21,033 research outputs found

    HOMEBOTS: Intelligent Decentralized Services for Energy Management

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    The deregulation of the European energy market, combined with emerging advanced capabilities of information technology, provides strategic opportunities for new knowledge-oriented services on the power grid. HOMEBOTS is the namewe have coined for one of these innovative services: decentralized power load management at the customer side, automatically carried out by a `society' of interactive household, industrial and utility equipment. They act as independent intelligent agents that communicate and negotiate in a computational market economy. The knowledge and competence aspects of this application are discussed, using an improved \ud version of task analysis according to the COMMONKADS knowledge methodology. Illustrated by simulation results, we indicate how customer knowledge can be mobilized to achieve joint goals of cost and energy savings. General implications for knowledge creation and its management are discussed

    Computer science curriculum in the community college: an evaluative study

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    The purpose of this study was to assess the sufficiency of the Computer Studies curriculum at Camden County College in meeting the needs of its local job market. A questionnaire was distributed to 106 computer-based businesses in southern New Jersey, northern Delaware, and the greater Philadelphia area. The purpose of the survey was twofold. it was first necessary to ascertain whether or not these businesses would hire individuals possessing an associate\u27s degree in Computer Science and if so, how many such positions might they have available in any given year. The survey then questioned respondents about the individual needs of their organization with regard to entry level positions in the areas of software design and implementation. Fifty-seven, 54 percent, of the surveys were completed and returned. The researcher also investigated several areas of rapidly changing technology which included CASE Tool Technology, Object-Oriented Programming, Client/Server Systems, Hypermedia, Database Programming, and Graphical User interface. The survey results coupled with the author\u27s literary search led to the conclusion that Camden County College should update its Computer Studies program and that faculty and administrators must be aware of the need to continually modify this curriculum as the technology evolves

    Relevance, benefits, and problems of software modelling and model driven techniques—A survey in the Italian industry

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    Context Claimed benefits of software modelling and model driven techniques are improvements in productivity, portability, maintainability and interoperability. However, little effort has been devoted at collecting evidence to evaluate their actual relevance, benefits and usage complications. Goal The main goals of this paper are: (1) assess the diffusion and relevance of software modelling and MD techniques in the Italian industry, (2) understand the expected and achieved benefits, and (3) identify which problems limit/prevent their diffusion. Method We conducted an exploratory personal opinion survey with a sample of 155 Italian software professionals by means of a Web-based questionnaire on-line from February to April 2011. Results Software modelling and MD techniques are very relevant in the Italian industry. The adoption of simple modelling brings common benefits (better design support, documentation improvement, better maintenance, and higher software quality), while MD techniques make it easier to achieve: improved standardization, higher productivity, and platform independence. We identified problems, some hindering adoption (too much effort required and limited usefulness) others preventing it (lack of competencies and supporting tools). Conclusions The relevance represents an important objective motivation for researchers in this area. The relationship between techniques and attainable benefits represents an instrument for practitioners planning the adoption of such techniques. In addition the findings may provide hints for companies and universitie

    Codified-Tacit and General-Specific Knowledge in the division of labour among firms. A study of the Software Industry

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    This paper addresses the organisation and codification of knowledge in the software industry. It analyses various economic incentives to codification, including the need to improve the productivity and quality of software production processes and to access inter-firm collaborations. The paper examines the experience of four Italian software firms specialised in software packages and services. It compares their capabilities, the main sources of tacit knowledge, their specific incentives to invest in knowledge codification, their usage of formal software development methodologies and quality control systems. Finally, the paper analyses two distinct technological collaborations that two of these firms have recently established.

    Collaborative design : managing task interdependencies and multiple perspectives

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    This paper focuses on two characteristics of collaborative design with respect to cooperative work: the importance of work interdependencies linked to the nature of design problems; and the fundamental function of design cooperative work arrangement which is the confrontation and combination of perspectives. These two intrinsic characteristics of the design work stress specific cooperative processes: coordination processes in order to manage task interdependencies, establishment of common ground and negotiation mechanisms in order to manage the integration of multiple perspectives in design

    Non-Technical Individual Skills are Weakly Connected to the Maturity of Agile Practices

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    Context: Existing knowledge in agile software development suggests that individual competency (e.g. skills) is a critical success factor for agile projects. While assuming that technical skills are important for every kind of software development project, many researchers suggest that non-technical individual skills are especially important in agile software development. Objective: In this paper, we investigate whether non-technical individual skills can predict the use of agile practices. Method: Through creating a set of multiple linear regression models using a total of 113 participants from agile teams in six software development organizations from The Netherlands and Brazil, we analyzed the predictive power of non-technical individual skills in relation to agile practices. Results: The results show that there is surprisingly low power in using non-technical individual skills to predict (i.e. explain variance in) the mature use of agile practices in software development. Conclusions: Therefore, we conclude that looking at non-technical individual skills is not the optimal level of analysis when trying to understand, and explain, the mature use of agile practices in the software development context. We argue that it is more important to focus on the non-technical skills as a team-level capacity instead of assuring that all individuals possess such skills when understanding the use of the agile practices.Comment: 18 pages, 1 figur

