936 resultados para Software development process


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Models are becoming increasingly important in the software development process. As a consequence, the number of models being used is increasing, and so is the need for efficient mechanisms to search them. Various existing search engines could be used for this purpose, but they lack features to properly search models, mainly because they are strongly focused on text-based search. This paper presents Moogle, a model search engine that uses metamodeling information to create richer search indexes and to allow more complex queries to be performed. The paper also presents the results of an evaluation of Moogle, which showed that the metamodel information improves the accuracy of the search.

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[ES] Webcam App es una aplicación que tiene como principal objetivo social que las personas puedan realizar videoconferencias a través de la web de forma gratuita y sencilla. Para el desarrollo de la misma, fueron de gran utilidad los elementos que brinda HTML5.0 para dar soporte multimedia: y . También, se usan dos de las APIs que implementa WebRTC para la trasmisión de audio y video en tiempo real, obtenidos desde la webcam: MediaStream (getUserMedia) y RTCPeerConnection. Para soportar esta aplicación se elige Node.js como servidor web, pues entre sus puntos fuertes está la capacidad de mantener varias conexiones abiertas, característica fundamental en una aplicación de videollamadas, donde miles de usuarios crean y envían solicitudes de conexión simultáneamente. Con el fin de aportarle una apariencia agradable a la aplicación, un entorno usable y conocido para los usuarios, se utiliza CMS Elgg como marco de red social. CMS Elgg provee de funcionalidades comunes, como por ejemplo: conectar con amigos, enviar mensajes, compartir contenido. Como metodología base se usa el Proceso Unificado de Desarrollo de Software, posibilitando que la realización de este trabajo se haya hecho de una manera organizada y se obtuvieran artefactos para el desarrollo. Como resultado del trabajo, se obtiene una solución Open Source que sirve como un modelo de comunicación en tiempo real sin necesidad de descargar, instalar o actualizar ningún complemento de terceros y que demuestra la fiabilidad de los sistemas basados en HTML5 y WebRTC.

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El vertiginoso avance de la informática y las telecomunicaciones en las últimas décadas ha incidido invariablemente en la producción y la prestación de servicios, en la educación, en la industria, en la medicina, en las comunicaciones e inclusive en las relaciones interpersonales. No obstante estos avances, y a pesar de la creciente aportación del software al mundo actual, durante su desarrollo continuamente se incurre en el mismo tipo de problemas que provocan un retraso sistemático en los plazos de entrega, se exceda en presupuesto, se entregue con una alta tasa de errores y su utilidad sea inferior a la esperada. En gran medida, esta problemática es atribuible a defectos en los procesos utilizados para recoger, documentar, acordar y modificar los requisitos del sistema. Los requisitos son los cimientos sobre los cuáles se construye un producto software, y sin embargo, la incapacidad de gestionar sus cambios es una de las principales causas por las que un producto software se entrega fuera de tiempo, se exceda en coste y no cumpla con la calidad esperada por el cliente. El presente trabajo de investigación ha identificado la necesidad de contar con metodologías que ayuden a desplegar un proceso de Gestión de Requisitos en pequeños grupos y entornos de trabajo o en pequeñas y medianas empresas. Para efectos de esta tesis llamaremos Small-Settings a este tipo de organizaciones. El objetivo de este trabajo de tesis doctoral es desarrollar un metamodelo que permita, por un lado, la implementación y despliegue del proceso de Gestión de Requisitos de forma natural y a bajo coste y, por otro lado, el desarrollo de mecanismos para la mejora continua del mismo. Este metamodelo esta soportado por el desarrollo herramientas que permiten mantener una biblioteca de activos de proceso para la Gestión de Requisitos y a su vez contar con plantillas para implementar el proceso partiendo del uso de activos previamente definidos. El metamodelo contempla el desarrollo de prácticas y actividades para guiar, paso a paso, la implementación del proceso de Gestión de Requisitos para una Small-Setting utilizando un modelo de procesos como referencia y una biblioteca de activos de proceso como principal herramienta de apoyo. El mantener los activos de proceso bien organizados, indexados, y fácilmente asequibles, facilita la introducción de las mejores prácticas al interior de una organización. ABSTRACT The fast growth of computer science and telecommunication in recent decades has invariably affected the provision of products and services in education, industry, healthcare, communications and also interpersonal relationships. In spite of such progress and the active role of the software in the world, its development and production continually incurs in the same type of problems that cause systematic delivery delays, over budget, a high error rate and consequently its use is lower than expected. These problems are largely attributed to defects in the processes used to identify, document, organize, and track all system's requirements. It is generally accepted that requirements are the foundation upon which the software process is built, however, the inability to manage changes in requirements is one of the principal factors that contribute to delays on the software development process, which in turn, may cause customer dissatisfaction. The aim of the present research work has identified the need for appropriate methodologies to help on the requirement management process for those organizations that are categorised as small and medium size enterprises, small groups within large companies, or small projects. For the purposes of this work, these organizations are named Small-Settings. The main goal of this research work is to develop a metamodel to manage the requirement process using a Process Asset Library (PAL) and to provide predefined tools and actives to help on the implementation process. The metamodel includes the development of practices and activities to guide step by step the deployment of the requirement management process in Small-Settings. Keeping assets organized, indexed, and readily available are a main factor to the success of the organization process improvement effort and facilitate the introduction of best practices within the organization. The Process Asset Library (PAL) will become a repository of information used to keep and make available all process assets that are useful to those who are defining, implementing, and managing processes in the organization.

