128,074 research outputs found

    Environments to support collaborative software engineering

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    With increasing globalisation of software production, widespread use of software components, and the need to maintain software systems over long periods of time, there has been a recognition that better support for collaborative working is needed by software engineers. In this paper, two approaches to developing improved system support for collaborative software engineering are described: GENESIS and OPHELIA. As both projects are moving towards industrial trials and eventual publicreleases of their systems, this exercise of comparing and contrasting our approaches has provided the basis for future collaboration between our projects particularly in carrying out comparative studies of our approaches in practical use

    Mobile support in CSCW applications and groupware development frameworks

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    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices

    Beyond Microsoft: Intellectual Property, Peer Production and the Law’s Concern with Market Dominance.

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    ALT-C 2010 - Conference Proceedings

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    Open Standard, Open Source and Peer to Peer Methods for Collaborative Product Development and Knowledge Management

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    Tools such as product data management (PDM) and its offspring product lifecycle management (PLM) enable collaboration within and between enterprises. Large enterprises have invariably been the target of software vendors for development of such tools, resulting in large entralized applications. These are beyond the means of small to medium enterprises (SME). Even after these efforts had been made, large enterprises face numerous difficulties with PLM. Firstly, enterprises evolve, and an evolving enterprise needs an evolving data management system. With large applications, such configuration changes have to be made at the server level by dedicated staff. The second problem arises when enterprises wish to collaborate with a large number of suppliers and original equipment manufacturer (OEM) customers. Current applications enable collaboration using business-to-business (B2B) protocols. However, these do not take into account that disparate enterprises do not have unitary data models or workflows. This is a strong factor in reducing the abilities of large enterprises to participate in collaborative project

    A Pedagogy for Original Synners

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    Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams
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