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    El ingeniero de inclusión con STEAM en la institución educativa

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    Introduction: The article presents a research carried out in an educational institution where video game design is worked through Kodu, for three years in a teaching-learning process of Mathematics and Natural Sciences in primary school with STEAM methodology. Objective: Strengthen skills in mathematical logic, creativity and environment as a basis for future engineering in 5th grade students. Methodology: The research was of a mixed type, using a documentary analysis for performance levels in mathematics and natural sciences in fifth grade. , an observation protocol for the characterization of the population, a verification test in the creation of video games. Results: As part of the statistical analysis, a significant progress is evidenced in the results obtained during the three years, and in conclusion, it is considered that the STEAM methodology is adequate to work with Kodu as the appropriate programming environment for the development of competence through Video game design in the educational process. Conclusion: The young researchers assume the role of inclusion engineer, using the Kodu programming environment with a STEAM learning methodology that integrates Science, Technology, Engineering, Art and Mathematics through the creation of their own video games, with representative bases to start in the world of engineering.Introducción: El artículo presenta una investigación realizada en una institución educativa donde se trabaja el diseño de videojuegos mediante Kodu, durante tres años en un proceso de enseñanza - aprendizaje de Matemáticas y Ciencias Naturales en la escuela primaria con metodología STEAM. Objetivo: Fortalecer las competencias en lógica matemática, creatividad y medio ambiente como base para futuros ingenieros en estudiantes de grado 5. Metodología: La investigación fue de tipo mixta, utilizando un análisis documental para los niveles de desempeño en matemática y ciencia natural en grado quinto , un protocolo de observación para la caracterización de la población, una prueba de verificación en la creación de videojuegos. Resultados: Como parte del análisis estadístico se evidencia un progreso significativo en los resultados obtenidos durante los tres años, y como conclusión, se considera que la metodología STEAM es la adecuada para trabajar con Kodu como el entorno de programación apropiado para el desarrollo competencia mediante el diseño de Videojuegos en el proceso educativo. Conclusión: Los jóvenes investigadores asumieron el rol de ingeniero de inclusión, utilizando el entorno de programación Kodu con metodología de aprendizaje STEAM que integra Ciencias, Tecnología, Ingeniería, Arte y Matemáticas a través de la creación de videojuegos propios, con bases representativas para iniciar en el mundo de la ingeniería. se considera que la metodología STEAM es la adecuada para trabajar con Kodu como el entorno de programación apropiado para el desarrollo competencia mediante el diseño de videojuegos en el proceso educativo. Conclusión: Los jóvenes investigadores asumieron el rol de ingeniero de inclusión, utilizando el entorno de programación Kodu con metodología de aprendizaje STEAM que integra Ciencias, Tecnología, Ingeniería, Arte y Matemáticas a través de la creación de videojuegos propios, con bases representativas para iniciar en el mundo de la ingeniería. se considera que la metodología STEAM es la adecuada para trabajar con Kodu como el entorno de programación apropiado para el desarrollo competencia mediante el diseño de videojuegos en el proceso educativo. Conclusión: Los jóvenes investigadores asumieron el rol de ingeniero de inclusión, utilizando el entorno de programación Kodu con metodología de aprendizaje STEAM que integra Ciencias, Tecnología, Ingeniería, Arte y Matemáticas a través de la creación de videojuegos propios, con bases representativas para iniciar en el mundo de la ingeniería

    History friendly simulations for modelling industrial dynamics

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    simulation, models, industrial dynamics

