713 research outputs found

    Negotiation of software requirements in an asynchronous collaborative environment

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    The effect of task structure and negotiation sequence on collaborative software requirements negotiation is investigated. This work began with an extensive literature review that focused on current research in collaborative software engineering and, in particular, on the negotiation of software requirements and the requisite collaboration for the development of such requirements. A formal detailed experiment was then conducted to evaluate the effects of negotiation sequence and task structure in an asynchronous group meeting environment. The experiment tested the impact of these structures on groups negotiating the requirements for an emergency response information system. The results reported here show that these structures can have a positive impact on solution quality but a negative impact on process satisfaction, although following a negotiation sequence and task structure can help asynchronous groups come to agreement faster. Details of the experimental procedures, statistical analysis, and discussion of the results of the experiment are also presented, as are suggestions for improving this work and a plan for future research

    Design, implementation, and evaluation of an ICT-supported collaboration methodology for distributed requirements determination

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    As information systems development becomes more distributed, information and communication technology (ICT) has become crucial to overcome distance and to enable collaboration between system users and analysts. This study presents the design, implementation, and experimental evaluation of a new technology-supported collaborative methodology for requirements determination. The new ICT-supported methodology enables the elicitation, analysis, specification, and validation of requirements in a distributed environment. Its design follows the theoretical principles of Te’eni’s (2001) cognitiveaffective model of organizational communication for IT design and combines established methods as well as techniques for requirements identification, formulation, dependency determination, prioritization, and selection in a coherent and innovative way. The resulting prototype is professionally implemented and evaluated in an experiment. The experiment is the first to compare the performance of traditional ways of communication via interviews and document exchange with that of communication via an Internet-based collaboration platform for requirements determination. The results show that, both, the efficiency of the overall requirements determination process as well as the overall quality of the resulting requirements, are higher when using the new collaborative methodology. In terms of quality, efficiency, the user and analyst perspectives need to be distinguished. While the effort for requirements elicitation increases for the analysts, this up-front investment pays off in terms of significantly lower effort for the later specification and validation of requirements. In contrast, the users benefit in particular from lower effort during requirements elicitation and analysis

    A Gaming Laboratory to Study Distributed Collaboration Processes.

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    Current events present many examples of situations where a fast and coordinated response is required from many and diverse organizations and stakeholders. Technology-mediated communication and collaboration may be the only option for getting things done in situations like these. There is a real need for research on the kinds of environments and processes that best support fast response on urgent tasks for virtual teams. The paper presents the development and initial test of a gaming laboratory to study such processes. The laboratory is adaptable to different kinds of situations. We discuss the design principles and implementation of the laboratory environment, along with lessons learned from the first experiences with it

    Security in a Distributed Processing Environment

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    Distribution plays a key role in telecommunication and computing systems today. It has become a necessity as a result of deregulation and anti-trust legislation, which has forced businesses to move from centralised, monolithic systems to distributed systems with the separation of applications and provisioning technologies, such as the service and transportation layers in the Internet. The need for reliability and recovery requires systems to use replication and secondary backup systems such as those used in ecommerce. There are consequences to distribution. It results in systems being implemented in heterogeneous environment; it requires systems to be scalable; it results in some loss of control and so this contributes to the increased security issues that result from distribution. Each of these issues has to be dealt with. A distributed processing environment (DPE) is middleware that allows heterogeneous environments to operate in a homogeneous manner. Scalability can be addressed by using object-oriented technology to distribute functionality. Security is more difficult to address because it requires the creation of a distributed trusted environment. The problem with security in a DPE currently is that it is treated as an adjunct service, i.e. and after-thought that is the last thing added to the system. As a result, it is not pervasive and therefore is unable to fully support the other DPE services. DPE security needs to provide the five basic security services, authentication, access control, integrity, confidentiality and non-repudiation, in a distributed environment, while ensuring simple and usable administration. The research, detailed in this thesis, starts by highlighting the inadequacies of the existing DPE and its services. It argues that a new management structure was introduced that provides greater flexibility and configurability, while promoting mechanism and service independence. A new secure interoperability framework was introduced which provides the ability to negotiate common mechanism and service level configurations. New facilities were added to the non-repudiation and audit services. The research has shown that all services should be security-aware, and therefore would able to interact with the Enhanced Security Service in order to provide a more secure environment within a DPE. As a proof of concept, the Trader service was selected. Its security limitations were examined, new security behaviour policies proposed and it was then implemented as a Security-aware Trader, which could counteract the existing security limitations.IONA TECHNOLOGIES PLC & ORANG

