90,688 research outputs found
Software Reuse in Agile Development Organizations - A Conceptual Management Tool
The reuse of knowledge is considered a major factor for increasing productivity and quality. In the software industry knowledge is embodied in software assets such as code components, functional designs and test cases. This kind of knowledge reuse is also referred to as software reuse. Although the benefits can be substantial, software reuse has never reached its full potential. Organizations are not aware of the different levels of reuse or do not know how to address reuse issues. This paper proposes a conceptual management tool for supporting software reuse. Furthermore the paper presents the findings of the application of the management tool in an agile development organization
Construction of a taxonomy for requirements engineering commercial-off-the-shelf components
This article presents a procedure for constructing a taxonomy of COTS products in the field of Requirements Engineering (RE). The taxonomy and the obtained information reach transcendental benefits to the selection of systems and tools that aid to RE-related actors to simplify and facilitate their work. This taxonomy is performed by means of a goal-oriented methodology inspired in GBRAM (Goal-Based Requirements Analysis Method), called GBTCM (Goal-Based Taxonomy Construction Method), that provides a guide to analyze sources of information and modeling requirements and domains, as well as gathering and organizing the knowledge in any segment of the COTS market. GBTCM claims to promote the use of standards and the reuse of requirements in order to support different processes of selection and integration of components.Peer ReviewedPostprint (published version
Re-using knowledge : why, what and where
Previously the 're-use' focus has centred on specific and/or standard parts, more recently however, [standard components] are being developed...to enable both the re-use of the part and the experience associated with that part'. This notion is further extended by Finger who states that 'designers may re-use a prior design in it's entirety,...may re-use an existing shape for a different function, or may re-use a feature from another design'. Reinforcing this notion we currently consider re-use to reflect the utilisation of any knowledge gained from a design activity and not just past designs of artefacts. Our research concerns the improvement of formal 're-use' support and as such we have identified a need to gain a better understanding of how design knowledge can be utilised to support 're-use'. Thus, we discuss the requirements of successful 're-use' and attempt to ascertain within this skeleton: what knowledge can be re-used; how to maximise its' applicability; and where and when it can be utilised in new design
Software development: A paradigm for the future
A new paradigm for software development that treats software development as an experimental activity is presented. It provides built-in mechanisms for learning how to develop software better and reusing previous experience in the forms of knowledge, processes, and products. It uses models and measures to aid in the tasks of characterization, evaluation and motivation. An organization scheme is proposed for separating the project-specific focus from the organization's learning and reuse focuses of software development. The implications of this approach for corporations, research and education are discussed and some research activities currently underway at the University of Maryland that support this approach are presented
Approach to Identify Internal Best Practices in a Software Organization.
Current approaches to software process improvements (SPI) in software organizations is based on identifying gaps by comparing the way organizations work with respect to practices contained in the reference models. Later, these gaps will be targeted for establishing software process improvements. This paper presents an approach for identifying best practices within the organization. This is considered a key element in order to compare the way software organizations work with the reference models. After that, these practices will be complemented with practices contained in these models depending on the organization's business goals
Collaborative knowledge management - A construction case study
Due to the new threats and challenges faced by the construction industry today, construction companies must seek new solutions in order to remain ahead of the competition. Knowledge has been identified to be a significant organisational resource, which if used effectively can provide competitive advantage. A lot of emphasis is being put on how to identify, capture and share knowledge in today's organisations. It has been argued over the years that due to the fragmented nature of the construction industry and ad-hoc nature of the construction projects, capture and reuse of valuable knowledge gathered during a construction project pose a challenge. As a result critical mistakes are repeated on projects and construction professionals have to kee
Improving Knowledge Retrieval in Digital Libraries Applying Intelligent Techniques
Nowadays an enormous quantity of heterogeneous and distributed information is stored in the digital University. Exploring online collections to find knowledge relevant to a user’s interests is a challenging work. The artificial intelligence and Semantic Web provide a common framework that allows knowledge to
be shared and reused in an efficient way. In this work we propose a comprehensive approach for discovering E-learning objects in large digital collections based on analysis of recorded semantic metadata in those objects and the application of expert system technologies. We have used Case Based-Reasoning
methodology to develop a prototype for supporting efficient retrieval knowledge from online repositories.
We suggest a conceptual architecture for a semantic search engine. OntoUS is a collaborative effort that
proposes a new form of interaction between users and digital libraries, where the latter are adapted to users
and their surroundings
Knowledge formalization in experience feedback processes : an ontology-based approach
Because of the current trend of integration and interoperability of industrial systems, their size and complexity continue to grow making it more difficult to analyze, to understand and to solve the problems that happen in their organizations. Continuous improvement methodologies are powerful tools in order to understand and to solve problems, to control the effects of changes and finally to capitalize knowledge about changes and improvements. These tools involve suitably represent knowledge relating to the concerned system. Consequently, knowledge management (KM) is an increasingly important source of competitive advantage for organizations. Particularly, the capitalization and sharing of knowledge resulting from experience feedback are elements which play an essential role in the continuous improvement of industrial activities. In this paper, the contribution deals with semantic interoperability and relates to the structuring and the formalization of an experience feedback (EF) process aiming at transforming information or understanding gained by experience into explicit knowledge. The reuse of such knowledge has proved to have significant impact on achieving themissions of companies. However, the means of describing the knowledge objects of an experience generally remain informal. Based on an experience feedback process model and conceptual graphs, this paper takes domain ontology as a framework for the clarification of explicit knowledge and know-how, the aim of which is to get lessons learned descriptions that are significant, correct and applicable
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ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that ‘reuse’ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of ‘reuse’, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
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