744 research outputs found

    Agile Requirements Engineering: A systematic literature review

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    Nowadays, Agile Software Development (ASD) is used to cope with increasing complexity in system development. Hybrid development models, with the integration of User-Centered Design (UCD), are applied with the aim to deliver competitive products with a suitable User Experience (UX). Therefore, stakeholder and user involvement during Requirements Engineering (RE) are essential in order to establish a collaborative environment with constant feedback loops. The aim of this study is to capture the current state of the art of the literature related to Agile RE with focus on stakeholder and user involvement. In particular, we investigate what approaches exist to involve stakeholder in the process, which methodologies are commonly used to present the user perspective and how requirements management is been carried out. We conduct a Systematic Literature Review (SLR) with an extensive quality assessment of the included studies. We identified 27 relevant papers. After analyzing them in detail, we derive deep insights to the following aspects of Agile RE: stakeholder and user involvement, data gathering, user perspective, integrated methodologies, shared understanding, artifacts, documentation and Non-Functional Requirements (NFR). Agile RE is a complex research field with cross-functional influences. This study will contribute to the software development body of knowledge by assessing the involvement of stakeholder and user in Agile RE, providing methodologies that make ASD more human-centric and giving an overview of requirements management in ASD.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-RMinisterio de Economía y Competitividad TIN2015-71938-RED

    Doing Experimental Media Archaeology

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    The hands-on and experimental approach of DEMA offers the unique opportunity to ‘grasp’ media and communication technologies in their concrete materiality and tangibility and to (re)-sensitize historians and communication scholars for the material qualities and performative dimension of past media devices and practices

    Artificial general intelligence: Proceedings of the Second Conference on Artificial General Intelligence, AGI 2009, Arlington, Virginia, USA, March 6-9, 2009

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    Artificial General Intelligence (AGI) research focuses on the original and ultimate goal of AI – to create broad human-like and transhuman intelligence, by exploring all available paths, including theoretical and experimental computer science, cognitive science, neuroscience, and innovative interdisciplinary methodologies. Due to the difficulty of this task, for the last few decades the majority of AI researchers have focused on what has been called narrow AI – the production of AI systems displaying intelligence regarding specific, highly constrained tasks. In recent years, however, more and more researchers have recognized the necessity – and feasibility – of returning to the original goals of the field. Increasingly, there is a call for a transition back to confronting the more difficult issues of human level intelligence and more broadly artificial general intelligence

    Implementing the International Image Interoperability Framework (IIIF) for accessibility and reuse of cultural heritage resources on the web – Challenges and Advantages

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    The accessibility of images-based resources is important for the practice of research, teaching and knowledge transfer in the Social Sciences and the Humanities. In the past twenty-five years, Cultural Heritage Institutions (CHIs) have been digitizing and providing millions of digital surrogates of their artefacts, paintings, books, maps, manuscripts and other objects in digital repositories and web platforms. However, most of those digital resources are still locked up in silos which means they lack interoperability and reusability. To address this issue, the International Image Interoperability Framework (IIIF) was created in 2011 by technologists from Stanford University, The British Library and The Bodleian Library, The National Library of Norway and The National Library of France (BnF). This study will address the challenges and advantages of the IIIF’s implementation in digital repositories of CHIs and how the IIIF can enhance research, teaching and knowledge transfer in the social sciences and humanities. This study will also look at the IIIF implementation scenario in Europe and in Portugal through qualitative analysis of professionals’ responses to a questionnaire.A acessibilidade de recursos baseados em imagens é importante para a prática da investigação, ensino e transferência de conhecimentos nas Ciências Sociais e Humanas. Nos últimos vinte e cinco anos, as Instituições de Património Cultural (CHIs) têm vindo a digitalizar e a fornecer milhões de substitutos digitais dos seus artefactos, pinturas, livros, mapas, manuscritos e outros objetos em repositórios digitais e plataformas web. No entanto, a maioria desses recursos digitais ainda se encontram encerrados em silos, o que significa que lhes falta interoperabilidade e reutilização. Para abordar esta questão, o International Image Interoperability Framework (IIIF) foi criado em 2011 por tecnólogos da Universidade de Stanford, The British Library e The Bodleian Library, The National Library of Norway e The National Library of France (BnF). Este estudo abordará os desafios e vantagens da implementação do IIIF em repositórios digitais de instituições culturais e universidades e como o IIIF pode melhorar a investigação, o ensino e a transferência de conhecimento nas ciências sociais e humanas. Este estudo analisará também o cenário de implementação da IIIF em Portugal através da análise qualitativa das respostas dos profissionais a um questionário