    Technology Adoption by Groups: A Valence Perspective

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    While past research has contributed to an understanding of how organizations or individuals adopt technologies, little is known about how such adoption occurs in groups. Given the widespread acknowledgment that organizations are moving to group-based structures and that groups often utilize technologies for performing their tasks, it is critical that we understand how such collective social entities adopt technologies. Such an understanding can better guide investment and implementation decisions. In this paper, we draw on existing literature about groups, technology characteristics, and valence to conceptualize a model of technology adoption by groups (referred to as the TAG model). We view the TAG phenomenon as a process of communication and negotiation in which analytically distinct factors-such as the individual members\u27 a priori attitudes toward the technology, the majority subgroup\u27s opinion, high-status members\u27 opinions, substantive conflict, and relevant characteristics of the technology play an important role. We develop several theoretical propositions regarding the nature of the contribution of these factors toward an adoption decision and discuss measurement tradeoffs and guidelines

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Federated identity architecture of the european eID system

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    Federated identity management is a method that facilitates management of identity processes and policies among the collaborating entities without a centralized control. Nowadays, there are many federated identity solutions, however, most of them covers different aspects of the identification problem, solving in some cases specific problems. Thus, none of these initiatives has consolidated as a unique solution and surely it will remain like that in a near future. To assist users choosing a possible solution, we analyze different federated identify approaches, showing main features, and making a comparative study among them. The former problem is even worst when multiple organizations or countries already have legacy eID systems, as it is the case of Europe. In this paper, we also present the European eID solution, a purely federated identity system that aims to serve almost 500 million people and that could be extended in midterm also to eID companies. The system is now being deployed at the EU level and we present the basic architecture and evaluate its performance and scalability, showing that the solution is feasible from the point of view of performance while keeping security constrains in mind. The results show a good performance of the solution in local, organizational, and remote environments

    Informal Evaluation and Institutionalization of Neoteric Technology Ideas: The Case of Two Danish Organizations

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    In this paper, we explore the complex process of how ideas evolve in organizations that are engaged in developing and using information technology (IT)-based systems. We put forward a framework emphasizing the interconnection between creativity and institutionalization. We argue that ideas are embedded in existing institutionalized technologies in organizations and that emerging technologies introduce neoteric ideas to them. Furthermore, we argue that, when attempting to introduce technology-based ideas, human actors will focus their attention on ideas embedded in existing institutionalized technologies while informally evaluating and making sense of these ideas. Moreover, we suggest that conflicts between competing frames of reference during this evaluation may result in the rejection, adoption, or multiplication of new technology ideas. Drawing on information systems (IS)-based theories of creativity, Scandinavian institutionalism, and empirical data from two Danish organizations, we investigate the interplay between creativity, technology, and human sensemaking in the process of translating and transforming technology ideas into full-fledged technological innovations

    VirtualECare: group support in collaborative networks organizations for digital homecare

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    Collaborative Work plays an important role in today’s organizations and normally in areas where decisions must be made. However, any decision that involves a collective or group of decision makers is, by itself, complex but is becoming normal in recent years. In this work we present the VirtualECare project (Figure 10), intelligent multi‐agent system able to monitor, interact and serve its customers, which are, normally, in need of care services. In the last years there has been a substantially increase in the number of people needed of intensive care, especially among the elderly, a phenomenon that is related to population ageing. However, this is not exclusive of the elderly, as diseases as obesity, diabetes, and blood pressure have been increasing among young adults. As a new reality, it has to be dealt by the health sector, and particularly by the public one. Thus, the importance of finding new and cost effective ways for health care delivery are of particular importance, especially when one want them not to be removed from their “habitat”. Following this line of thinking, the VirtualECare project will be presented, like similar ones that preceded it. Recently we have assisted to a growing interest in combining the advances in information society ‐ computing, telecommunications and presentation – in order to create Group Decision Support Systems (GDSS). Indeed, the new economy, along with increased competition in today’s complex business environments, takes the companies to seek complementarities in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the above presented GDSS to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of one’s Electronically Clinical Profile (ECP). This achievement is vital, regarding the explosion of knowledge and skills, together with the need to use limited resources and get better results
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