3,055 research outputs found

    The Abertay Code Bar – unlocking access to university-generated computer games intellectual poperty

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    Progress report on a digital platform and dual licensing model developed to unlock access to a University repository of new and legacy computer games based Intellectual Property (IP) assets for educational and commercial use. The digital creative industries have been identified by a number of governments as a priority area in delivering sustainable economic growth. Code Bar is an innovation that allows digital products to be commercially successful beyond the end of the Dare competition or coursework submission. To be selected for Code Bar, game products must be well designed for both player and market; technically robust (i.e. operating consistently and reliably on a single/multiple platforms), and be free from ambiguity around 3rd party IP. We describe various technical, pedagogic and legal challenges in developing the digital platform, licensing model and packaging of computer games products for release through the platform. The model is extendable beyond computer games to other software products

    Using GitHub in Large Software Engineering Classes: An Exploratory Case Study

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    GitHub has been recently used in Software Engineering (SE) classes to facilitate col- laboration in student team projects. The underlying tenet is that the technical and social feature of GitHub can help students to communicate and collaborate more effectively as a team as well as help teachers to evaluate individual student contribution more objectively. To shed more light on this, in this case study, we explore the benefits and drawbacks of using GitHub in SE classes. Our study is conducted in a software engineering class of 91 students divided into 18 teams. Our research method includes an entry and an exit surveys and a qualitative analysis of students’ commit behavior throughout the period of the project. Our findings show that a) enforcing GitHub in SE classes can be an effective approach for enhancing students’ skills in configuration management and version control, and b) despite the steep learning curve, most teams managed to optimize their commit behavior over time. In terms of student evaluation, our analysis exposed the risks of using GitHub for individual effort assessment. The work in this paper provides several valuable insights for researchers and makes several recommendations for practitioners (teachers) about integrating GitHub in SE classes

    Interoperability in the OpenDreamKit Project: The Math-in-the-Middle Approach

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    OpenDreamKit --- "Open Digital Research Environment Toolkit for the Advancement of Mathematics" --- is an H2020 EU Research Infrastructure project that aims at supporting, over the period 2015--2019, the ecosystem of open-source mathematical software systems. From that, OpenDreamKit will deliver a flexible toolkit enabling research groups to set up Virtual Research Environments, customised to meet the varied needs of research projects in pure mathematics and applications. An important step in the OpenDreamKit endeavor is to foster the interoperability between a variety of systems, ranging from computer algebra systems over mathematical databases to front-ends. This is the mission of the integration work package (WP6). We report on experiments and future plans with the \emph{Math-in-the-Middle} approach. This information architecture consists in a central mathematical ontology that documents the domain and fixes a joint vocabulary, combined with specifications of the functionalities of the various systems. Interaction between systems can then be enriched by pivoting off this information architecture.Comment: 15 pages, 7 figure
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