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La usabilidad es un atributo de la calidad del software que se encuentra en la mayoría de las clasificaciones. En este contexto, se entiende por usabilidad la medida en que un producto satisface las necesidades de los stakeholders para alcanzar determinados objetivos de eficacia, eficiencia y satisfacción sin efectos adversos en un contexto específico de uso. En este contexto, no es de extrañar que la usabilidad sea cada vez más reconocida como uno de los factores críticos para la aceptación de un sistema software. En la literatura se encuentran recomendaciones para mejorar la usabilidad de los sistemas software. Sin embargo, no existen datos empíricos que demuestren cómo estas recomendaciones contribuyen positiva o negativamente a cada atributo de usabilidad. En este contexto, el objetivo de la tesis doctoral es la obtención de evidencias empíricas sobre el impacto de la inclusión de mecanismos de usabilidad en un sistema software, más concretamente en los atributos de eficacia, eficiencia y satisfacción-- En esta tesis doctoral se trabaja con mecanismos de usabilidad con gran impacto en la arquitectura software, ya que los mismos deben ser especialmente considerados durante el proceso de desarrollo software. Para obtener evidencias empíricas sobre la inclusión de dichos mecanismos, se ha realizado un experimento piloto y 4 experimentos definitivos utilizando aplicaciones software especialmente desarrolladas para tal fin. Una vez realizada la contrastación empírica de la influencia de estos mecanismos para diferentes sistemas software se pueden realizar las siguientes recomendaciones generales: -La inclusión de cada uno de los mecanismos considerados aumenta considerablemente la satisfacción del usuario en su interacción con las aplicaciones software. -La inclusión de aquellos mecanismos que introducen cuadros de interacción adicionales, disminuye la eficiencia de los usuarios, ya que aumenta el tiempo de duración de las tareas. -Existen una serie de mecanismos que como consecuencia de su ausencia en las aplicaciones resulta imposible la realización de las tareas asociadas a los mismos. Dentro de éste grupo de mecanismos se encuentran aquellos que permiten cancelar o deshacer acciones previamente tomadas y aquellos que provean ayuda en la introducción de información en formularios. Esto implica que su presencia permite la realización exitosa de las tareas y como consecuencia la interacción es mucho más eficaz. En definitiva, se ha encontrado que los distintos mecanismos de usabilidad tienen un impacto diferente en cada atributo, dependiendo su inclusión del/los atributos a potenciar en cada proyecto. Usability is an aspect of software quality that´s found in most classifications. In this context usability is understood as the measure in which a product satisfies the needs of the stakeholders in order to reach certain effectiveness, efficiency and satisfaction goals without adverse sideeffects in a specific context of use. It´s no wonder usability is increasingly being recognized as one of the critical factors for the acceptance of a software system. Recommendations are found in literature to improve the usability of software systems. Nevertheless, there is no empirical data that shows how these recommendations contribute positively or negatively to each usability aspect. In this context, the objective of this doctoral thesis is to obtain empirical evidence on the impact of the inclusion of usability mechanisms in a software system, specifically in the attributes of effectiveness, efficiency and satisfaction. This doctoral thesis deals with usability mechanisms of great impact in software architecture, since they have to be considered during the software development process. In order to get empirical evidence on the inclusion of such mechanisms, a pilot experiment and four definitive experiments have been performed through software applications especially developed for this end. Once the empirical assessment of the influence of these mechanisms on different software systems has been performed, the following general recommendations can be made: -The inclusion of each of the considered mechanisms considerably increases the user´s satisfaction in his interaction with software applications. -The inclusion of those mechanisms that introduce additional interaction frames diminishes the efficiency of the users, since it increases task duration time. -As a consequence of being absent in applications, there is a series of mechanisms whose associated tasks are impossible to perform. Within this group we find those mechanisms that allow cancelling or undoing previous actions, and those that provide help with the introduction of information in forms. This implies that their presence allows the successful completion of tasks, and as a consequence, the interaction is much more effective. In summary, it has been found that the diverse usability mechanisms has a different impact on each attribute, and their inclusion depends on the attribute or attributes to enhance in each project.

