6,041 research outputs found

    Matching demand and offer in on-line provision: A longitudinal study of monster.com

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    This is the post-print version of the final published paper that is available from the link below.When considering the jobs market, changes or recurring trends for skilled employees expressed by employers' needs have a tremendous impact on the evolution of website content. On-line jobs sites adverts, academic institutions and professional development “standard bodies” all share those needs as their common driver for contents evolution. This paper aims, on one hand, to discuss and to analyse how current needs and requirements (“demand”) of IT skills in the UK job market drive the contents of different types of websites, in turn analysing whether this demand changes and how. On the other hand, it is studied what the UK higher education institutions have to offer to fulfill this demand. The results found analysing the evolution of the largest on-line job centre (www.monster.com), and the websites of selected UK academic institutions, demonstrate that often what is requested by UK industries is not clearly offered by UK institutions. Given the prominence of monster.com in the global economy, these results could provide a meaningful starting point to support curricula development in UK, as much as worldwide

    A Social-Centred Gamification Approach to Improve Household Water Use Efficiency

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    The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains. Recently, a special interest has been given to the gamification design on systems addressing natural resource consumption issues such as to encourage efficient household water consumption. Despite the potential benefits, the gamification design method for such system is not conclusive. In this paper, we proposed a social-centred gamification approach to improve household water use efficiency. The approach firstly identified the water use related social network activities based upon existing popular social network activities. The approach then gamified each identified activity in terms of traditional instruments for improving water use efficiency and gamification rewards. The approach also used a set of indicators to explicitly detect and monitor both online social network activities and offline water use activities. With this approach the gamification effectiveness can be better traced and evaluated.ISS-EWATUS, Integrated Support System for Efficient Water Usage and Resources Management, FP7 project (grant no. 619228), funded by the European Communit

    From "community" to "commercial" FLOSS: The case of moodle

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    This is the post-print version of the final published article that is available from the link below. Copyright Š 2010 ACM, Inc.This paper documents the evolution of Moodle, an advanced Content Management System, and its transition from a purely volunteer-based project to one driven by commercial interests and stakeholders. The study of its evolution provides evidence of the sustainability of its process: increasing amounts of provided effort by developers correspond to similarly increasing produced outputs to the Moodle system. It is also evident how this OSS system, apart from achieving the transition to a successful multisite, collaborative and community-based OSS project, depends more on its community than its commercial partners

    Developing an h-index for OSS developers

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    The public data available in Open Source Software (OSS) repositories has been used for many practical reasons: detecting community structures; identifying key roles among developers; understanding software quality; predicting the arousal of bugs in large OSS systems, and so on; but also to formulate and validate new metrics and proof-of-concepts on general, non-OSS specific, software engineering aspects. One of the results that has not emerged yet from the analysis of OSS repositories is how to help the “career advancement” of developers: given the available data on products and processes used in OSS development, it should be possible to produce measurements to identify and describe a developer, that could be used externally as a measure of recognition and experience. This paper builds on top of the h-index, used in academic contexts, and which is used to determine the recognition of a researcher among her peers. By creating similar indices for OSS (or any) developers, this work could help defining a baseline for measuring and comparing the contributions of OSS developers in an objective, open and reproducible way

    Assessing technical candidates on the social web

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    This is the pre-print version of this Article. The official published version can be accessed from the link below - Copyright @ 2012 IEEEThe Social Web provides comprehensive and publicly available information about software developers: they can be identified as contributors to open source projects, as experts at maintaining weak ties on social network sites, or as active participants to knowledge sharing sites. These signals, when aggregated and summarized, could be used to define individual profiles of potential candidates: job seekers, even if lacking a formal degree or changing their career path, could be qualitatively evaluated by potential employers through their online contributions. At the same time, developers are aware of the Web’s public nature and the possible uses of published information when they determine what to share with the world. Some might even try to manipulate public signals of technical qualifications, soft skills, and reputation in their favor. Assessing candidates on the Web for technical positions presents challenges to recruiters and traditional selection procedures; the most serious being the interpretation of the provided signals. Through an in-depth discussion, we propose guidelines for software engineers and recruiters to help them interpret the value and trouble with the signals and metrics they use to assess a candidate’s characteristics and skills

    Patterns of creation and usage of wikipedia content

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    This is the Post-print version of the Article. The official Published version can be accessed from the link below - Copyright @ 2012 IEEEWikipedia is the largest online service storing user-generated content. Its pages are open to anyone for addition, deletion and modifications, and the effort of contributors is recorded and can be tracked in time. Although potentially the Wikipedia web content could exhibit unbounded growth, it is still not clear whether the effort of developers and the output generated are actually following patterns of continuous growth. It is also not clear how the users access such content, and if recurring patterns of usage are detectable showing how the Wikipedia content typically is viewed by interested readers. Using the category of Wikipedia as macro-agglomerates, this study reveals that Wikipedia categories face a decreasing growth trend over time, after an initial, exponential phase of development. On the other hand the study demonstrates that the number of views to the pages within the categories follow a linear, unbounded growth. The link between software usefulness and the need for software maintenance over time has been established by Lehman and other; the link betweenWikipedia usage and changes to the content, unlike software, appear to follow a two-phase evolution of production followed by consumption.This study is partly funded by the University of East London

    Filling the gaps of development logs and bug issue data

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    It has been suggested that the data from bug repositories is not always in sync or complete compared to the logs detailing the actions of developers on source code. In this paper, we trace two sources of information relative to software bugs: the change logs of the actions of developers and the issues reported as bugs. The aim is to identify and quantify the discrepancies between the two sources in recording and storing the developer logs relative to bugs. Focussing on the databases produced by two mining software repository tools, CVSAnalY and Bicho, we use part of the SZZ algorithm to identify bugs and to compare how the"defects-fixing changes" are recorded in the two databases. We use a working example to show how to do so. The results indicate that there is a significant amount of information, not in sync when tracing bugs in the two databases. We, therefore, propose an automatic approach to re-align the two databases, so that the collected information is mirrored and in sync.Dr. Felipe Orteg
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