514,616 research outputs found

    Integrate the GM(1,1) and Verhulst models to predict software stage effort

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2009 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.Software effort prediction clearly plays a crucial role in software project management. In keeping with more dynamic approaches to software development, it is not sufficient to only predict the whole-project effort at an early stage. Rather, the project manager must also dynamically predict the effort of different stages or activities during the software development process. This can assist the project manager to reestimate effort and adjust the project plan, thus avoiding effort or schedule overruns. This paper presents a method for software physical time stage-effort prediction based on grey models GM(1,1) and Verhulst. This method establishes models dynamically according to particular types of stage-effort sequences, and can adapt to particular development methodologies automatically by using a novel grey feedback mechanism. We evaluate the proposed method with a large-scale real-world software engineering dataset, and compare it with the linear regression method and the Kalman filter method, revealing that accuracy has been improved by at least 28% and 50%, respectively. The results indicate that the method can be effective and has considerable potential. We believe that stage predictions could be a useful complement to whole-project effort prediction methods.National Natural Science Foundation of China and the Hi-Tech Research and Development Program of Chin

    Software business : A short history and trends for the future

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    During its 70 years of existence, the software business has been following an evolution curve that can be considered typical for several fields of industrial businesses. Technological breakthroughs and innovations are typically seen as enablers for business evolution in the domain of technology and innovation management. Software, data collection, and data analysis represent a greater and greater part of the value of products and services, and today, their role is also becoming essential in more traditional fields. This, however, requires business and technology competences that traditional industries do not have. The transformation also enables new ways of doing business and opens the field for new kinds of players. Together, all this leads to transformation and new possibilities for the software industry. In this paper we study the overall trajectory of the software business, and then offer some viewpoints on the change in different elements of business models. Copyright © by the paper's authors. Copying permitted only for private and academic purposes.Peer reviewe

    Rules of Engagement: Copyright and Automated Gatekeepers\u27 Influence on Creative Expression

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    This Essay turns questions about artificial intelligence and copyright law around. Rather than focus on algorithms as potential authors, this Essay argues for more attention to the role of algorithms as gatekeepers on social media and how creators adapt their creative choices to meet the demands of these automated tastemakers. Using TikTok’s “For You” algorithm and its role in breaking Lil Nas X’s hit song “Old Town Road” as a case study, this Essay poses the question whether algorithmic gatekeeping is simply a difference in degree or a difference in kind from an artist’s perspective. While tentative, this Essay concludes that this change is a difference in kind because of the rule-bound nature of software, the absence of transparency and accountability for algorithmic decision making, and the flawed data models that inform this form of cultural gatekeeping

    Rules of Engagement: Copyright and Automated Gatekeepers’ Influence on Creative Expression

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    This Essay turns questions about artificial intelligence and copyright law around. Rather than focus on algorithms as potential authors, this Essay argues for more attention to the role of algorithms as gatekeepers on social media and how creators adapt their creative choices to meet the demands of these automated tastemakers. Using TikTok’s “For You” algorithm and its role in breaking Lil Nas X’s hit song “Old Town Road” as a case study, this Essay poses the question whether algorithmic gatekeeping is simply a difference in degree or a difference in kind from an artist’s perspective. While tentative, this Essay concludes that this change is a difference in kind because of the rule-bound nature of software, the absence of transparency and accountability for algorithmic decision making, and the flawed data models that inform this form of cultural gatekeeping

    Open Source, Open Arms: An Open-Ended Question

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    This paper is structured to address several aspects and challenges to the open source movement. Beginning with an outline of the historical and cultural components of the open source movement, the paper will move on to explore the economic and philosophical underpinnings of intellectual property. It will be demonstrated that open source finds itself uniquely situated within these theories and doctrines. The questions that open source poses for intellectual property will then be examined. My arguments will stem from the general premise that open source is threatened by three mechanisms: the uncertainty of the validity of open source licenses, potentially over-expansive copyright law, and by the growth in computer software patents. The core of this paper will outline the beneficial aspects of open source: it provides competition to those few corporations who currently dominate the software market; it presents a viable alternative to traditional economic models for software; and it protects fundamental societal values such as free speech by acting as a counter force against governmental and market control of code. The conclusion crystallizes the underlying notion of this paper: should intellectual property laws be amended or interpreted in order to foster open source? Given the important and invaluable economic and social role open source plays in the computer software industry, legislative and regulatory measures should be developed to promote and encourage open source

    Access to Knowledge in India

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. This is the third volume in our Access to Knowledge series. India is a $1 trillion economy which nevertheless struggles with a very high poverty rate and very low access to knowledge for almost seventy percent of its population which lives in rural areas. This volume features four parts on current issues facing intellectual property, development policy (especially rural development policy) and associated innovation, from the Indian perspective. Each chapter is authored by scholars taking an interdisciplinary approach and affiliated to Indian or American universities and Indian think-tanks. Each examines a policy area that significantly impacts access to knowledge. These include information and communications technology for development; the Indian digital divide; networking rural areas; copyright and comparative business models in music; free and open source software; patent reform and access to medicines; the role of the Indian government in promoting access to knowledge internationally and domestically

    The role of virtual reality in built environment education

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    This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of VR and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim, a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and VR into built environment subject areas. Although two-dimensional (2D) representations have been greatly accepted by built environment professions and education, 3D computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The study attempts to understand the values and challenges of integrating visualisation technologies into built environment teaching and investigates tutors’ perceptions, opinions and concerns with respect to these technologies. The study reports on the integration process and considers how 3D computer modelling and VR technologies can combine with, and extend, the existing range of learning and teaching methods appropriate to different disciplines and programme areas

    Intellectual Property and Americana, or Why IP Gets the Blues

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