Auflistung nach Schlagwort "software engineering"
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- Conference Program1st Workshop on Avionics Systems and Software Engineering (AVIOSE'19)(Software Engineering and Software Management 2019, 2019) Annighöfer, Björn; Schweiger, Andreas; Reich, MarinaCompanies are struggling with the complexity of digital avionics systems. Millions of man months are required for the development of digital airborne systems. Moreover, the complexity of functions, the number of vehicles, and systems continuously rises. There is a high demand for more efficient methods and tools of systems and software engineering. The AVIOSE workshop establishes a new forum for the exchange for the people working on simplifying, shortening, and maturing the creation of avionics systems.
- ConferencePaper3rd Workshop on Avionics Systems and Software Engineering (AvioSE’21)(Software Engineering 2021, 2021) Annighöfer, Björn; Schweiger, Andreas; Reich, MarinaSoftware development in the aerospace domain is driven by new application potentials, increasing complexity, rising certification effort, and increasing cost pressure. In particular, future applications such as e.g., autonomous air transport, aircrew workload reduction, commercial UAVs, and further enhancement of existing functionality add to the system complexity. At the same time, there are challenges in communication and navigation in airspace, certification for multi-core processors, artificial intelligence as well as security for software, hardware, and connectivity. New software development methodologies and techniques are required for dealing with these challenges.
- Konferenzbeitrag5th Workshop on Avionics Systems and Software Engineering (AvioSE'23)(Software Engineering 2023 Workshops, 2023) Annighoefer, Bjoern; Schweiger, Andreas; Poulaine, StéphaneSystems and software engineering in aerospace is subject to special challenges. For their resolution the AvioSE'23 workshop connects academia and industry with selected scientific presentations of high quality, motivating keynote talks, and an interactive panel discussion.
- Konferenzbeitrag5th Workshop on Avionics Systems and Software Engineering (AvioSE’23)(Software Engineering 2023, 2023) Annighoefer, Bjoern; Schweiger, Andreas; Poulaine, StéphaneSystems and software engineering in aerospace is subject to special challenges. For their resolution the AvioSE’23 workshop connects academia and industry with selected scientific presentations of high quality, motivating keynote talks, and an interactive panel discussion.
- ZeitschriftenartikelAufwandsschätzung von Software-Reengineering-Projekten(Wirtschaftsinformatik: Vol. 45, No. 6, 2003) Sneed, Harry M.Prediction of costs and duration of software reengineering projects Costs and duration of projects to reengineer existing software are much easier to predict than the respective figures for software development projects. Moreover, in reengineering projects costs, risks and duration are much smaller. This article presents a tool-based method to calculate the three most important reengineering project types: encapsulation projects, renovation projects, and conversion projects. The method comprises eight consecutive steps — starting from reengineering requirements and ending with risk assessments and adjustments. A set of well-known prediction methods are incorporated, among them COCOMO, component analysis, function point analysis, data point analysis, and object point analysis. The method lays particular focus on the size of the projected software as well as on its complexity and quality.
- KonferenzbeitragCollaborative software visualization with SEE(Softwaretechnik-Trends Band 43, Heft 2, 2023) Behnke, William; Kuß, Hannes LennartSEE is a software engineering tool for visualizing software metrics based on the code-cities metaphor. It assists distributed teams in analyzing software collaboratively by offering multi-user functionality (including a voice chat), that allows team members to communicate naturally while investigating software. The tool utilizes graphs supplied in the Graph eXchange Language (GXL) format to represent software data, and allows users—among other things—to compare the current architecture with the original plan and to track changes of a software over time. One of our long-term goals is to enhance communication and collaboration among team members, to bridge spatial gaps, and to facilitate the understanding of software in (spatially separated) teams.
