63 research outputs found

    The future of AOSE: exploiting SME for a new conception of methodologies

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    In the last years, the software engineering eld has provided developers with dierent methodologies to support their work. Nevertheless, existing methodologies can hardly meet the requirements of all existing scenarios, which are more and more complex and highly dierentiated. This problem can be faced by applying the Situational Method Engineering (SME) approach, which enables to build appropriate methodologies by composing \fragments" of existing ones. We envision this approach as the future of software engineering in general, and in particular if applied in Agent Oriented Software Engineering (AOSE). This approach has also the valuable advantage of reusing models, solutions, experiences and tools of existing and tested methodologies. In this paper we report three examples of application of the Situational Method Engineering approach in AOSE. We show that this approach can be applied following dierent directions, and in particular: entity-driven, metamodel-driven, and characteristic-driven. To concretely show these directions, we present three examples of methodologies for developing agent systems (one regarding self-organising systems), all constructed composing methodology fragments to meet the scenario requirements

    8 - Agent-Oriented Software Engineering

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    12 - Agent-Oriented Software Engineering

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    12 - Agent-Oriented Software Engineering

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    Using a situational method engineering approach to identify reusable method fragments from the secure TROPOS methodology

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    Situational method engineering (SME) has as a focus a repository of method fragments, gleaned from extant methodologies and best practice. Using one such example, the OPF (OPEN Process Framework) repository, we identify deficiencies in the current SME support for securityrelated issues in the context of agent-oriented software engineering. Specifically, theoretical proposals for the development of reusable security-related method fragments from the agent-oriented methodology Secure Tropos are discussed. Since the OPF repository has already been enhanced by fragments from Tropos and other non-security-focussed agent-oriented software development methodologies, the only method fragments from Secure Tropos not already contained in this repository are those that are specifically security-related. These are identified, clearly defined and recommended for inclusion in the current OPF repository of method fragments. ©JOT 2010

    Method Engineering as Design Science

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    In this paper, we motivate, devise, demonstrate, and evaluate an approach for the research-based development of information systems development methods (ISDMs). This approach, termed “method engineering as design science” (ME-DS), emerged from the identified need for scholars to develop ISDMs using proper research methods that meet the standards of both rigor and relevance. ISDMs occupy a position of central importance to information systems development and scholars have therefore invested extensive resources over the years in developing such methods. The method engineering (ME) discipline has developed different frameworks and methods to guide such development work and, for that purpose, they are well-suited. Still, there remains a need for applications and evaluations of ISDMs based on the demands for knowledge justification. Unfortunately, in many cases, scholars come up short with regard to how ISDMs are generated and empirically validated. While design science (DS) stresses knowledge justification, prominent DS approaches seem to be biased toward the development of IT artifacts, making this approach ill-suited for the development of method artifacts. We therefore propose eight principles that marry ME and DS, resulting in a process model with six activities to support research-based development of ISDMs. We demonstrate and evaluate ME-DS by assessing three existing research papers that propose ISDMs. These retrospectives show how ME-DS directs attention to certain aspects of the research process and provides support for future ISDM development

    Agent Oriented Software Engineering (AOSE) Approach to Game Development Methodology

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    This thesis investigates existing game development methodologies, through the process of researching game and system development models. The results indicate that these methodologies are engineered to solve specific problems, and most are suitable only for specific game genres. Different approaches to building games have been proposed in recent years. However, most of these methodologies focus on the design and implementation phase. This research aims to enhance game development methodologies by proposing a novel game development methodology, with the ability to function in generic game genres, thereby guiding game developers and designers from the start of the game development phase to the end of the implementation and testing phase. On a positive note, aligning development practice with universal standards makes it far easier to incorporate extra team members at short notice. This increased the confidence when working in the same environment as super developers. In the gaming industry, most game development proceeds directly from game design to the implementation phase, and the researcher observes that this is the only industry in which this occurs. It is a consequence of the game industry’s failure to integrate with modern development techniques. The ultimate aim of this research to apply a new game development methodology using most game elements to enhance success. This development model will align with different game genres, and resolve the gap between industry and research area, so that game developers can focus on the important business of creating games. The primary aim of Agent Oriented Agile Base (AOAB) game development methodology is to present game development techniques in sequential steps to facilitate game creation and close the gap in the existing game development methodologies. Agent technology is used in complex domains such as e-commerce, health, manufacturing, games, etc. In this thesis we are interested in the game domain, which comprises a unique set of characteristics such as automata, collaboration etc. Our AOAB will be based on a predictive approach after adaptation of MaSE methodology, and an adaptive approach using Agile methodology. To ensure proof of concept, AOAB game development methodology will be evaluated against industry principles, providing an industry case study to create a driving test game, which was the problem motivating this research. Furthermore, we conducted two workshops to introduce our methodology to both academic and industry participants. Finally, we prepared an academic experiment to use AOAB in the academic sector. We have analyzed the feedbacks and comments and concluded the strengths and weakness of the AOAB methodology. The research achievements are summarized and proposals for future work outlined

    Engineering the social: The role of shared artifacts

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    Abstract This paper presents a multidisciplinary approach to engineering socio-technical design. The paper addresses technological design for social interactions that are non-instrumental, and thereby sometimes contradictory or surprising and difficult to model. Through cooperative analysis of cultural probe data and development of agent-oriented software engineering (AOSE) models, ethnographers and software engineers participate in conversations around shared artifacts, which facilitate the transition from data collected in a social environment to a socially oriented requirements analysis for informing socio-technical design. To demonstrate how this transition was made, we present a case study of the process of designing technology to support familial relationships, such as playing, gifting, showing, telling and creating memories. The case study is based on data collected in a cultural probes study that explores the diverse, complex and unpredictable design environment of the home. A multidisciplinary team worked together through a process of conversations around shared artifacts to cooperatively analyze collected data and develop models. These conversations provided the opportunity to view the data from the perspective of alternative disciplines that resulted in the emergence of novel understandings and innovative practice. The artifacts in the process included returned probe items, scrapbooks, videos of interviews, photographs, family biographies and the AOSE requirements models. When shared between the two communities of practice, some of these artifacts played important roles in mediating discussions of mutual influence between ethnographers and software engineers. The shared artifacts acted as both triggers for conversations and information vessels-providing a variety of interpretable objects enabling both sides to articulate their understandings in different ways and to collaboratively negotiate understandings of the collected data. Analyzing the interdisciplinary exchange provided insight into the identification of bridging elements that allowed 'the social' to permeate the processes of analysis, requirements elicitation and design.
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