25,415 research outputs found

    Report on the Third Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE3)

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    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

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    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

    Open Source Integrated Library Systems in Public Libraries

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    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

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    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

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    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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