    Resilience in projects: definition, dimensions, antecedents and consequences

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    Disruptions can cause projects to fail. Within the project management literature, approaches to managing disruptions consist of uncertainty, risk, opportunity, change, and crisis management. These approaches focus on developing strategies to manage perceived threats and also work towards predicting risk, therefore, reducing vulnerability. This vulnerability-reduction only focus is limiting because it takes the focus away from the development of a general capacity for readiness and for responding to uncertain situations. A resiliency approach enables a simultaneous focus on vulnerability reduction, readiness and response and thus ensures recovery. Given the context and discipline specific nature of the resilience concept, and the little or no attention in projects, this thesis conceptualises resilience in projects. This conceptualisation is to enable the identification of factors to consider and indicators to ensure overall project recovery, through the identification of dimensions and antecedents of resilience respectively. The aim of this study therefore, is to develop a framework to conceptualise resilience in projects. To achieve this aim, three case studies, namely; building, civil engineering and engineering construction projects were investigated. Within each case study, the critical incident technique was employed to identify disruptions and their management through direct observations of human activities, narration of critical incidents and review of documents on disruption. Following this, a comparative analysis and synthesis of the case studies was carried out and findings revealed definition, dimensions, antecedents and consequences of resilience in projects. Specifically, resilience in projects is defined as; the capability of a project to respond to, prepare for and reduce the impact of disruption caused by the drifting environment and project complexity. The dimensions of resilience are; proactivity, coping ability, flexibility and persistence. Proactivity can be defined as an anticipatory capability that the project takes to influence their endeavours whilst coping ability can be defined as the capability to manage and deal with stress caused by disruptions within the projects. Furthermore, flexibility can be defined as the capability of a project to manage disruption by allowing change but ultimately making sure that the aim is maintained and persistence is the capability to continue despite difficult situations. Several antecedents of these dimensions of resilience are identified. For proactivity these include contract, training, monitoring, contingency and experience. For coping ability these include the contract, training, contingency and experience. For flexibility these include open-mindedness, planning, continual monitoring and continual identification of ideas and for persistence these include continual monitoring, planning and negotiation. Also, the consequence of resilience in projects is recovery through response, readiness and vulnerability reduction. This conceptualisation of resilience is then synthesised into a validated framework for resilience in projects. Theoretically, this research provides definition, dimensions, antecedents and consequence for resilience in projects and a theoretical starting point for the concept of resilience in projects. The significance of this research to practice is the identification and development of a more holistic perspective of managing disruptions in projects through the identified dimensions, antecedents and consequences. These dimensions, antecedents and consequences provide clarity for the roles of project managers and team members in managing disruptions and thus, expand the eleventh knowledge area; project risk management, of the Project Management Book of Knowledge (PMBOK). In addition, the dimensions, antecedents and consequences of resilience in projects contribute to the curriculum development in project management and thus, provide factors and indicators that project managers require in managing disruptions

    Experimental Studies in Learning Technology and Child–Computer Interaction

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    This book is about the ways in which experiments can be employed in the context of research on learning technologies and child–computer interaction (CCI). It is directed at researchers, supporting them to employ experimental studies while increasing their quality and rigor. The book provides a complete and comprehensive description on how to design, implement, and report experiments, with a focus on and examples from CCI and learning technology research. The topics covered include an introduction to CCI and learning technologies as interdisciplinary fields of research, how to design educational interfaces and visualizations that support experimental studies, the advantages and disadvantages of a variety of experiments, methodological decisions in designing and conducting experiments (e.g. devising hypotheses and selecting measures), and the reporting of results. As well, a brief introduction on how contemporary advances in data science, artificial intelligence, and sensor data have impacted learning technology and CCI research is presented. The book details three important issues that a learning technology and CCI researcher needs to be aware of: the importance of the context, ethical considerations, and working with children. The motivation behind and emphasis of this book is helping prospective CCI and learning technology researchers (a) to evaluate the circumstances that favor (or do not favor) the use of experiments, (b) to make the necessary methodological decisions about the type and features of the experiment, (c) to design the necessary “artifacts” (e.g., prototype systems, interfaces, materials, and procedures), (d) to operationalize and conduct experimental procedures to minimize potential bias, and (e) to report the results of their studies for successful dissemination in top-tier venues (such as journals and conferences). This book is an open access publication

