Data plays an essential role in developing software, especially in large and complex projects. Data can be collected from different stages of the software life cycle and can form the basis for decision-making and ther...
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ISBN:
(纸本)9781665485104
Data plays an essential role in developing software, especially in large and complex projects. Data can be collected from different stages of the software life cycle and can form the basis for decision-making and thereby the success of projects. With increasingly automated and tool-supported development landscapes, the amount of data that is generated and accessible rises as well. Large corporate software projects, in addition to generating data also give rise to a high volume of offerings based on the data. These aim to increase the value generated by stakeholders like developers, requirement engineers, and testers. The offering landscape brings new complexities and difficulties with it and needs to be managed, systematized, and brought to the correct person at the right time in order to create value. In this publication, models for abstracting and generalizing data offerings and data consumers are presented and their applicability is verified in a global corporate software environment. In addition, approaches for matching data offerings and consumers are presented. Our results show that offerings and consumers can be abstracted and matched using a recommender system.
Blockchain is a distributed, decentralized, and unchangeable ledger that keeps track of all transactions. The inability to edit a transaction once it has been created helps eliminate the need for central servers and o...
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This paper presents a novel Convolutional Based Temporal Attention (CBTA) module that improves the performance of temporal convolutional networks (TCN) in lipreading tasks without requiring any additional data. Our CB...
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With the popularity of AI-based tools, the landscape of learning and teaching softwareengineering has shifted to a new era, which has left both educators and students confused regarding the extent to which these tool...
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The availability of online resource is seriously threatened by the fatal DDoS (Distributed Denial of Service) attacks, which can earnestly break up a targeted network or website by flooding it with traffic. DDoS attac...
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LinkedIn is the largest professional network in the world. As such, it can serve to build bridges between practitioners, whose daily work is softwareengineering (SE), and researchers, who work to advance the field of...
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ISBN:
(纸本)9798400704994
LinkedIn is the largest professional network in the world. As such, it can serve to build bridges between practitioners, whose daily work is softwareengineering (SE), and researchers, who work to advance the field of softwareengineering. We know that such a metaphorical bridge exists: SE research findings are sometimes shared on LinkedIn and commented on by software practitioners. Yet, we do not know what state the bridge is in. Therefore, we quantitatively and qualitatively investigate how SE practitioners and researchers approach each other via public LinkedIn discussions and what both sides can contribute to effective science communication. We found that a considerable proportion of LinkedIn posts on SE research are written by people who are not the paper authors (39%). Further, 71% of all comments in our dataset are from people in the industry, but only every second post receives at least one comment at all. Based on our findings, we formulate concrete advice for researchers and practitioners to make sharing new research findings on LinkedIn more fruitful.
The retrospective, or retro, is a fundamental component of the Agile process, widely used in both softwareengineering courses and industry. In a retro, teams conic together at the end of a sprint to reflect on their ...
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ISBN:
(纸本)9798400704987
The retrospective, or retro, is a fundamental component of the Agile process, widely used in both softwareengineering courses and industry. In a retro, teams conic together at the end of a sprint to reflect on their team's performance. We conducted an empirical study to explore three research questions concerning retros in undergraduate team projects: (1) What do students reflect on? (2) What is the quality of their reflections? (3) How do teams' retros vary in terms of content and quality? Our study analyzed a corpus of 963 statements documented in the retros of 32 undergraduate software teams (n = 182 students) enrolled in four softwareengineering courses at two North American universities. A content analysis revealed that teams reflected most often on their work, communication, and collaboration practices. Nearly a third of teams' reflections focused on their general work practices, while nearly half focused on specific areas of the software development lifecycle-most prominently, pull requests, issues, and coding/testing/debugging. An analysis of the quality of teams' retro reflections showed that only 13% provided justification for a strategy to be stopped, continued, or started. An analysis of team-by-team results indicated significant differences in teams' retro content and quality. We compare these results to previous studies of retros in academia and industry;and consider their implications for softwareengineering education.
One of the most challenging investigations in forensic analysis is the work conducted on smartphones. Specifically using smartphone data to provide evidence for a case is becoming a norm nowadays. Many Android device ...
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Current software development takes advantage of many external libraries, but it entails security and copyright risks. While the use of the software Bill of Materials (SBOM) has been encouraged to cope with this proble...
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Distributed systems are expected to correctly recover from various faults, e.g., node crash / reboot and network disconnection / reconnection. However, faults that occur under special timing can trigger fault recovery...
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