6,955 research outputs found

    A case study in open source innovation: developing the Tidepool Platform for interoperability in type 1 diabetes management.

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    OBJECTIVE:Develop a device-agnostic cloud platform to host diabetes device data and catalyze an ecosystem of software innovation for type 1 diabetes (T1D) management. MATERIALS AND METHODS:An interdisciplinary team decided to establish a nonprofit company, Tidepool, and build open-source software. RESULTS:Through a user-centered design process, the authors created a software platform, the Tidepool Platform, to upload and host T1D device data in an integrated, device-agnostic fashion, as well as an application ("app"), Blip, to visualize the data. Tidepool's software utilizes the principles of modular components, modern web design including REST APIs and JavaScript, cloud computing, agile development methodology, and robust privacy and security. DISCUSSION:By consolidating the currently scattered and siloed T1D device data ecosystem into one open platform, Tidepool can improve access to the data and enable new possibilities and efficiencies in T1D clinical care and research. The Tidepool Platform decouples diabetes apps from diabetes devices, allowing software developers to build innovative apps without requiring them to design a unique back-end (e.g., database and security) or unique ways of ingesting device data. It allows people with T1D to choose to use any preferred app regardless of which device(s) they use. CONCLUSION:The authors believe that the Tidepool Platform can solve two current problems in the T1D device landscape: 1) limited access to T1D device data and 2) poor interoperability of data from different devices. If proven effective, Tidepool's open source, cloud model for health data interoperability is applicable to other healthcare use cases

    Video Game Development in a Rush: A Survey of the Global Game Jam Participants

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    Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but there are few studies on the effects of time pressure. We conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour hackathon. Based on 198 responses, the results suggest that: (1) iterative brainstorming is the most popular method for conceptualizing initial requirements; (2) continuous integration, minimum viable product, scope management, version control, and stand-up meetings are frequently applied development practices; (3) regular communication, internal playtesting, and dynamic and proactive planning are the most common quality assurance activities; and (4) familiarity with agile development has a weak correlation with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc approaches to development and face-to-face communication, and recommend some complementary practices with limited overhead. Furthermore, as our findings are similar to recommendations for software startups, we posit that game jams and the startup scene share contextual similarities. Finally, we discuss the drawbacks of systemic "crunch time" and argue that game jam organizers are in a good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game

    DevOps for Digital Leaders

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    DevOps; continuous delivery; software lifecycle; concurrent parallel testing; service management; ITIL; GRC; PaaS; containerization; API management; lean principles; technical debt; end-to-end automation; automatio

    A Comparison between E-learning Resources currently used in Project Management Online Training

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    E-learning has become popular among learners of all ages and different domains, while project management is one of the many practices that have been impacted by the 21st-century online digital environment. The goal of this paper is to explore and compare current e-learning resources that help online train and continuously educate IT project managers in software developing industries. As to the methodology, a qualitative method will be used for applied research: inductive approach - inductive reasoning. Each identified resource will be provided with a narrative description based on process-oriented interrogations. In the end, a comparison will be made between the existing online platforms offering project management related courses, in order to help conclude which e-learning materials are best to be used by project managers nowadays, taking into consideration their educational needs. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</p

    DevOps for Digital Leaders

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    DevOps; continuous delivery; software lifecycle; concurrent parallel testing; service management; ITIL; GRC; PaaS; containerization; API management; lean principles; technical debt; end-to-end automation; automatio

    2018-19 Graduate Catalog

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    2016-17 Graduate Catalog

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    Preparing students for the software industry new demands

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    A solid preparation in terms of soft skills and state- of-the-art technical skills in Software Engineering (SE) is a goal for the academy. It also contributes to reducing the gap between Software Engineering education and the software industry's new demands. Generally, in computer science or computer engineering courses, there are separate subjects to teach requirements engineering, analysis, design, coding, or validation. However, integrating all these subjects usually requires experience in developing a complete project. This article describes aspects of an active and collaborative learning approach involving academia and industry actors. The approach presented in this article involved staff from a software company in collaboration with staff from an academic institution. It resulted in a student being involved in an entire software development project. The student was involved in an agile team of faculty and Information Technology (IT) professionals. The Scrum agile framework was followed, and the product was developed using a Low-code development platform. This article presents the approach, details of the project design and implementation, results achieved, lessons learned, and guidelines for the future. The results show that this agile, full-stack approach allows students to develop cutting- edge technical and non-technical skills.info:eu-repo/semantics/publishedVersio
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