32 research outputs found

    Un framework para el despliegue y evaluación de procesos software

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    La Ingeniería de Procesos Software promueve la producción sistemática de software mediante el seguimiento de una serie de procesos bien definidos. Una gestión integral de dichos procesos implica el desarrollo de una serie de actividades como son el diseño de los modelos de procesos, la verificación, la validación, el despliegue y la posterior evaluación. El consorcio OMG publicó el estándar Software Process Engineering Metamodel (SPEM), un lenguaje destinado a facilitar y potenciar el entendimiento, la reutilización y la mejora de los procesos software. Después de realizar una revisión de la literatura con respecto a los usos del lenguaje, se pudieron extraer diversas conclusiones. La más importante es que el estándar ha tenido poca aceptación en la industria, en parte debido a la propia complejidad del lenguaje, a ciertas carencias existentes en aspectos como la gestión de la variabilidad de los procesos y su ejecutabilidad, y la falta de mecanismos para la automatización del despliegue sobre herramientas de soporte. Además, la evaluación de los procesos software es una actividad manual y su automatización requiere mejorar considerablemente la interoperabilidad entre las herramientas de apoyo a la producción y gestión del software. Con los objetivos de minimizar los tiempos requeridos para adaptar las herramientas al comenzar cada nuevo proyecto y disminuir la complejidad técnica existente a la hora de construir mecanismos para automatizar la evaluación, se presenta Software Process Deployment & Evaluation Framework (SPDEF), un marco de trabajo para el despliegue y evaluación de procesos software. Este marco de trabajo se basa en la aplicación de las técnicas de la Ingeniería del Software dirigida por modelos y de la integración de información mediante datos abiertos enlazados. Utilizando las primeras, se consigue la adaptación semi-automática de las herramientas de soporte mediante la transformación sucesiva de modelos, partiendo desde el modelo de procesos. Con los datos abiertos enlazados, se consigue que las herramientas expongan de manera controlada la información que gestionan, para así facilitar la construcción de soluciones de integración destinadas a la evaluación de los procesos. El framework incluye, además de un método sistemático para el despliegue y evaluación, un conjunto de modelos y relaciones, así como una serie de herramientas de apoyo. Para la evaluación del framework se han desarrollado dos casos de estudio consistentes en el despliegue de la metodología OpenUP sobre herramientas de soporte y en la evaluación de competencias en recursos de personal implicados en los procesos software. Además, se presenta un escenario detallado de integración para ilustrar cómo es posible automatizar las revisiones técnicas de calidad sobre los proyectos de desarrollo o mantenimiento de software

    Quality management using model-driven engineering: an overview

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    Poster presentado en International Conference on Information Systems Development (ISD 2010).Quality Management (QM) is one of the critical points of any software development process. In recent years, several proposals have emerged on this issue, mainly with regard to maturity models, quality standards and best practices collections. Besides, Model Driven Engineering (MDE) aims to build software systems through the construction and transformation of models. However, MDE might be used for other different tasks. In this poster, we summarize the main contributions about the application of MDE to QM activities. The reviewed papers are classified according to a set of practices known relating to assuring, reviewing, monitoring and improving of the software process. We believe that the application of MDE to QM is an area to maximize, because although there are numerous references regarding to MDE and QM, the volume of studies about joint applications is low

    Privacy-Preserving Reengineering of Model-View-Controller Application Architectures Using Linked Data

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    When a legacy system’s software architecture cannot be redesigned, implementing additional privacy requirements is often complex, unreliable and costly to maintain. This paper presents a privacy-by-design approach to reengineer web applications as linked data-enabled and implement access control and privacy preservation properties. The method is based on the knowledge of the application architecture, which for the Web of data is commonly designed on the basis of a model-view-controller pattern. Whereas wrapping techniques commonly used to link data of web applications duplicate the security source code, the new approach allows for the controlled disclosure of an application’s data, while preserving non-functional properties such as privacy preservation. The solution has been implemented and compared with existing linked data frameworks in terms of reliability, maintainability and complexity

    eCultura. Platform for Preservation and Exploitation of Cultural Content

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    Poster presentado en Cultural Heritage on line (2009).The eCultura project aims at developing a semantically-enriched web platform that enables cultural heritage institutions to manage and exhibit the semantics of publicly available web assets at a minimal cost and with a short investments on required software infrastructure. The platform will provide a complete set of applications and services to enhance the user experience when accessing web-based contents of the cultural domain. These services include semantic wikis, multimedia annotations, timeline presentations, interactive maps, and so on, which are deployed on a common platform. The eCultura platform is integrated by a number of open source applications grounded on a semantic web infrastructure that supports the semantic integration of all services. Semantic web technologies enable to share information among these services, as well as provide interoperability with external systems. W3C knowledge representation languages and standards are used to describe concepts of the cultural domain and provide a semantically interoperable environment. Web 2.0 techniques are used to build user communities around the shared information of cultural institutions, having the specific goal of exploiting their knowledge base in learning and educational environments. The communication among software components and applications is based on a producer/consumer model. Some services, such as wikis and blogs, work as source of information and knowledge, while other services, such as interactive maps and timeline, work as consumers to exploit the semantically enriched information. The knowledge base is stored on a shared OWL repository gathering the semantics of diverse cultural fields, including the CIDOC reference model, the FRBR ontology and the MusicOntology

