25,400 research outputs found

    Towards a situated media practice: Reflections on the implementation of project-led problem-based learning

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    In the field of media practice education, project-based learning is utilized as a major pedagogic paradigm with the aim of mirroring professional practice within the curriculum. However, if the use of project-based learning is to be considered as more than just a way of administrating student activity, then educators need a critical understanding of how problem encounters order practice within the life cycle of a project. The drawing together of practice-based, project-based and problem-based approaches allows us to see the overlapping nature of these approaches and also differentiate them as unique pedagogies in their own right. It is argued here that this tension between similarity and difference requires a new way of thinking about mirroring professional practice within higher education, one which offers a theory of project-based learning as a productive pedagogy which places problem encounters at its heart

    An ontology of agile aspect oriented software development

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    Both agile methods and aspect oriented programming (AOP) have emerged in recent years as new paradigms in software development. Both promise to free the process of building software systems from some of the constraints of more traditional approaches. As a software engineering approach on the one hand, and a software development tool on the other, there is the potential for them to be used in conjunction. However, thus far, there has been little interplay between the two. Nevertheless, there is some evidence that there may be untapped synergies that may be exploited, if the appropriate approach is taken to integrating AOP with agile methods. This paper takes an ontological approach to supporting this integration, proposing ontology enabled development based on an analysis of existing ontologies of aspect oriented programming, a proposed ontology of agile methods, and a derived ontology of agile aspect oriented development

    Social Media Marketing Integration: Agile Project Management

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    The implementation of digital and social media strategies to currently existing marketing strategies requires extensive knowledge and expertise. Project management techniques and practices can be utilized to implement this change and determine its success. Because of the constantly evolving nature of social media marketing, an agile project management approach should be utilized to enhance chances of success. Social media marketing requires a thorough understanding of the target market and their behaviors on social media to deliver appropriate content utilizing the right mediums of communication. The ability to evaluate the success of a project and make changes as needed to meet the goals of the marketing strategies makes agile project management a suitable technique for implementing social media marketing

    Keeping Continuous Deliveries Safe

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    Allowing swift release cycles, Continuous Delivery has become popular in application software development and is starting to be applied in safety-critical domains such as the automotive industry. These domains require thorough analysis regarding safety constraints, which can be achieved by formal verification and the execution of safety tests resulting from a safety analysis on the product. With continuous delivery in place, such tests need to be executed with every build to ensure the latest software still fulfills all safety requirements. Even more though, the safety analysis has to be updated with every change to ensure the safety test suite is still up-to-date. We thus propose that a safety analysis should be treated no differently from other deliverables such as source-code and dependencies, formulate guidelines on how to achieve this and advert areas where future research is needed.Comment: 4 pages, 3 figure

    Coordinating Knowledge Work in Multi-Team Programs: Findings from a Large-Scale Agile Development Program

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    Software development projects have undergone remarkable changes with the arrival of agile development methods. While intended for small, self-managing teams, these methods are increasingly used also for large development programs. A major challenge in programs is to coordinate the work of many teams, due to high uncertainty in tasks, a high degree of interdependence between tasks and because of the large number of people involved. This revelatory case study focuses on how knowledge work is coordinated in large-scale agile development programs by providing a rich description of the coordination practices used and how these practices change over time in a four year development program with 12 development teams. The main findings highlight the role of coordination modes based on feedback, the use of a number of mechanisms far beyond what is described in practitioner advice, and finally how coordination practices change over time. The findings are important to improve the outcome of large knowledge-based development programs by tailoring coordination practices to needs and ensuring adjustment over time.Comment: To appear in Project Management Journa

