Most Viewed
Videos 1-20 of 279
 
19:45
 
19:45
 
19:45

Capsule-Based User Interface Modeling for Large Scale Applications

D. Milicev, Z.Mijailovic, "Capsule-Based User Interface Modeling for Large-Scale Applications", IEEE Transactions on Software Engineering, Sep. 2013, pp. 1190-2107.

http://doi.ieeecomputersociety.org/10.1109/TSE.2013.8

URL: http://www.computer.org/csdl/trans/ts/2013/09/tts2013091190-abs.html

Added by: 2929192

Views: 47720 | Comments: 0

 
18:24
 
18:24
 
18:24

Academic education of software engineering practices: towards planning and improving capstone courses based upon intensive coaching and team routines,

Stettina, Christoph Johann; Zhao Zhou; Back, Thomas; Katzy, Bernhard, "Academic education of software engineering practices: towards planning and improving capstone courses based upon intensive coaching and team routines," Software Engineering Education and Training (CSEE&T), 2013 IEEE 26th Conference on , vol., no., pp.169,178, 19-21 May 2013 doi: 10.1109/CSEET.2013.6595248 keywords: {Concrete;Educational institutions;Information exchange;Planning;Software;Software engineering}, URL: http://0-ieeexplore.ieee.org.aupac.lib.athabascau.ca/stamp/stamp.jsp?tp=&arnumber=6595248&isnumber=6595226

Added by: rkvirani

Views: 45657 | Comments: 0

 
16:33
 
16:33
 
16:33

On the Use of Mobile Phones and Biometrics for Accessing Res

Carlos, Vivaracho-Pascual; Joan, Pascual-Gaspar. ,

Added by: asaadj

Views: 43506 | Comments: 0

 
20:19
 
20:19
 
20:19

Domain-Specific Languages and Maintainability

Software maintenance is an important consideration for software development projects. Therefore, we must also consider maintainability for software systems built using domain-specific languages (DSLs). While there has been significant research into the benefits and challenges associated with DSLs, research into the potential impacts of using DSLs on the maintainability of software is lacking. This paper presents the results of an exploratory survey into the maintainability of systems constructed using DSLs compared to the maintainability of systems constructed using object-oriented programming. We propose a conceptual model using several dimensions of software maintenance that will be used to create a survey and then evaluate the survey results. Analysis of these survey results indicate that the maintenance of software created using DSLs differs from the maintenance of software created using OOP in important ways that, while often beneficial, can lead to maintenance issues.

Added by: 2974576

Views: 42830 | Comments: 0

 
17:30
 
17:30
 
17:30

COMP610 F13:Model-driven support for product line evolution on feature level

Model-driven support for product line evolution on feature level [1] Andreas Pleussa,, Goetz Botterwecka, Deepak Dhunganab, Andreas Polzerc, Stefan Kowalewskic

"Model-Driven support for productline evolution on feature level" ;The Journal of Systems and Software 85 (2012) 2261–2274

Retrieved 15/09/2013

http://ac.els-cdn.com/S0164121211002093/1-s2.0-S0164121211002093-main.pdf?_tid=20c90bb4-1e8a-11e3-a32a-00000aab0f27&acdnat=137930661

Added by: eaggrey

Views: 41674 | Comments: 0

 
17:03
 
17:03
 
17:03

Software Design and Architecture

Richard N. Taylor, André van der Hoek,

Added by: grahamlange

Views: 40901 | Comments: 0

 
00:30.13
 
00:30.13
 
00:30.13

Pecunia - Life Simulation for Finance Education-30-second video

Research literature from around the world suggest that younger children can benefit from finance education as much as older ones if not more. Playing games is also equally attractive for children and young adults, so combining finance education with games can provide them opportunities for learning about different financial decision through trial-and-error without putting themselves into risk situation. Pecunia (“money” in Latin) was developed with open-source Second-Life simulation server (OpenSim) and client (HippoViewer). Students assume the character of an 18 year old character (male or female), just starting out in life in terms of making various financial decisions and see through the consequences. The game provides a sound underpining of the skills needed to make good financial decisions, hence preparing students for being good citizens in later life. The financial rules can be changed so the game can be used worldwide for people in different countries.

