22,250 research outputs found
Data Management Roles for Librarians
In this Chapter:● Looking at data through different lenses● Exploring the range of data use and data support ● Using data as the basis for informed decision making ● Treating data as a legitimate scholarly research produc
An Empirical Study on Decision making for Quality Requirements
[Context] Quality requirements are important for product success yet often
handled poorly. The problems with scope decision lead to delayed handling and
an unbalanced scope. [Objective] This study characterizes the scope decision
process to understand influencing factors and properties affecting the scope
decision of quality requirements. [Method] We studied one company's scope
decision process over a period of five years. We analyzed the decisions
artifacts and interviewed experienced engineers involved in the scope decision
process. [Results] Features addressing quality aspects explicitly are a minor
part (4.41%) of all features handled. The phase of the product line seems to
influence the prevalence and acceptance rate of quality features. Lastly,
relying on external stakeholders and upfront analysis seems to lead to long
lead-times and an insufficient quality requirements scope. [Conclusions] There
is a need to make quality mode explicit in the scope decision process. We
propose a scope decision process at a strategic level and a tactical level. The
former to address long-term planning and the latter to cater for a speedy
process. Furthermore, we believe it is key to balance the stakeholder input
with feedback from usage and market in a more direct way than through a long
plan-driven process
Selecting Undergraduate Business Majors
The paper begins with a brief review of the literature and how business students choose their major in the U.S. and we list the most popular majors in the U.S. Universities. We also talk about the factors that influenced student’s choice. In our next research project, we will not only use a larger sample size but also the sample will come from a few universities to reduce the sampling bias. In this paper, we also talk about changing trends in international students. We talk about the large group of Chinese, Indian, and Arabic students, and we show that with literature and graphical support. In the next section, we analyze one of the up and coming new business majors ―Business Analytics‖ We finish the paper with a discussion of growth of international students both at graduate and undergraduate level, and how we will address the shortcomings of this paper with our next project
After Over-Privileged Permissions: Using Technology and Design to Create Legal Compliance
Consumers in the mobile ecosystem can putatively protect their privacy with the use of application permissions. However, this requires the mobile device owners to understand permissions and their privacy implications. Yet, few consumers appreciate the nature of permissions within the mobile ecosystem, often failing to appreciate the privacy permissions that are altered when updating an app. Even more concerning is the lack of understanding of the wide use of third-party libraries, most which are installed with automatic permissions, that is permissions that must be granted to allow the application to function appropriately. Unsurprisingly, many of these third-party permissions violate consumers’ privacy expectations and thereby, become “over-privileged” to the user. Consequently, an obscurity of privacy expectations between what is practiced by the private sector and what is deemed appropriate by the public sector is exhibited. Despite the growing attention given to privacy in the mobile ecosystem, legal literature has largely ignored the implications of mobile permissions. This article seeks to address this omission by analyzing the impacts of mobile permissions and the privacy harms experienced by consumers of mobile applications. The authors call for the review of industry self-regulation and the overreliance upon simple notice and consent. Instead, the authors set out a plan for greater attention to be paid to socio-technical solutions, focusing on better privacy protections and technology embedded within the automatic permission-based application ecosystem
Mobile Privacy and Business-to-Platform Dependencies: An Analysis of SEC Disclosures
This Article systematically examines the dependence of mobile apps on mobile platforms for the collection and use of personal information through an analysis of Securities and Exchange Commission (SEC) filings of mobile app companies. The Article uses these disclosures to find systematic evidence of how app business models are shaped by the governance of user data by mobile platforms, in order to reflect on the role of platforms in privacy regulation more generally. The analysis of SEC filings documented in the Article produces new and unique insights into the data practices and data-related aspects of the business models of popular mobile apps and shows the value of SEC filings for privacy law and policy research more generally. The discussion of SEC filings and privacy builds on regulatory developments in SEC disclosures and cybersecurity of the last decade. The Article also connects to recent regulatory developments in the U.S. and Europe, including the General Data Protection Regulation, the proposals for a new ePrivacy Regulation and a Regulation of fairness in business-to-platform relations
Pirate plunder: game-based computational thinking using scratch blocks
Policy makers worldwide argue that children should be taught how technology works, and that the ‘computational thinking’ skills developed through programming are useful in a wider context. This is causing an increased focus on computer science in primary and secondary education.
Block-based programming tools, like Scratch, have become ubiquitous in primary education (5 to 11-years-old) throughout the UK. However, Scratch users often struggle to detect and correct ‘code smells’ (bad programming practices) such as duplicated blocks and large scripts, which can lead to programs that are difficult to understand. These ‘smells’ are caused by a lack of abstraction and decomposition in programs; skills that play a key role in computational thinking. In Scratch, repeats (loops), custom blocks (procedures) and clones (instances) can be used to correct these smells. Yet, custom blocks and clones are rarely taught to children under 11-years-old.
We describe the design of a novel educational block-based programming game, Pirate Plunder, which aims to teach these skills to children aged 9-11. Players use Scratch blocks to navigate around a grid, collect items and interact with obstacles. Blocks are explained in ‘tutorials’; the player then completes a series of ‘challenges’ before attempting the next tutorial. A set of Scratch blocks, including repeats, custom blocks and clones, are introduced in a linear difficulty progression. There are two versions of Pirate Plunder; one that uses a debugging-first approach, where the player is given a program that is incomplete or incorrect, and one where each level begins with an empty program.
The game design has been developed through iterative playtesting. The observations made during this process have influenced key design decisions such as Scratch integration, difficulty progression and reward system. In future, we will evaluate Pirate Plunder against a traditional Scratch curriculum and compare the debugging-first and non-debugging versions in a series of studies
What to Fix? Distinguishing between design and non-design rules in automated tools
Technical debt---design shortcuts taken to optimize for delivery speed---is a
critical part of long-term software costs. Consequently, automatically
detecting technical debt is a high priority for software practitioners.
Software quality tool vendors have responded to this need by positioning their
tools to detect and manage technical debt. While these tools bundle a number of
rules, it is hard for users to understand which rules identify design issues,
as opposed to syntactic quality. This is important, since previous studies have
revealed the most significant technical debt is related to design issues. Other
research has focused on comparing these tools on open source projects, but
these comparisons have not looked at whether the rules were relevant to design.
We conducted an empirical study using a structured categorization approach, and
manually classify 466 software quality rules from three industry tools---CAST,
SonarQube, and NDepend. We found that most of these rules were easily labeled
as either not design (55%) or design (19%). The remainder (26%) resulted in
disagreements among the labelers. Our results are a first step in formalizing a
definition of a design rule, in order to support automatic detection.Comment: Long version of accepted short paper at International Conference on
Software Architecture 2017 (Gothenburg, SE
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