22 research outputs found

    Collaborative enterprise applications based on business and social artifacts

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    © 2015 IEEE. This paper discusses how to design and develop collaborative enterprise applications using business and social artifacts. Business artifacts populate the business world (associated with business process management platforms) and allow to facilitate the communication between IT and non-IT practitioners over application requirements to satisfy, for example. And social artifacts populate the social world (associated with Web 2.0 applications) and abstract the online activities that are executed over Web 2.0 applications such as tagging photos. Both worlds are connected to each other through social machines that allow business artifacts to act upon Web 2.0 applications such as creating new social artifacts and checking on the statuses of existing social artifacts. A system that demonstrates business artifact and social artifact collaboration is also presented in this paper

    Immersing citizens and things into smart cities: a social machine-based and data artifact-driven approach

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    © 2020, Springer-Verlag GmbH Austria, part of Springer Nature. This paper presents an approach for allowing the transparent co-existence of citizens and IoT-compliant things in smart cities. Considering the particularities of each, the approach embraces two concepts known as social machines and data artifacts. On the one hand, social machines act as wrappers over applications (e.g., social media) that allow citizens and things to have an active role in their cities by reporting events of common interest to the population, for example. On the other hand, data artifacts abstract citizens’ and things’ contributions in terms of who has done what, when, where, and why. For successful smart cities, the approach relies on the willingness and engagement of both citizens and things. Smart cities’ initiatives are embraced and not imposed. A case study along with a testbed that uses a real dataset about car-traffic accident in a state in Brazil demonstrate the technical doability and scalability of the approach. The evaluation consists of assessing the time to drill into the different generated data artifacts prior to generating useful details for decision makers

    A Guiding Framework for Vetting the Internet of Things

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    © 2020 Like any emerging and disruptive technology, multiple obstacles are slowing down the Internet of Things (IoT) expansion for instance, multiplicity of things’ standards, users’ reluctance and sometimes rejection due to privacy invasion, and limited IoT platform interoperability. IoT expansion is also accompanied by the widespread use of mobile apps supporting anywhere, anytime service provisioning to users. By analogy to vetting mobile apps, this paper addresses the lack of principles and techniques for vetting IoT devices (things) in preparation for their integration into mission-critical systems. Things have got vulnerabilities that should be discovered and assessed through proper device vetting. Unfortunately, this is not happening. Rather than sensing a nuclear turbines steam level, a thing could collect some sensitive data about the turbine without the knowledge of users and leak these data to third parties. This paper presents a guiding framework that defines the concepts of, principles of, and techniques for thing vetting as a pro-active response to potential things vulnerabilities

    Revisiting Software Engineering in the Social Era

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    This paper discusses the possible changes that software engineering will have to go through in response to the challenges and issues associated with social media. Indeed, people have never been so connected like nowadays by forming spontaneous relations with others (even strangers) and engaging in ad-hoc interactions. The Web is the backbone of this new social era “ an open, global, ubiquitous, and pervasive platform for today\u27s society and world - suggesting that everything can socialize or be socialized. This paper also analyzes the evolution of software engineering as a discipline, points out the characteristics of social systems, and finally presents how these characteristics could affect software engineering\u27s models and practices. It is expected that social systems\u27 characteristics will make software engineering evolve one more time to tackle and address the social era\u27s challenges and issues, respectively

    SAND - A dashboard for analyzing employees\u27 social actions over google hangouts

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    Copyright © 2017 by SCITEPRESS - Science and Technology Publications, Lda. All rights reserved. This paper presents SAND standing for Social ActioN Dashboard. It reports from different perspectives the social actions that employees in an enterprise execute over social media with focus on Google Hangouts. This execution might violate the enterprise\u27s use policies of social actions forcing decision makers take corrective measures. SAN D is implemented using different technologies like Spring Boot and AngularJS

    Revisiting Software Engineering in the Social Era

    Get PDF
    This paper discusses the possible changes that software engineering will have to go through in response to the challenges and issues associated with social media. Indeed, people have never been so connected like nowadays by forming spontaneous relations with others (even strangers) and engaging in ad-hoc interactions. The Web is the backbone of this new social era – an open, global, ubiquitous, and pervasive platform for today\u27s society and world - suggesting that “everything” can socialize or be socialized. This paper also analyzes the evolution of software engineering as a discipline, points out the characteristics of social systems, and finally presents how these characteristics could affect software engineering\u27s models and practices. It is expected that social systems\u27 characteristics will make software engineering evolve one more time to tackle and address the social era\u27s challenges and issues, respectively

    Privacy-preserving data analysis workflows for eScience

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    ©2019 Copyright held by the author(s). Computing-intensive experiences in modern sciences have become increasingly data-driven illustrating perfectly the Big-Data era’s challenges. These experiences are usually specified and enacted in the form of workflows that would need to manage (i.e., read, write, store, and retrieve) sensitive data like persons’ past diseases and treatments. While there is an active research body on how to protect sensitive data by, for instance, anonymizing datasets, there is a limited number of approaches that would assist scientists identifying the datasets, generated by the workflows, that need to be anonymized along with setting the anonymization degree that must be met. We present in this paper a preliminary for setting and inferring anonymization requirements of datasets used and generated by a workflow execution. The approach was implemented and showcased using a concrete example, and its efficiency assessed through validation exercises

    SISTEMA WEB PARA MAPEAMENTO DE DADOS DE CRIMES LETAIS NO ESTADO DE PERNAMBUCO

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    Este artigo tem por finalidade apresentar um sistema de mapeamento de crimes violentos letais intencionais (CVLI) no estado de Pernambuco. Dados de crimes são publicados mensalmente no site da Secretaria de Defesa Social do Estado de Pernambuco, porém da forma como esses dados são apresentados não é possível ter uma visão consolidada nem comparativa de toda a informação disponível nos diferentes arquivos disponibilizados no formato PDF. O objetivo da ferramenta desenvolvida neste projeto é justamente sanar o problema de visualização dessas informações, dando a população a possibilidade de enxergá-las de forma unificada. Além disso, a iniciativa tratada neste artigo estabelece um novo canal de comunicação que, em mais de um sentido, pode promover uma maior sensibilização e participação da população em debates sociais sobre, por exemplo, violência contra jovens e mulheres, tendo em vista que é possível obter dados estatísticos separados por categorias como crimes por sexo e/ou por idade

    Bridging the gap between the business and social worlds: A data artifact-driven approach

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    © Springer-Verlag GmbH Germany 2017. The widespread adoption of Web 2.0 applications has forced enterprises to rethink their ways of doing business. To support enterprises in their endeavors, this paper puts forward business-data artifact and social-data artifact to capture, respectively, the intrinsic characteristics of the business world (associated with business process management systems) and social world (associated with Web 2.0 applications), and, also, to make these two worlds work together. While the research community has extensively looked into business-data artifacts, there is a limited knowledge about/interest in social-data artifacts. This paper defines social-data artifact, analyzes the interactions between business- and social-data artifacts, and develops an architecture to support these interactions. For demonstration purposes, an implementation of a socially-flavored faculty-hiring scenario is discussed in the paper. The implementation calls for specialized components known as social machines that support artifact interaction
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