
In this paper1, we investigate and discuss the underlying nature
of the requirements traceability problem. Our work is based on
empirical studies, involving over 100 practitioners, and an
evaluation of current support. We introduce the distinction
between pre-requirements specification (pre-RS) traceability
and post-requirements specification (post-RS) traceability, to
demonstrate why an all-encompassing solution to the problem is
unlikely, and to provide a framework through which to
understand its multifaceted nature. We report how the majority
of the problems attributed to poor requirements traceability are
due to inadequate pre-RS traceability and show the fundamental
need for improvements here. In the remainder of the paper, we
present an analysis of the main barriers confronting such
improvements in practice, identify relevant areas in which
advances have been (or can be) made, and make
recommendations for research
Addressing information flow in lean production management and control in construction
Traditionally, production control on construction sites has been a challenging area,
where the ad-hoc production control methods foster uncertainty - one of the biggest
enemies of efficiency and smooth production flow. Lean construction methods such
as the Last Planner System have partially tackled this problem by addressing the flow
aspect through means such as constraints analysis and commitment planning.
However, such systems have relatively long planning cycles to respond to the
dynamic production requirements of construction, where almost daily if not hourly
control is needed. New solutions have been designed by researchers to improve this
aspect such as VisiLean, but again these types of software systems require the
proximity and availability of computer devices to workers. Given this observation,
there is a need for a communication system between the field and site office that is
highly interoperable and provides real-time task status information. A High-level
communication framework (using VisiLean) is presented in this paper, which aims to
overcome the problems of system integration and improve the flow of information
within the production system. The framework provides, among other things, generic
and standardized interfaces to simplify the “push” and “pull” of the right (production)
information, whenever needed, wherever needed, by whoever needs it. Overall, it is
anticipated that the reliability of the production control will be improve
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