9,361 research outputs found
OntoMaven: Maven-based Ontology Development and Management of Distributed Ontology Repositories
In collaborative agile ontology development projects support for modular
reuse of ontologies from large existing remote repositories, ontology project
life cycle management, and transitive dependency management are important
needs. The Apache Maven approach has proven its success in distributed
collaborative Software Engineering by its widespread adoption. The contribution
of this paper is a new design artifact called OntoMaven. OntoMaven adopts the
Maven-based development methodology and adapts its concepts to knowledge
engineering for Maven-based ontology development and management of ontology
artifacts in distributed ontology repositories.Comment: Pre-print submission to 9th International Workshop on Semantic Web
Enabled Software Engineering (SWESE2013). Berlin, Germany, December 2-5, 201
International conference on software engineering and knowledge engineering: Session chair
The Thirtieth International Conference on Software Engineering and Knowledge Engineering (SEKE 2018) will be held at the Hotel Pullman, San Francisco Bay, USA, from July 1 to July 3, 2018. SEKE2018 will also be dedicated in memory of Professor Lofti Zadeh, a great scholar, pioneer and leader in fuzzy sets theory and soft computing.
The conference aims at bringing together experts in software engineering and knowledge engineering to discuss on relevant results in either software engineering or knowledge engineering or both. Special emphasis will be put on the transference of methods between both domains. The theme this year is soft computing in software engineering & knowledge engineering. Submission of papers and demos are both welcome
Horizontal Integration of Warfighter Intelligence Data: A Shared Semantic Resource for the Intelligence Community
We describe a strategy that is being used for the horizontal integration of warfighter intelligence data within the framework of the US Armyâs Distributed Common Ground System Standard Cloud (DSC) initiative. The strategy rests on the development of a set of ontologies that are being incrementally applied to bring about what we call the âsemantic enhancementâ of data models used within each intelligence discipline. We show how the strategy can help to overcome familiar tendencies to stovepiping of intelligence data, and describe how it can be applied in an agile fashion to new data resources in ways that address immediate needs of intelligence analysts
Rationale in Development Chat Messages: An Exploratory Study
Chat messages of development teams play an increasingly significant role in
software development, having replaced emails in some cases. Chat messages
contain information about discussed issues, considered alternatives and
argumentation leading to the decisions made during software development. These
elements, defined as rationale, are invaluable during software evolution for
documenting and reusing development knowledge. Rationale is also essential for
coping with changes and for effective maintenance of the software system.
However, exploiting the rationale hidden in the chat messages is challenging
due to the high volume of unstructured messages covering a wide range of
topics. This work presents the results of an exploratory study examining the
frequency of rationale in chat messages, the completeness of the available
rationale and the potential of automatic techniques for rationale extraction.
For this purpose, we apply content analysis and machine learning techniques on
more than 8,700 chat messages from three software development projects. Our
results show that chat messages are a rich source of rationale and that machine
learning is a promising technique for detecting rationale and identifying
different rationale elements.Comment: 11 pages, 6 figures. The 14th International Conference on Mining
Software Repositories (MSR'17
An ontology framework for developing platform-independent knowledge-based engineering systems in the aerospace industry
This paper presents the development of a novel knowledge-based engineering (KBE) framework for implementing platform-independent knowledge-enabled product design systems within the aerospace industry. The aim of the KBE framework is to strengthen the structure, reuse and portability of knowledge consumed within KBE systems in view of supporting the cost-effective and long-term preservation of knowledge within such systems. The proposed KBE framework uses an ontology-based approach for semantic knowledge management and adopts a model-driven architecture style from the software engineering discipline. Its phases are mainly (1) Capture knowledge required for KBE system; (2) Ontology model construct of KBE system; (3) Platform-independent model (PIM) technology selection and implementation and (4) Integration of PIM KBE knowledge with computer-aided design system. A rigorous methodology is employed which is comprised of five qualitative phases namely, requirement analysis for the KBE framework, identifying software and ontological engineering elements, integration of both elements, proof of concept prototype demonstrator and finally experts validation. A case study investigating four primitive three-dimensional geometry shapes is used to quantify the applicability of the KBE framework in the aerospace industry. Additionally, experts within the aerospace and software engineering sector validated the strengths/benefits and limitations of the KBE framework. The major benefits of the developed approach are in the reduction of man-hours required for developing KBE systems within the aerospace industry and the maintainability and abstraction of the knowledge required for developing KBE systems. This approach strengthens knowledge reuse and eliminates platform-specific approaches to developing KBE systems ensuring the preservation of KBE knowledge for the long term
(MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game
Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure.
Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a playerâs accomplishments and automatically adapt the game play script.
Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer.
In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation
Git4Voc: Git-based Versioning for Collaborative Vocabulary Development
Collaborative vocabulary development in the context of data integration is
the process of finding consensus between the experts of the different systems
and domains. The complexity of this process is increased with the number of
involved people, the variety of the systems to be integrated and the dynamics
of their domain. In this paper we advocate that the realization of a powerful
version control system is the heart of the problem. Driven by this idea and the
success of Git in the context of software development, we investigate the
applicability of Git for collaborative vocabulary development. Even though
vocabulary development and software development have much more similarities
than differences there are still important differences. These need to be
considered within the development of a successful versioning and collaboration
system for vocabulary development. Therefore, this paper starts by presenting
the challenges we were faced with during the creation of vocabularies
collaboratively and discusses its distinction to software development. Based on
these insights we propose Git4Voc which comprises guidelines how Git can be
adopted to vocabulary development. Finally, we demonstrate how Git hooks can be
implemented to go beyond the plain functionality of Git by realizing
vocabulary-specific features like syntactic validation and semantic diffs
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