1,369 research outputs found

    Talk versus work: Characteristics of developer collaboration on the Jazz platform

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    IBM's Jazz initiative offers a state-of-the-art collaborative development environment (CDE) facilitating developer interactions around interdependent units of work. In this paper, we analyze development data across two versions of a major IBM product developed on the Jazz platform, covering in total 19 months of development activity, including 17,000+ work items and 61,000+ comments made by more than 190 developers in 35 locations. By examining the relation between developer talk and work, we find evidence that developers maintain a reasonably high level of connectivity with peer developers with whom they share work dependencies, but the span of a developer's communication goes much beyond the known dependencies of his/her work items. Using multiple linear regression models, we find that the number of defects owned by a developer is impacted by the number of other developers (s)he is connected through talk, his/her interpersonal influence in the network of work dependencies, the number of work items (s)he comments on, and the number work items (s)he owns. These effects are maintained even after controlling for workload, role, work dependency, and connection related factors. We discuss the implications of our results for collaborative software development and project governance.</p

    PLXTRM : prediction-led eXtended-guitar tool for real-time music applications and live performance

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    peer reviewedThis article presents PLXTRM, a system tracking picking-hand micro-gestures for real-time music applications and live performance. PLXTRM taps into the existing gesture vocabulary of the guitar player. On the first level, PLXTRM provides a continuous controller that doesn’t require the musician to learn and integrate extrinsic gestures, avoiding additional cognitive load. Beyond the possible musical applications using this continuous control, the second aim is to harness PLXTRM’s predictive power. Using a reservoir network, string onsets are predicted within a certain time frame, based on the spatial trajectory of the guitar pick. In this time frame, manipulations to the audio signal can be introduced, prior to the string actually sounding, ’prefacing’ note onsets. Thirdly, PLXTRM facilitates the distinction of playing features such as up-strokes vs. down-strokes, string selections and the continuous velocity of gestures, and thereby explores new expressive possibilities

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    Inclusion unlocks the creative potential of gender diversity in teams

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    Diversity in teams can boost creativity, and gender diversity was shown to be a contributor to collective creativity. We show that gender diversity requires inclusion to lead to benefits in creativity by analyzing teams in 4011 video game projects. Recording data on the weighted network from past collaborations, we developed four measures of inclusion, depending on a lack of segregation, strong ties across genders, and the incorporation of women into the core of the team s network. We found that gender diversity without inclusion does not contribute to creativity, while with maximal inclusion one standard deviation change in diversity results in .04 to .09 standard deviation change in creativity, depending on the measure of inclusion. To reap creative benefits of diversity, developer firms need to include 23 percent or more female developers (as opposed to the 15 percent mean female proportion) and include them in the team along all dimensions. Inclusion at low diversity has a negative effect. By analyzing the sequences of diversity and inclusion across games within firms, we found that adding diversity first, and developing inclusion later can lead to higher diversity and inclusion, compared to adding female developers with already existing cross-gender ties to the team

    Multi-agent evolutionary systems for the generation of complex virtual worlds

    Get PDF
    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer’s intent through interaction, and encourages playful discovery

    IT Career Counseling: Are Occupational Congruence and the Job Characteristics Model Effective at Predicting IT Job Satisfaction?

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    The IT industry struggles to attract qualified talent despite an exceptional outlook in terms of both job availability and compensation. Similarly, post-secondary academic institutions report difficultiesrecruitingstudents for IT majors. One potential reason for this is that current career counseling practices do not adequately convey relevant job characteristic data to prospective job applicants and academic majors. Accordingly, we report the results of a survey of72 IT professionals regarding their job interests and perceptions of important characteristics of their current job. We use the data to test the efficacy of Holland’s classic occupation congruence model, the basis of current career counseling practices.In addition, we assess an alternate congruence model based on professionals’job perceptions and the Job Characteristics Model of Work Motivation (JCM) to determine which is more effective at predicting desired job outcomes. Results show that a sub-set of JCM constructs including task variety, task identity, and task autonomy is superior to both congruence models in predicting positive job outcomes. This suggeststhat IT career counseling outcomes mightbe improved by emphasizingthe JCMcharacteristics

    A study of the experiential service design process at a luxury hotel

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    This thesis explores the process of designing experiential services at a luxury hotel. These processes were surfaced by means of a methodology that used the principles of jazz improvisation. Due to similarities between experiential service design and elements in jazz improvisation, representing experiential service design through the jazz improvisation metaphor leads to a new framework for exploring the process of experiential service design that is iterative in nature. A gap in the service design literature is that experiential service design is not operationalized in organizational improvisation, and one contribution from this study will be to fill that gap. This study contributes to the field of knowledge by exposing a new perspective on how experiential services can be better designed by adapting some of the design tools from this luxury hotel; a second contribution is a recommendation for how the improvisational lens works as an investigative tool to research experiential organizations. In the process, some new dimensions to understanding complexity are contributed. The research process utilized qualitative research methods. Frank Barrett (1998) identified seven characteristics of jazz improvisation which I have used as a heuristic device: 1) provocative competence (i.e., deliberately creating disruption); 2) embracing errors as learning sources; 3) minimal structures that allow for maximum flexibility; 4) distributed task (i.e., an ongoing give and take); 5) reliance on retrospective sensemaking (organizational members as bricoleurs, making use of whatever is at hand); 6) hanging out (connecting through communities of practice); and 7) alternating between soloing and supporting. This research is grounded in the body of literature regarding complexity, organizational improvisation, service design and experience design. The role of heterogeneous minimal structures that are fluid and optimize uncertainty is central to this investigation. Themes such as sensemaking and the role of story, meaning-making, organizational actors' use of tangible and intangible design skills, and embracing ambiguity in efforts to design experiential services are explored throughout the dissertation. The anticipatory nature of experiential service design is a principle outcome from the data that is incorporated into the new conceptual framework highlighting a "posture of service"
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