1,536 research outputs found

    The Co-Evolution of Trust and Coordination in Global Software Development Teams-An Extensible Evolutionary Game Theory Model

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    Trust is important for effective coordination in global software development teams. However, the co-evolution of trust and coordination is often neglected. To fill the gap, we develop an evolutionary game theory model. Using the Behavior-Preference-Constraint (BPC) model and Adaptive Play, the model challenges the traditional view of trust as a static “resource” for coordination and proposes an alternative view that trust dynamically restricts people’s action choices in interacting with other team members. Through analyzing the model, we describe how trust and coordination co-evolve in the progress of interactions among team members. We propose three propositions summarizing the long-term characteristics of coordination and trust in the process. For example, the co-existence of low trust and high trust can be a stable state in the long run, which explains why low trust can always exist even when all team members strictly prefer effective coordination

    Introduction to the Minitrack on Advances in Trust, Identity, and Trusted Systems in Technology-Mediated Environments

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    Within the 52nd Hawaiian International Conference on System Sciences (HICSS), we organize for the third time a minitrack on Trust, Identity, and Trusted Systems in Technology-mediated Environments. Trust is a pervasive concern not just with new technologies but also with established technologies as they become more complex and interdependent. Through five papers and an open discussion, the minitrack will discuss and debate when and to what degree trust matters, in what form(s), and with which consequences in the context of existing and emerging hardware and software technologies, e.g., biometric technologies, cryptocurrencies, artificial intelligence, peer-to-peer networked platforms, and autonomous vehicles

    Measuring the Impact of Factors Affecting Game Development in Distributed Software Development

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    A software game is an application that is not only applicable for entertainment purposes but also used in domains like business, education and health care. Software game development is a multidisciplinary process that involves art, sound, artificial intelligence (AI), control systems and human factors which makes it different from traditional software development practice.  Distributed software development (DSD) facilitates decentralized zones for the availability of multidisciplinary human resources at less cost. Past studies explored many influencing factors for game development, however, how these factors majorly affect the game development in Distributed Software Development (DSD) environment yet not been studied as per our knowledge. In this research, we not only identified the most influencing factors for game development in DSD but also gauge a relationship matrix between these factors with games’ technical requirements. In our evaluation, we took twenty-nine top-rated animated games to establish a mapping of these factors present in these games. To calculate the variation in a given project budget, we execute Monte-Carlo simulations between the independent variable (influencing factors) and dependent variable (overall cost) that forecast the valuation of each variable impact on the overall nominal cost of the project. Empirical results of our research conclude that among all identified factors, ‘Physical Resources’ and ‘Freelancers’ have a significant impact on the overall project cost. Our research findings quantitatively assist the software project managers to estimate the cost deviations due to influencing factors in Distributed Software Development (DSD) environment.   &nbsp

    Co-creating Videogames

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games

    Co-creating Videogames

    Get PDF
    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games

    Toward a Framework of Web 2.0-Driven Organizational Learning

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    During the past few years, Web 2.0 applications have changed the Web from a search tool to a platform for collaboration. Research has also started to show that Web 2.0 applications promote organizational knowledge sharing and creation. There is not, however, a comprehensive conceptual framework that explains how the organizational use of Web 2.0 leads to organizational learning. In this article, we develop such a framework by drawing on social capital theory, the SECI knowledge creation model, and the concept of Ba to show how the dimensions of social capital that emerge from the use of Web 2.0 applications evolve and drive organizational learning

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    A Comprehensive Review and Synthesis of Open Source Research

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    The open source movement has grown steadily and matured in recent years, and this growth has been mirrored by a rise in open source related research. The objective of this paper is to pause and reflect on the state of the field. We start by conducting a comprehensive literature review of open source research, and organize the resulting 618 peer-reviewed articles into a taxonomy. Elements of this taxonomy are defined and described. We then draw on a number of existing categorization schemes to develop a framework to situate open source research within a wider nomological network. Building on concepts from systems theory, we propose a holistic framework of open source research. This framework incorporates current research, as represented by the taxonomy, identifies gaps and areas of overlap, and charts a path for future work

    Network e-Volution

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    Modern society is a network society permeated by information technology (IT). As a result of innovations in IT, enormous amounts of information can be communicated to a larger number of recipients faster than ever before. The evolution of networks is heavily influenced by the extensive use of IT, which has enabled co-evolving advanced quantitative and qualitative forms of networking. Although several networks have been formed with the aim to reduce or deal with uncertainty through faster and broader access to information, it is in fact IT that has created new kinds of uncertainty. For instance, although digital information integration in supply chains has made production planning more robust, it has at the same time intensified mutual dependencies, thereby actually increasing the level of uncertainty. The aim of this working paper is to investigate the aspects of evolving networks and uncertainty in networks at the cutting edges of different types of networks and from the perspective of different layers defining these networks
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