    Ingeniería Dirigida por Modelos como soporte a la gestión de procesos software

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    Trabajo incluido en las actas de las II Jornadas Predoctorales de la Escuela Superior de Ingeniería. Universidad de Cádiz (JORPRESI 2010).Las iniciativas para la mejora de la calidad en el proceso software, suelen ser difíciles de implantar, por lo que es importante investigar nuevos métodos que permitan reducir esta dificultad. En este trabajo, se resume el estado del arte del soporte que ofrece la ingeniería dirigida por modelos (MDE) a la gestión de la calidad en los procesos software, desde la óptica de la gestión de procesos de negocio (BPM). Los resultados de la investigación han permitido comprobar que el uso de este enfoque es eficaz para la definición, ejecución y monitorización de los procesos software organizacionale

    Assessment of Generic Skills through an Organizational Learning Process Model

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    This contribution has been published in this repository with the permission of the publisher. This contribution was presented in WEBIST 2018 (http://www.webist.org/?y=2018) and has been published by SCITEPRESS in http://www.scitepress.org/PublicationsDetail.aspx?ID=y9Yt0eHt02o=&.The performance in generic skills is increasingly important for organizations to succeed in the current competitive environment. However, assessing the level of performance in generic skills of the members of an organization is a challenging task, subject to both subjectivity and scalability issues. Organizations usually lay their organizational learning processes on a Knowledge Management System (KMS). This work presents a process model to support managers of KMSs in the assessment of their individuals’ generic skills. The process model was deployed through an extended version of a learning management system. It was connected with different information system tools specifically developed to enrich its features. A case study with Computer Science final-year students working in a software system was conducted following an authentic learning approach, showing promising results.Visaigle Project (grant TIN2017-85797-R)

    Design and Evaluation of a Collaborative Educational Game: BECO Games

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    This paper describes the design and validation of a game based on a platform for easy deployment of collaborative educational games, named BECO Games platform. As an example of its potential, a learning experience for an Economics subject was created through a collaborative game to understand the concept of common goods. The effectiveness of the game was tested by comparing the performance of Bachelor students who used the platform and those who did not (137 students vs. 92 students). In addition, it was controlled that in previous years when students played the game through forums and an Excel sheet, these differences did not exist. Results indicate that the performance differences between students who participated in the online game and those who did not were greater than in previous years. In addition, a satisfaction survey was delivered to the students to understand their impressions better. This survey assessed student opinion about the platform, about the educational experience, and about their behavior during the game

    Augmented reality mobile app development for all

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    Lack of programming skills is a barrier to the engagement of teachers in the development and customisation of their own applications. Visual Environment for Designing Interactive Learning Scenarios (VEDILS), a visual tool for designing, customising and deploying learning technologies, provides teachers with a development environment with a low entry threshold. Current mobile devices are equipped with sensors and have sufficient processing power to use augmented reality technologies. Despite the heavy use of mobile devices in students’ lives, the use of augmented reality mobile applications as learning tools is not widespread among teachers. The current work presents a framework comprising the development tool and a method for designing and deploying learning activities. It focuses on the augmented reality components of the authoring tools, which allow users to create their own mobile augmented reality learning apps. It also present the results of the evaluation of the framework with 47 third-level educators, and two case studies of classroom implementations of mobile augmented reality apps developed by these educators. The results illustrate the suitability of the framework and authoring tool for supporting users without programming skills in developing their own apps

    Block-Based Development of Mobile Learning Experiences for the Internet of Things

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    The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor's standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.Spanish National Research Agency (AEI) - ERDF fund

    Visual authoring of virtual reality conversational scenarios for e‑learning

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    The COVID-19 pandemic has led to face-to-face activities being developed in a virtual format that often offers a poor experience in areas such as education. Virtual Learning Environments have improved in recent years thanks to new technologies such as Virtual Reality or Chatbots. However, creating Virtual Learning Environments requires advanced programming knowledge, so this work is aimed to enable teachers to create these new environments easily. This work presents a set of extensions for App Inventor that facilitate the authoring of mobile learning apps that use Chatbots in a Virtual Reality environment, while simultaneously monitoring of student activity. This proposal is based on integrating block-based languages and Business Process Model and Notation diagrams. The developed extensions were successfully implemented in an educational app called Let’s date!. A quantitative analysis of the use of these extensions in App Inventor was also carried out, resulting in a significant reduction in the number of blocks required. The proposed contribution has demonstrated its validity in creating virtual learning environments through visual programming and modelling, reducing development complexity
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