23,834 research outputs found

    ELICA: An Automated Tool for Dynamic Extraction of Requirements Relevant Information

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    Requirements elicitation requires extensive knowledge and deep understanding of the problem domain where the final system will be situated. However, in many software development projects, analysts are required to elicit the requirements from an unfamiliar domain, which often causes communication barriers between analysts and stakeholders. In this paper, we propose a requirements ELICitation Aid tool (ELICA) to help analysts better understand the target application domain by dynamic extraction and labeling of requirements-relevant knowledge. To extract the relevant terms, we leverage the flexibility and power of Weighted Finite State Transducers (WFSTs) in dynamic modeling of natural language processing tasks. In addition to the information conveyed through text, ELICA captures and processes non-linguistic information about the intention of speakers such as their confidence level, analytical tone, and emotions. The extracted information is made available to the analysts as a set of labeled snippets with highlighted relevant terms which can also be exported as an artifact of the Requirements Engineering (RE) process. The application and usefulness of ELICA are demonstrated through a case study. This study shows how pre-existing relevant information about the application domain and the information captured during an elicitation meeting, such as the conversation and stakeholders' intentions, can be captured and used to support analysts achieving their tasks.Comment: 2018 IEEE 26th International Requirements Engineering Conference Workshop

    Improving Support Ticket Systems Using Machine Learning: A Literature Review

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    Processing customer support requests via a support ticket system is a key-element for companies to provide support to their customers in an organized and professional way. However, distributing and processing such tickets is much work, increasing the cost for the support providing company and stretching the resolution time. The advancing potential of Machine Learning has led to the goal of automating those support ticket systems. Against this background, we conducted a Literature Review aiming at determining the present state-of-the-art technology in the field of automated support ticket systems. We provide an overview about present trends and topics discussed in this field. During the Literature Review, we found creating an automated incident management tool being the majority topic in the field followed by request escalation and customer sentiment prediction and identified Random Forrest and Support Vector Machine as best performing algorithms for classification in the field

    Implementing feedback in creative systems : a workshop approach

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    One particular challenge in AI is the computational modelling and simulation of creativity. Feedback and learning from experience are key aspects of the creative process. Here we investigate how we could implement feedback in creative systems using a social model. From the field of creative writing we borrow the concept of a Writers Workshop as a model for learning through feedback. The Writers Workshop encourages examination, discussion and debates of a piece of creative work using a prescribed format of activities. We propose a computational model of the Writers Workshop as a roadmap for incorporation of feedback in artificial creativity systems. We argue that the Writers Workshop setting describes the anatomy of the creative process. We support our claim with a case study that describes how to implement the Writers Workshop model in a computational creativity system. We present this work using patterns other people can follow to implement similar designs in their own systems. We conclude by discussing the broader relevance of this model to other aspects of AI

    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    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 player’s 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

    Special Session on Industry 4.0

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    Why TaxMe Makes Taxpayers Happy?

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    TaxMe-Online is the online tax declaration system of the Canton of Bern in Switzerland, where each of the 26 Cantons has its own fiscal regime and taxation system. In 2008 it was used by almost 26 percent of the Canton of Bern taxpayers (42% used the TaxMe-CD or other software, and the last third chose the paper forms). The TaxMe portal furthermore gives taxpayer access to their fiscal data (taxation status, amounts paid, etc.) and allows them to send electronic vouchers. TaxMe-Online does not require any preliminary registration as the taxpayers receive their user ID at the same time as the tax declaration forms, and when they log in with their identification data, their identity data (name, address, etc.) are already available. Users do however have to sign a paper-based validation declaration: until they have done so, their online tax declaration is not considered as finalized. The tax administration does not have the right to access taxpayers' data until the receipt of this validation declaration. TaxMe-Online is built on open source components and solutions; data are coded before being sent electronically (Secure Socket Layer). 33% of the TaxMe-Online users say they are “very happy” with this way of filling in their tax declaration, but amongst citizens using a similar solution on CD-ROM or the paper-based declaration, only 18% say they are very happy. This paper tries to find out why the online solution scores much higher than other tax declaration systems. It comprises three main parts (i) the development of an assessment model; (ii) a description of the system and its functionalities; and (iii) an analysis of user acceptance. We investigated the point of view of the TaxMe-Online users on an empirical basis, most notably by analysing secondary sources such as surveys realized by the fiscal administration of the Canton of Bern and newspaper articles, and by conducting interviews with various stakeholders.Taxation; case study; usability; portal; data exchange; open source; user acceptance

    A Review of Verbal and Non-Verbal Human-Robot Interactive Communication

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    In this paper, an overview of human-robot interactive communication is presented, covering verbal as well as non-verbal aspects of human-robot interaction. Following a historical introduction, and motivation towards fluid human-robot communication, ten desiderata are proposed, which provide an organizational axis both of recent as well as of future research on human-robot communication. Then, the ten desiderata are examined in detail, culminating to a unifying discussion, and a forward-looking conclusion
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