Added by: maiga

Views: 40415 | Comments: 0

 
20:44
 
20:44
 
20:44

Out on the Town: A Socio-Physical Approach to the Design of

J. Paay, J. Kjeldskov, S. Howard, and B. Dave.

Added by: darinhobbs

Views: 40329 | Comments: 0

 
15:03
 
15:03
 
15:03

A model for self-organizing data visualization using decentralized multiagent systems.

Moere, A.V.: A model for self-organizing data visualization using decentralized multiagent systems. In: Prokopenko, M. (ed.) Advances in Applied Self-organizing Systems, Advanced Information and Knowledge Processing, Part III, pp. 291–324. Springer, Heidelberg (2008)

Added by: GlennIrwin

Views: 39979 | Comments: 0

 
19:18
 
19:18
 
19:18

Indexicality: Understanding Mobile Human-Computer Interactio

Jesper Kjeldskov and Jeni Paay. (2010, Dec.). "Indexicality: Understanding Mobile Human-Computer Interaction in Context. ACM Transactions on Computer-Human Interaction (TOCHI). [On-line]. 17(4), pp. 1-28. Available: http://0-dl.acm.org.aupac.lib.athabascau.ca/citation.cfm?id=1879831.1879832&coll=DL&dl=ACM&CFID=61907306&CFTOKEN=32478953 [Jan. 13, 2012]

Added by: 9807934

Views: 39834 | Comments: 0

 
18:30
 
18:30
 
18:30

Evaluating Pair Porgramming with Respect to System...

Arisholm, E.; Gallis, H.; Dyba, T.; Sjoberg, D.I.K. (February 2007),

Added by: r0n3i1

Views: 39700 | Comments: 0

 
19:30
 
19:30
 
19:30

Usability Requirements

Integrating usability requirements that can be evaluated in design time into Model Driven Engineering of Web Information Systems

Added by: 2812259

Views: 39538 | Comments: 0

 
12:03
 
12:03
 
12:03

Automarking Web Service

The research team has leveraged the research conducted in recent Natural Language Processing studies and designed a computerized marking mechanism for marking students' short-answers based on the semantic meaning of those answers. An open access Automarking web service has been developed to provide short-answer marking service for everyone. Automarking service is also a self-sustainable complete online exam system which schools and teachers can use it to create their own item bank and tests, to manual and to auto mark students' answer sheets, and to review the results from various perspectives such as test, item, and individual student. Automarking web service is a completely open-access online exam system and marking service which realized the computerized short-answer marking mechanism proposed by the research team earlier. Not only schools, teachers, and students can benefit from the computerized marking service, but also developers and companies of computer-based test providers can integrate the mechanism into existing their CBT products and services, by communicating to Automarking web service with SOAP Envelope in XML. The component-based architecture selected seems appropriate as the ultimate goal of the system would be to support existing Learning Management Systems. As such, only those components required could be 'plugged into' an existing LMS to make the LMS capable of marking student responses of open-ended questions.

Added by: maiga

Views: 39488 | Comments: 0

 
00:30.4
 
00:30.4
 
00:30.4

Multiplayer Educational Game for Assessment (MEGA World)-30-second video

MEGA World is a multiplayer educational game for assessing students' knowledge and skills in particular learning domains. Students can travel in the virtual world, meet with non-player controlled characters (NPCs), meet and talk to other players, pick-up quests from NPCs, and earn rewards from NPCs by solving the quests. With the characteristics of multiplayer role-playing game, the students can have fun while doing their homework and exercises. The multiplayer online game offers the students a forum of exchanging idea and experiences. Moreover, due to the characteristics of multiple player online games, the students can look for a certain degree of help from peers and even use the game as a social network to exchange work experiences or seek solutions to problems after graduation.