    Doing Experimental Media Archaeology

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    The hands-on and experimental approach of DEMA offers the unique opportunity to ‘grasp’ media and communication technologies in their concrete materiality and tangibility and to (re)-sensitize historians and communication scholars for the material qualities and performative dimension of past media devices and practices

    Community-based co-design of a crowdsourcing task management application for safeguarding indigenous knowledge

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    Teaching indigenous knowledge (IK) to African youth has become more complicated due to a variety of reasons such as urban migration, loss of interest in it, the dominance of scientific knowledge and the technological revolution. Therefore, there is a considerable movement towards using technologies to safeguard IK before it becomes obsolete. It is noteworthy that research conducted and software development perspectives being used are mainly based on Western worldviews that are inappropriate for African socio-cultural contexts. IK holders are often not in charge of the digitisation process and merely treated as subjects. In this study, we explored a suitable development approach of a crowdsourcing task management application (TMA) as an auxiliary tool for safeguarding IK. Moreover, the study sought to provide an opportunity for the indigenous communities to make requests of three-dimensional (3D) models of their traditional objects independently. The delivered traditional 3D models are imported into the communities' IK visualisation tools used by the IK holders to teach the youth about their cultural heritage. The main objective of this study was to ascertain how the indigenous rural communities could appropriate a foreign technological concept such as crowdsourcing. This brought about our first research theme: investigating the necessary conditions to establish and maintain beneficial embedded community engagement. The second theme was to determine the suitable methods for technology co-design. Thirdly, to discover what does the communities' appropriated crowdsourcing concept entail. We applied a consolidated research method based on Community-based CoDesign (CBCD) extended with Afrocentric research insights and operationalised with Action Research cycle principles of planning, action and reflection. CBCD was conducted in three cycles with Otjiherero speaking indigenous rural communities from Namibia. Reflections from the first cycle revealed that the rural communities would require unique features in their crowdsourcing application. During the second cycle of co-designing with the ovaHimba community, we learnt that CBCD is matured through mutual trust, reciprocity and skills transfer and deconstructing mainstream technologies to spark co-design ideas. Lastly, in our third cycle of CBCD, we showcased that communities of similar cultures and knowledge construction had common ideas of co-designing the TMA. We also simulated that the construction of traditional 3D models requires indigenous communities to provide insight details of the traditional object to minimise unsatisfactory deliverables. The findings of this study are contributing in two areas (1) research approach and (2) appropriation of technology. We provide a synthesis of Oundu moral values and Afrocentricity as a foundation for conducting Afrocentric research to establish and maintain humanness before CBCD can take place. With those taken as inherent moral values, Afrocentricity should then solely be focused on knowledge construction within an African epistemology. For the appropriation of technology, we share codesign techniques on how the indigenous rural communities appropriated the mainstream crowdsourcing concept through local meaning-making. CBCD researchers should incorporate Afrocentricity for mutual learning, knowledge construction, and sharing for the benefit of all

    The advantages and cost effectiveness of database improvement methods

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    Relational databases have proved inadequate for supporting new classes of applications, and as a consequence, a number of new approaches have been taken (Blaha 1998), (Harrington 2000). The most salient alternatives are denormalisation and conversion to an object-oriented database (Douglas 1997). Denormalisation can provide better performance but has deficiencies with respect to data modelling. Object-oriented databases can provide increased performance efficiency but without the deficiencies in data modelling (Blaha 2000). Although there have been various benchmark tests reported, none of these tests have compared normalised, object oriented and de-normalised databases. This research shows that a non-normalised database for data containing type code complexity would be normalised in the process of conversion to an objectoriented database. This helps to correct badly organised data and so gives the performance benefits of de-normalisation while improving data modelling. The costs of conversion from relational databases to object oriented databases were also examined. Costs were based on published benchmark tests, a benchmark carried out during this study and case studies. The benchmark tests were based on an engineering database benchmark. Engineering problems such as computer-aided design and manufacturing have much to gain from conversion to object-oriented databases. Costs were calculated for coding and development, and also for operation. It was found that conversion to an object-oriented database was not usually cost effective as many of the performance benefits could be achieved by the far cheaper process of de-normalisation, or by using the performance improving facilities provided by many relational database systems such as indexing or partitioning or by simply upgrading the system hardware. It is concluded therefore that while object oriented databases are a better alternative for databases built from scratch, the conversion of a legacy relational database to an object oriented database is not necessarily cost effective

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
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