    Requirements engineering for computer integrated environments in construction

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    A Computer Integrated Environment (CIE) is the type of innovative integrated information system that helps to reduce fragmentation and enables the stakeholders to collaborate together in business. Researchers have observed that the concept of CIE has been the subject of research for many years but the uptake of this technology has been very limited because of the development of the technology and its effective implementation. Although CIE is very much valued by both industrialists and academics, the answers to the question of how to develop and how to implement it are still not clear. The industrialists and researchers conveyed that networking, collaboration, information sharing and communication will become popular and critical issues in the future, which can be managed through CIE systems. In order for successful development of the technology, successful delivery, and effective implementation of user and industry-oriented CIE systems, requirements engineering seems a key parameter. Therefore, through experiences and lessons learnt in various case studies of CIE systems developments, this book explains the development of a requirements engineering framework specific to the CIE system. The requirements engineering process that has been developed in the research is targeted at computer integrated environments with a particular interest in the construction industry as the implementation field. The key features of the requirements engineering framework are the following: (1) ready-to-use, (2) simple, (3) domain specific, (4) adaptable and (5) systematic, (6) integrated with the legacy systems. The method has three key constructs: i) techniques for requirements development, which includes the requirement elicitation, requirements analysis/modelling and requirements validation, ii) requirements documentation and iii) facilitating the requirements management. It focuses on system development methodologies for the human driven ICT solutions that provide communication, collaboration, information sharing and exchange through computer integrated environments for professionals situated in discrete locations but working in a multidisciplinary and interdisciplinary environment. The overview for each chapter of the book is as follows; Chapter 1 provides an overview by setting the scene and presents the issues involved in requirements engineering and CIE (Computer Integrated Environments). Furthermore, it makes an introduction to the necessity for requirements engineering for CIE system development, experiences and lessons learnt cumulatively from CIE systems developments that the authors have been involved in, and the process of the development of an ideal requirements engineering framework for CIE systems development, based on the experiences and lessons learnt from the multi-case studies. Chapter 2 aims at building up contextual knowledge to acquire a deeper understanding of the topic area. This includes a detailed definition of the requirements engineering discipline and the importance and principles of requirements engineering and its process. In addition, state of the art techniques and approaches, including contextual design approach, the use case modelling, and the agile requirements engineering processes, are explained to provide contextual knowledge and understanding about requirements engineering to the readers. After building contextual knowledge and understanding about requirements engineering in chapter 2, chapter 3 attempts to identify a scope and contextual knowledge and understanding about computer integrated environments and Building Information Modelling (BIM). In doing so, previous experiences of the authors about systems developments for computer integrated environments are explained in detail as the CIE/BIM case studies. In the light of contextual knowledge gained about requirements engineering in chapter 2, in order to realize the critical necessity of requirements engineering to combine technology, process and people issues in the right balance, chapter 4 will critically evaluate the requirements engineering activities of CIE systems developments that are explained in chapter 3. Furthermore, to support the necessity of requirements engineering for human centred CIE systems development, the findings from semi-structured interviews are shown in a concept map that is also explained in this chapter. In chapter 5, requirements engineering is investigated from different angles to pick up the key issues from discrete research studies and practice such as traceability through process and product modelling, goal-oriented requirements engineering, the essential and incidental complexities in requirements models, the measurability of quality requirements, the fundamentals of requirements engineering, identifying and involving the stakeholders, reconciling software requirements and system architectures and barriers to the industrial uptake of requirements engineering. In addition, a comprehensive research study measuring the success of requirements engineering processes through a set of evaluation criteria is introduced. Finally, the key issues and the criteria are comparatively analyzed and evaluated in order to match each other and confirm the validity of the criteria for the evaluation and assessment of the requirements engineering implementation in the CIE case study projects in chapter 7 and the key issues will be used in chapter 9 to support the CMM (Capability Maturity Model) for acceptance and wider implications of the requirements engineering framework to be proposed in chapter 8. Chapter 6 explains and particularly focuses on how the requirements engineering activities in the case study projects were handled by highlighting strengths and weaknesses. This will also include the experiences and lessons learnt from these system development practices. The findings from these developments will also be utilized to support the justification of the necessity of a requirements engineering framework for the CIE systems developments. In particular, the following are addressed. • common and shared understanding in requirements engineering efforts, • continuous improvement, • outputs of requirement engineering • reflections and the critical analysis of the requirements engineering approaches in these practices. The premise of chapter 7 is to evaluate and assess the requirements engineering approaches in the CIE case study developments from multiple viewpoints in order to find out the strengths and the weaknesses in these requirements engineering processes. This evaluation will be mainly based on the set of criteria developed by the researchers and developers in the requirements engineering community in order to measure the success rate of the requirements engineering techniques after their implementation in the various system development projects. This set of criteria has already been introduced in chapter 5. This critical assessment includes conducting a questionnaire based survey and descriptive statistical analysis. In chapter 8, the requirements engineering techniques tested in the CIE case study developments are composed and compiled into a requirements engineering process in the light of the strengths and the weaknesses identified in the previous chapter through benchmarking with a Capability Maturity Model (CMM) to ensure that it has the required level of maturity for implementation in the CIE systems developments. As a result of this chapter, a framework for a generic requirements engineering process for CIE systems development will be proposed. In chapter 9, the authors will discuss the acceptance and the wider implications of the proposed framework of requirements engineering process using the CMM from chapter 8 and the key issues from chapter 5. Chapter 10 is the concluding chapter and it summarizes the findings and brings the book to a close with recommendations for the implementation of the Proposed RE framework and also prescribes a guideline as a way forward for better implementation of requirements engineering for successful developments of the CIE systems in the future
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