25,252 research outputs found
Scrum Game: An Agile Software Management Game
For the past few years, in their attempt to avoid the heavyweight bureaucracy of traditional project management methods such as the Waterfall model, companies have started incorporating agile methods (e.g. Extreme Programming, Scrum, Crystal) for their project development. These methods are characterised by their incremental and iterative delivery, their ability to incorporate change at any stage of the project lifecycle, as well as their small and co-located teams. Even though these methods are included in the syllabus of many software engineering modules at university level, many students currently feel more confident with traditional, rather than agile methods. Many employers find that recent graduates are not equipped with the desired skills of a software engineer because, even though they are knowledgeable in the different software engineering practices, they lack practical experience of these methods. The combination of these two factors show that the university’s approach to teaching software management methods is only theoretical and it does not give students the opportunity to apply them to their projects so they can get a better understanding of their use. The project developed the prototype of a computer game that simulates the use of the Scrum method within different projects, named Scrum Game. The game is supplementary material for a lecture course, and its purpose is to guide students through the Scrum lifecycle. Students can thereby get a small glimpse of the different phases of Scrum, the way that the different Scrum roles interact with each other, and the way that Scrum is used to implement real projects. In addition, the Scrum Game has an administrator mode enabling lecturers to view a log of the progress of all their students in the game. They can use this mode to create new projects or to alter existing ones by adding new tasks or problems, thereby adjusting the level of difficulty to the level of their students, or so that it fits their teaching. The web-based system was developed using PHP, MySQL, HTML, CSS, JavaScript, AJAX (jQuery) and Google Charts API. The system was thoroughly tested against the initial requirements and other system tests. The Scrum Game was evaluated by 22 peer colleagues reading for an MSc in Software Engineering at the University of Southampton, to identify whether the system achieved its goal of introducing students to the Scrum methodology and reaching a deeper understanding of its practical use during project implementation. The results of a questionnaire showed that little prior knowledge was assumed during the game, and that 86% of the participants felt that the game helped them learn more about Scrum. When asked, “Do you think that if this game was part of your Project Management module, would you get a better understanding about Scrum?” an impressive 95% (21 out of 22 participants) agreed that the game would be helpful, and rated the system 8 out of 10 on average
Snap-n-Snack: a Food Image Recognition Application
Many people desire to be informed about the nutritional specifics of the food they consume. Current popular dietary tracking methods are too slow and tedious for a lot of consumers due to requiring manual data entry for everything eaten. We propose a system that will take advantage of image recognition and the internal camera of Android phones to identify food based off of a picture of a user’s plate. Over the course the last year, we trained an object detection model with images of different types of food, built a mobile application around it, and tested their integration and performance. We believe that our program meets the requirements we set out for it at its conception and delivers a simple, fast, and efficient way of tracking one’s diet
Deuce: A Lightweight User Interface for Structured Editing
We present a structure-aware code editor, called Deuce, that is equipped with
direct manipulation capabilities for invoking automated program
transformations. Compared to traditional refactoring environments, Deuce
employs a direct manipulation interface that is tightly integrated within a
text-based editing workflow. In particular, Deuce draws (i) clickable widgets
atop the source code that allow the user to structurally select the
unstructured text for subexpressions and other relevant features, and (ii) a
lightweight, interactive menu of potential transformations based on the current
selections. We implement and evaluate our design with mostly standard
transformations in the context of a small functional programming language. A
controlled user study with 21 participants demonstrates that structural
selection is preferred to a more traditional text-selection interface and may
be faster overall once users gain experience with the tool. These results
accord with Deuce's aim to provide human-friendly structural interactions on
top of familiar text-based editing.Comment: ICSE 2018 Paper + Supplementary Appendice
Cosmic cookery : making a stereoscopic 3D animated movie.
This paper describes our experience making a short stereoscopic movie visualizing the development of structure in
the universe during the 13.7 billion years from the Big Bang to the present day. Aimed at a general audience for
the Royal Society's 2005 Summer Science Exhibition, the movie illustrates how the latest cosmological theories
based on dark matter and dark energy are capable of producing structures as complex as spiral galaxies and
allows the viewer to directly compare observations from the real universe with theoretical results. 3D is an
inherent feature of the cosmology data sets and stereoscopic visualization provides a natural way to present the
images to the viewer, in addition to allowing researchers to visualize these vast, complex data sets.
The presentation of the movie used passive, linearly polarized projection onto a 2m wide screen but it was
also required to playback on a Sharp RD3D display and in anaglyph projection at venues without dedicated
stereoscopic display equipment. Additionally lenticular prints were made from key images in the movie. We
discuss the following technical challenges during the stereoscopic production process; 1) Controlling the depth
presentation, 2) Editing the stereoscopic sequences, 3) Generating compressed movies in display speciÂŻc formats.
We conclude that the generation of high quality stereoscopic movie content using desktop tools and equipment
is feasible. This does require careful quality control and manual intervention but we believe these overheads
are worthwhile when presenting inherently 3D data as the result is signiÂŻcantly increased impact and better
understanding of complex 3D scenes
Aerospace medicine and biology: A continuing bibliography with indexes, supplement 184
This bibliography lists 139 reports, articles, and other documents introduced into the NASA scientific and technical information system in August 1978
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Designing for change: mash-up personal learning environments
Institutions for formal education and most work places are equipped today with at least some kind of tools that bring together people and content artefacts in learning activities to support them in constructing and processing information and knowledge. For almost half a century, science and practice have been discussing models on how to bring personalisation through digital means to these environments. Learning environments and their construction as well as maintenance makes up the most crucial part of the learning process and the desired learning outcomes and theories should take this into account. Instruction itself as the predominant paradigm has to step down.
The learning environment is an (if not 'the�) important outcome of a learning process, not just a stage to perform a 'learning play'. For these good reasons, we therefore consider instructional design theories to be flawed.
In this article we first clarify key concepts and assumptions for personalised learning environments. Afterwards, we summarise our critique on the contemporary models for personalised adaptive learning. Subsequently, we propose our alternative, i.e. the concept of a mash-up personal learning environment that provides adaptation mechanisms for learning environment construction and maintenance. The web application mash-up solution allows learners to reuse existing (web-based) tools plus services.
Our alternative, LISL is a design language model for creating, managing, maintaining, and learning about learning environment design; it is complemented by a proof of concept, the MUPPLE platform. We demonstrate this approach with a prototypical implementation and a – we think – comprehensible example. Finally, we round up the article with a discussion on possible extensions of this new model and open problems
Definition of the on-time delivery indicator in rapid software development
Rapid software development (RSD) is an approach for developing software in rapid iterations. One of the critical success factors of an RSD project is to deliver the product releases on time and with the planned features. In this paper, we elaborate an exploratory definition of the On-Time Delivery strategic indicator in RSD based on the literature and interviews with four companies. This indicator supports decision-makers to detect development problems in order to avoid delays and to estimate the additional time needed when requirements, and specifically quality requirements, are considered.Peer ReviewedPostprint (author's final draft
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