    Scrum Game: An Agile Software Management Game

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    For the past few years, in their attempt to avoid the heavyweight bureaucracy of traditional project management methods such as the Waterfall model, companies have started incorporating agile methods (e.g. Extreme Programming, Scrum, Crystal) for their project development. These methods are characterised by their incremental and iterative delivery, their ability to incorporate change at any stage of the project lifecycle, as well as their small and co-located teams. Even though these methods are included in the syllabus of many software engineering modules at university level, many students currently feel more confident with traditional, rather than agile methods. Many employers find that recent graduates are not equipped with the desired skills of a software engineer because, even though they are knowledgeable in the different software engineering practices, they lack practical experience of these methods. The combination of these two factors show that the university’s approach to teaching software management methods is only theoretical and it does not give students the opportunity to apply them to their projects so they can get a better understanding of their use. The project developed the prototype of a computer game that simulates the use of the Scrum method within different projects, named Scrum Game. The game is supplementary material for a lecture course, and its purpose is to guide students through the Scrum lifecycle. Students can thereby get a small glimpse of the different phases of Scrum, the way that the different Scrum roles interact with each other, and the way that Scrum is used to implement real projects. In addition, the Scrum Game has an administrator mode enabling lecturers to view a log of the progress of all their students in the game. They can use this mode to create new projects or to alter existing ones by adding new tasks or problems, thereby adjusting the level of difficulty to the level of their students, or so that it fits their teaching. The web-based system was developed using PHP, MySQL, HTML, CSS, JavaScript, AJAX (jQuery) and Google Charts API. The system was thoroughly tested against the initial requirements and other system tests. The Scrum Game was evaluated by 22 peer colleagues reading for an MSc in Software Engineering at the University of Southampton, to identify whether the system achieved its goal of introducing students to the Scrum methodology and reaching a deeper understanding of its practical use during project implementation. The results of a questionnaire showed that little prior knowledge was assumed during the game, and that 86% of the participants felt that the game helped them learn more about Scrum. When asked, “Do you think that if this game was part of your Project Management module, would you get a better understanding about Scrum?” an impressive 95% (21 out of 22 participants) agreed that the game would be helpful, and rated the system 8 out of 10 on average

    On Evidence-based Risk Management in Requirements Engineering

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    Background: The sensitivity of Requirements Engineering (RE) to the context makes it difficult to efficiently control problems therein, thus, hampering an effective risk management devoted to allow for early corrective or even preventive measures. Problem: There is still little empirical knowledge about context-specific RE phenomena which would be necessary for an effective context- sensitive risk management in RE. Goal: We propose and validate an evidence-based approach to assess risks in RE using cross-company data about problems, causes and effects. Research Method: We use survey data from 228 companies and build a probabilistic network that supports the forecast of context-specific RE phenomena. We implement this approach using spreadsheets to support a light-weight risk assessment. Results: Our results from an initial validation in 6 companies strengthen our confidence that the approach increases the awareness for individual risk factors in RE, and the feedback further allows for disseminating our approach into practice.Comment: 20 pages, submitted to 10th Software Quality Days conference, 201

    Grasping unknown objects in clutter by superquadric representation

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    © 20xx IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, a quick and efficient method is presented for grasping unknown objects in clutter. The grasping method relies on real-time superquadric (SQ) representation of partial view objects and incomplete object modelling, well suited for unknown symmetric objects in cluttered scenarios which is followed by optimized antipodal grasping. The incomplete object models are processed through a mirroring algorithm that assumes symmetry to first create an approximate complete model and then fit for SQ representation. The grasping algorithm is designed for maximum force balance and stability, taking advantage of the quick retrieval of dimension and surface curvature information from the SQ parameters. The pose of the SQs with respect to the direction of gravity is calculated and used together with the parameters of the SQs and specification of the gripper, to select the best direction of approach and contact points. The SQ fitting method has been tested on custom datasets containing objects in isolation as well as in clutter. The grasping algorithm is evaluated on a PR2 robot and real time results are presented. Initial results indicate that though the method is based on simplistic shape information, it outperforms other learning based grasping algorithms that also work in clutter in terms of time-efficiency and accuracy.Peer ReviewedPostprint (author's final draft
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