Added by: maiga

Views: 39185 | Comments: 0

 
20:30
 
20:30
 
20:30

Modeling Service Orchestrations with Rule-enhanced Languages

Review of a Selected Research paper: Modeling Service Orchestrations with a Rule-enhanced Business Process Language Presentation prepared by Behzad Karim

Added by: behzadk0

Views: 38756 | Comments: 0

 
00:30.07
 
00:30.07
 
00:30.07

Trading Card Game as Educational Reward System-30-second video

Past research shows that symbolic educational rewards are meaningless to students, however, at the meantime, students would not appreciate if the real educational rewards are not so useful to them. Of course, 'money' as rewards shouldn’t be considered. Card games are very common and welcome by students in different ages and even for graduate and undergraduate students. But most of card games are either commercial ones or difficult to take as educational reward systems due to its in-game elements are hard to connect to the academic performance of learning activities. The trading card game was developed intends for teachers deliver/give to students according to their performances in different learning activities (e.g., classroom participation, discussions, assignments, quiz, exams, etc.). The cards can be designed by us simply since the game is developed by ourselves. It is worth to mention, the game supports multiple languages and players who use different languages can still play and compete with each others. The game is a discipline independent game, which means, the in-game rewards can be delivered by any teacher in any course. The game is a sort of board game, therefore, the in-game rewards are cards and students need to compete with each others. In order to make students have correct perception and positive attitude towards the competitions, a student’s ranking among all students is based on his/her credits rather than how many matches s/he has won or lost before. The student can get credits for the efforts s/he has tried to make in the match, so s/he still receives credits even s/he loses the match, sometimes, a student who loses the game could even receive more credits than the winner. A student might be able to have more options and strategies in the match if s/he has more in-game rewards and even might be able to defeat his/her opponents easier. Well-designed peer competitions have been proved as a good way to get students motivated and it is the basic idea of this mechanism. For those students who don’t want to compete with others, the in-game rewards (i.e., the cards) have collectable feature just like coins, stamps and hockey cards; students may want to see higher level cards as well as rare cards in their card collection book. The effect of the game-based educational reward mechanism will be kept in student’s mind and the learning motivation engaged by the mechanism can be carried to the followed course. The students may want to get better in-game rewards in the followed course by learning harder and putting more efforts in the assignments, participation, discussions, and etc.

Added by: maiga

Views: 38599 | Comments: 0

 
12:04
 
12:04
 
12:04

TMA 4 Presentation: Social Computing Privacy and Security

Computer and human interaction has evolved and reached new levels with the advent of social networks and social computing. This paper investigates challenges with social computing, particularly technical challenges around the collection and management of data, security and privacy and mobile social computing. The number of users of social computing systems has grown exponentially and managing all the data produced by all the users presents a monumental infrastructure challenge. Social computing organizations have deployed hundreds of thousands of servers to safely store and quickly retrieve data. Privacy and security manifest themselves in many different ways, a level of confidence in the organizations handling of private data is necessary to attract users. Organizations user privacy policy set the legal limits to what and organization intends and is allowed to do with a user’s private info. Additionally an organization needs to protect the data’s confidentiality, availability and integrity from malicious hackers. Finally and organization needs to protect users from other users, mainly minor or vulnerable users from predators and bullies. Finally there is the challenge of mobile computing which introduces an extra dimension of physical space in addition to the time and content of all users data. With mobile computing users content is superimposed with time and space factors that draws a complete picture of a user’s activities and the organization now needs to handle that extra dimension in all its system design, data management, and privacy challenges.

Added by: wchannaa

Views: 38285 | Comments: 0

 
19:49
 
19:49
 
19:49

Study of the Documentation Essential to Software Maintenance

de Souza, S. B., Anquetil, N., and de Oliveira, K. M. 2005. A study of the documentation essential to software maintenance. In Proceedings of the 23rd Annual international Conference on Design of Communication: Documenting &Amp; Designing For Pervasive information (Coventry, United Kingdom, September 21 - 23, 2005). SIGDOC '05. ACM, New York, NY, 68-75. DOI= http://doi.acm.org/10.1145/1085313.1085331

Added by: edubrovs

Views: 17318 | Comments: 0

 
04:31
 
04:31
 
04:31

TCG-UI Introduction

Trading Card Game as an Educational Reward System, so students can get cards from teachers or system automatically according to their learning performance.

Added by: maiga

Views: 13160 | Comments: 0

 
04:58
 
04:58
 
04:58

Next Stop Recommender app

Android app which provides users next stop recommendation according to their wandering behaviours. Dirksen Liu and Maiga Chang. (2011). Next-Stop Recommendation to Travelers according to Their Sequential Wandering Behaviours. Journal of Internet Technology, 12(1), 171-179. (SCI-E, impact factor 0.448) http://nextstop.dyndns.info:4735

Added by: maiga

Views: 12722 | Comments: 0