- KonferenzbeitragEngineering Mobile User Experience: Think. Design. Fail. Iterate. Publish.(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Heckner, Markus; Schneidermeier, Tim; Bazo, Alexander; Wagner, Thomas; Wilhelm, Thomas; Wolff, ChristianDer Vertrieb von Smartphone-Applikationen über zentralisierte Marktplätze, wie Android Market, Apple iTunes oder Nokia Ovi Store ist heute fest etabliert. Dieser Vertriebsweg bietet Chancen, aber auch Risiken für die Entwickler: Die Nutzer erhalten einen direkten Feedbackkanal, auf dem sie Applikationen für alle anderen Nutzer sichtbar bewerten und kommentieren können. User Experience ist hier ein Schlüssel zum Erfolg einer App. Gleichzeitig erfordert die starke Konkurrenz durch die hohe Anzahl von Entwicklern ständig innovative neue Produkte, um sich von bestehenden Angeboten zu differenzieren. In diesem Praxisbericht wird ein Vorgehensmodell vorgeschlagen, das den Nutzer ins Zentrum jeder mobilen Anwendungsentwicklung stellt, mit dem Ziel, effizient Software zu entwickeln, die tatsächliche Probleme der Nutzer löst und sich durch positive User Experience auszeichnet. Anhand eines konkreten Projekts wird der erfolgreiche Einsatz des Modells dokumentiert und abschließend diskutiert.
- KonferenzbeitragHow Gamification Affects Software Developers: Cautionary Evidence from a Natural Experiment on GitHub(Software Engineering 2022, 2022) Moldon, Lukas; Strohmaier, Markus; Wachs, JohannesWe examine how the behavior of software developers changes in response to removing gamification elements from GitHub, an online platform for collaborative programming. We find that the unannounced removal of daily activity streak counters from the user profile pages was followed by significant changes in behavior. Long-running streaks of activity were abandoned and became less common. Weekend activity decreased and days in which developers made a single contribution became less common. Synchronization of streaking behavior in the platform’s social network also decreased, suggesting that gamification is a powerful channel for social influence. Software developers that were publicly pursuing a goal to make contributions for 100 days in a row abandon this quest following the removal of the streak counter. Our findings provide evidence for the significant impact of gamification on the behavior of developers. They urge caution: gamification can steer the behavior in unexpected and unwanted directions.
- KonferenzbeitragInner Source Definition, Benefits, and Challenges(Software Engineering and Software Management 2019, 2019) Capraro, Maximilian; Riehle, DirkInner source (IS) is the use of open source software development practices within an organization. The organization still develops proprietary software but internally opens up its development. The research area lacks a systematic assessment of known research work: No model exists that defines IS thoroughly. Various case studies provide insights into IS programs in a specific context but only few publications apply a broader perspective. To resolve this, we performed an extensive literature survey and analyzed 43 IS related publications. Using qualitative data analysis methods, we developed a model of elements that constitute IS. We present a classification framework for IS and apply it to lay out a map of known IS endeavors. Further, we present qualitative models summarizing the benefits and challenges of IS. This article is an extended abstract of [CR17].
- ZeitschriftenartikelObjektorientierte Entwurfsmuster und Frameworks in der Informatik-Ausbildung an der Fachhochschule Konstanz(Informatik-Spektrum: Vol. 20, No. 6, 1997) Schmid, Hans AlbrechtIn den letzten Jahren wurden zwei Konzepte entwickelt, welche die Wiederverwendung von Entwurfserfahrung erlauben. Dies sind zum einen Entwurfsmuster, welche lokale, sich jeweils auf wenige Klassen beziehende Entwurfserfahrung zur Wiederverwendung durch andere Entwickler verfügbar machen, zum anderen Frameworks. Diese erlauben die Wiederverwendung einer globalen Art von Entwurfserfahrung, welche wesentliche Aspekte einer Anwendung umfaßt. Dieser Artikel erläutert Erfahrungen mit Entwurfsmustern bei der Frameworkentwicklung. An einem Beispielprojekt erläutert er die erfolgreiche Arbeit von Studenten mit diesen Methoden. Das Ergebnis ermuntert zur Aufnahme entsprechender Methoden in die Informatiker-Ausbildung.Summary Design patterns and frameworks, two quite new concepts, allow the reuse of design and of individual design experience. A design pattern embodies local design experience that is related to a few classes, whereas a framework embodies a global kind of experience that covers essential aspects of an application. This article describes experiences with these advanced object-oriented concepts in computer-science education. Concrete examples from projects show how design patterns were successfully used by inexperienced students for designing parts of frameworks. The very positive experiences strongly encourage the inclusion of design patterns and frameworks into computer science education.