25,415 research outputs found
Report on the Third Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE3)
This report records and discusses the Third Workshop on Sustainable Software
for Science: Practice and Experiences (WSSSPE3). The report includes a
description of the keynote presentation of the workshop, which served as an
overview of sustainable scientific software. It also summarizes a set of
lightning talks in which speakers highlighted to-the-point lessons and
challenges pertaining to sustaining scientific software. The final and main
contribution of the report is a summary of the discussions, future steps, and
future organization for a set of self-organized working groups on topics
including developing pathways to funding scientific software; constructing
useful common metrics for crediting software stakeholders; identifying
principles for sustainable software engineering design; reaching out to
research software organizations around the world; and building communities for
software sustainability. For each group, we include a point of contact and a
landing page that can be used by those who want to join that group's future
activities. The main challenge left by the workshop is to see if the groups
will execute these activities that they have scheduled, and how the WSSSPE
community can encourage this to happen
Estimating development effort in free/open source software projects by mining software repositories: A case study of OpenStack
Because of the distributed and collaborative nature of free/open source software (FOSS) projects, the development effort invested in a project is usually unknown, even after the software has been released. However, this information is becoming of major interest, especially-but not only-because of the growth in the number of companies for which FOSS has become relevant for their business strategy. In this paper we present a novel approach to estimate effort by considering data from source code management repositories. We apply our model to the OpenStack project, a FOSS project with more than 1,000 authors, in which several tens of companies cooperate. Based on data from its repositories and together with the input from a survey answered by more than 100 developers, we show that the model offers a simple, but sound way of obtaining software development estimations with bounded margins of error.Gregorio Robles, Carlos Cervig on and Jes us M. Gonz alez-Barahona, project SobreSale (TIN2011-28110). and The work of Daniel Izquierdo has been funded in part by the Torres Quevedo program (PTQ-12-05577
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Market Structure and Energy Efficiency: The Case of New Commercial Buildings
This is a report on why commercial office buildings aren’t more energy efficient. Several decades of energy efficiency programs have resulted in some gains, but overall increases in the energy efficiency of buildings have fallen far short of the 30 to 50 percent improvement that many efficiency advocates believe is possible. The purpose of this study is to consider the “why” question by empirically examining the dynamics of new commercial building markets. To do so, the authors used multiple research techniques, including qualitative field observation and interview methods that allow for a more in-depth understanding of complicated market processes. Their research focused primarily on new office buildings and centered in four regional markets: Sacramento, San Francisco, Seattle, and Portland. The authors identify key dynamics of commercial office building markets, describe how change and innovation occurs in commercial development, discuss the implications for energy efficiency, and suggest next steps
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ReQwip : business plan and go-to-market strategy
textThe nature of this Report is to outline the proposed business opportunity for reQwip -- an online marketplace for buying, selling and renting sports equipment -- and the go-to-market strategy for this young startup. reQwip is an Austin, Texas-based technology company founded by students and alumni of The University of Texas at Austin for the purpuse of creating a mobile, peer-to-peer (P2P) marketplace for buying, selling and renting new and used sports equipment. ReQwip is launching its minimum viable product (MVP) in Spring 2014. The MVP is a liquid marketplace focused specifically on buying and selling new and used cycling and triathlon gear in Austin,TX and greater Central Texas. This MVP is our gateway into a sporting goods industry worth 54 billion in the United States, of which $1-3 billion is used gear sales in the U.S.AdvertisingBusiness Administratio
Open Source Integrated Library Systems in Public Libraries
One of the most fundamental decisions a library makes is choosing an integrated library system, or ILS. A public library can remove unwanted outside influence and save money by switching their ILS to free and open source software, or FOSS. This article is an examination of the progress made by FOSS ILSs to become not only contenders against proprietary systems, but also an appropriate choice for financial, functional, and philosophical reasons. Included is a timeline of published evaluations, the milestone of 14% adoption, a summary of the current landscape, and example implementation cases. A functional analysis shows why a public library can now safely make the switch. A philosophical analysis shows why they should do so. Finally, a proposal is made to “Buy Back America’s Libraries, and return ownership of the keystone of our public information infrastructure to the people
The Paradoxical Effects of Blockchain Technology on Social Networking Practices
Blockchain technology is a promising, yet not well understood, enabler of large-scale societal and economic change. For instance, blockchain makes it possible for users to securely and profitably share content on social media platforms. In this study, w
“You Must Construct Additional Pylons”: Building a Better Framework for Esports Governance
The popularity of “esports,” also known as “electronic sports” or competitive video gaming, has exploded in recent years and captured the attention of cord-cutting millennials—often to the detriment of sports such as basketball, football, baseball, and hockey. In the United States, the commercial dominance of such traditional sports stems from decades of regulatory support. Consequently, while esports regulation is likely to emulate many aspects of traditional sports governance, the esports industry is fraught with challenges that inhibit sophisticated ownership and capital investment. Domestic regulation is complicated by underlying intellectual property ownership and ancillary considerations such as fluctuations in a video game’s popularity. Since analogous reform is nigh impossible, nascent governance organizations have been created to support the professionalization of esports as a new entertainment form. As esports consumption continues to grow, enterprising stakeholders are presented with the unique opportunity to create regulatory bodies that will shape the esports industry. This Note analyzes how the professional sports industry and foreign esports markets have addressed governance challenges that arise from differences between traditional sports and competitive video gaming. It concludes by exploring two potential pathways for domestic esports governance. View PD
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