20,169 research outputs found

    Distributed-Pair Programming can work well and is not just Distributed Pair-Programming

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    Background: Distributed Pair Programming can be performed via screensharing or via a distributed IDE. The latter offers the freedom of concurrent editing (which may be helpful or damaging) and has even more awareness deficits than screen sharing. Objective: Characterize how competent distributed pair programmers may handle this additional freedom and these additional awareness deficits and characterize the impacts on the pair programming process. Method: A revelatory case study, based on direct observation of a single, highly competent distributed pair of industrial software developers during a 3-day collaboration. We use recordings of these sessions and conceptualize the phenomena seen. Results: 1. Skilled pairs may bridge the awareness deficits without visible obstruction of the overall process. 2. Skilled pairs may use the additional editing freedom in a useful limited fashion, resulting in potentially better fluency of the process than local pair programming. Conclusion: When applied skillfully in an appropriate context, distributed-pair programming can (not will!) work at least as well as local pair programming

    Sexual diversity on the small screen : mapping LGBT+ characters in Flemish television fiction (2001 – 2016)

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    Apart from figures on LGBT+ characters in television fiction produced by the American television industry, such as the ‘Where We Are On TV’ – reports by the Gay and Lesbian Alliance Against Defamation (GLAAD), quantitative data on LGBT+ representation television fiction series remains scarce internationally. With this working paper, we aim to address this lack in the context of Flemish television fiction. To meet the challenges posed by a lack of centralized data on Flemish television fiction in general, and LGBT+ characters and storylines specifically, we constructed a three-tiered database. Comprising of all 156 domestic television fiction series between 2001 and 2016, the quantitative presence of LGBT+ characters in these series, and individual traits of the 117 collected LGBT+ characters respectively. In doing so, we provide an overview of Flemish television fiction in general, the distribution in these series of characters who identify as LGBT+ and the storylines that relate to sexual and gender diversity, and offer a tool to identify individual pertinent characters. Flanders presents itself as having a dynamic television fiction industry in the past fifteen years, with genre diversity and a sizeable output. In its general output, LGBT+ characters have had a significant habitual presence since 2001, with a noted correlation to specific ‘lowbrow’ genres, and a noted lack in ‘quality’ series. The collected characters display a severe lack of diversity, with most LGBT+ characters being gay male characters, a significant majority being middle class, and few non- white LGBT+ characters

    Co-opetition of TV broadcasters in online video markets : a winning strategy?

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    This article focuses on TV broadcasters adopting co-opetition strategies for launching online video services. It is claimed that the emergence of online video platforms like YouTube and Netflix is driving TV broadcasters to collaborate with their closest competitors to reduce costs and reach the necessary scale in the global marketplace. The article sheds light on online video platforms that were developed following a co-opetition strategy (Hulu and YouView). The establishment of joint ventures in online video, however, has been scrutinised by competition authorities which fear that collaboration between close competitors lessens rivalry and reduces consumer choice. Therefore, several co-opetition projects (among others BBC’s Kangaroo and Germany’s Gold) have been prohibited by competition authorities

    Capabilities exchange through business interaction: An empirical investigation of a client-IT supplier relationship

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    This article focuses on the opportunities for capabilities exchange within a specific business-to-business context: the relationship between a client and an information technology (IT) supplier. Research on the features of this type of relationship, although fairly extensive, has focused on IT implementation issues, relationship between IT resources, organisation performance and competitive advantage, IT outsourcing relationships and definition of IT capabilities. However, our understanding of the context where IT capabilities are exchanged within consultancy projects and how this exchange emerges is rather limited. The paper aims to bridge this gap by adopting the Industrial Marketing and Purchasing (IMP) group's interaction approach as a tool for conducting an in-depth investigation of a case study to analyse the context, the parties and the interactions through which IT capabilities are exchanged. The research reveals that interpersonal relationships between users and consultants within consultancy projects are crucial to establish a long-lasting and stable relationship. As a result, during consultancy projects IT-related resources, in the form of IT physical infrastructures, human IT resources and IT intangible resources are exchanged and combined to create or enhance IT capabilities. Furthermore, we also claim that the success of such an exchange depends very much on the degree of social and interpersonal exchange

    Understanding new venture market application search processes: A propositional model.

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    Technology-based ventures are confronted with complex decisions on how to apply their technology platform in highly uncertain and ambiguous market environments. Based on four case studies, a dynamic decision model is developed in which we highlight the similarities between the search and learning processes in venture development contexts and in new product development contexts. This entrepreneurial search and learning process is understood as consisting of sequences of episodes – characterized by uncertainty and ambiguity - and scripts – i.e. approaches to market application search. The model implies that a venture's adaptability - i.e. its ability to move efficiently and effectively between these episodes and their related scripts - influences its survival.Case studies; Decision; Decisions; Learning; Market; Model; Processes; Product; Product development; Research; Sequences; Similarity; Studies; Technology; Uncertainty;

    Distributed drone base station positioning for emergency cellular networks using reinforcement learning

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    Due to the unpredictability of natural disasters, whenever a catastrophe happens, it is vital that not only emergency rescue teams are prepared, but also that there is a functional communication network infrastructure. Hence, in order to prevent additional losses of human lives, it is crucial that network operators are able to deploy an emergency infrastructure as fast as possible. In this sense, the deployment of an intelligent, mobile, and adaptable network, through the usage of drones—unmanned aerial vehicles—is being considered as one possible alternative for emergency situations. In this paper, an intelligent solution based on reinforcement learning is proposed in order to find the best position of multiple drone small cells (DSCs) in an emergency scenario. The proposed solution’s main goal is to maximize the amount of users covered by the system, while drones are limited by both backhaul and radio access network constraints. Results show that the proposed Q-learning solution largely outperforms all other approaches with respect to all metrics considered. Hence, intelligent DSCs are considered a good alternative in order to enable the rapid and efficient deployment of an emergency communication network

    Uma estratégia de aprendizagem cooperativa para desenvolvimento do pensamento computacional por meio de atividades de produção de jogos digitais

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    Including Computational Thinking (CT) in the classroom can bring great advances to education. Through Computational Thinking, students can exercise logical reasoning, solve complex problems, deal with abstraction and other skills. Collaboration is also a key aspect of learning. Social interactions between students wreaked from cooperative learning methods could contribute to build knowledge in different ways. This article describes the development of a Cooperative Learning strategy to support and mobilize CT skills in students. Fundamental features of cooperative learning concepts from the literature have been studied and designed to fit the proposed learning strategy. Also, the proposed method uses Game Development approaches in order to engage learners. In addition to being present in students' daily lives, digital games enable direct interaction by giving feedbacks to student commands via animated graphics. A strategy analysis was performed through activities carried out with groups of students from the elementary schools' final series. We investigated the created artifacts and the interactions between students. The results showed that the approach was capable to mobilize CT problem-solving strategies and reflections about social interactions in the group

    FIESTA: An operational decision aid for space network fault isolation

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    The Fault Tolerance Expert System for Tracking and Data Relay Satellite System (TDRSS) Applications (FIESTA) is a fault detection and fault diagnosis expert system being developed as a decision aid to support operations in the Network Control Center (NCC) for NASA's Space Network. The operational objectives which influenced FIESTA development are presented and an overview of the architecture used to achieve these goals are provided. The approach to the knowledge engineering effort and the methodology employed are also presented and illustrated with examples drawn from the FIESTA domain
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