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La usabilidad es un atributo de calidad de un sistema software que llega a ser crítico en sistemas altamente interactivos. Desde el campo de la Interacción Persona-Ordenador se proponen recomendaciones que permiten alcanzar un nivel adecuado de usabilidad en un sistema. En la disciplina de la Ingeniería de Software se ha establecido que algunas de estas recomendaciones afectan a la funcionalidad principal de los sistemas y no solo a la interfaz de usuario. Este tipo de recomendaciones de usabilidad se deben tener en cuenta desde las primeras actividades y durante todo el proceso de desarrollo, así como se hace con atributos tales como la seguridad, la facilidad de mantenimiento o el rendimiento. Desde la Ingeniería de Software se han hecho estudios y propuestas para abordar la usabilidad en las primeras actividades del desarrollo. En particular en la educción de requisitos y diseño de la arquitectura. Estas propuestas son de un alto nivel de abstracción. En esta investigación se aborda la usabilidad en actividades avanzadas del proceso de desarrollo: el diseño detallado y la programación. El objetivo de este trabajo es obtener, formalizar y validar soluciones reutilizables para la usabilidad en estas actividades. En este estudio se seleccionan tres funcionalidades de usabilidad identificadas como de alto impacto en el diseño: Abortar Operación, Retroalimentación de Progreso y Preferencias. Para la obtención de elementos reutilizables se utiliza un método inductivo. Se parte de la construcción de aplicaciones web particulares y se induce una solución general. Durante la construcción de las aplicaciones se mantiene la trazabilidad de los elementos relacionados con cada funcionalidad de usabilidad. Al finalizar se realiza un análisis de elementos comunes, y los hallazgos se formalizan como patrones de diseño orientados a la implementación y patrones de programación en cada uno de los lenguajes utilizados: PHP, VB .NET y Java. Las soluciones formalizadas como patrones se validan usando la metodología de estudio de casos. Desarrolladores independientes utilizan los patrones para la inclusión de las tres funcionalidades de usabilidad en dos nuevas aplicaciones web. Como resultado, los desarrolladores pueden usar con éxito las soluciones propuestas para dos de las funcionalidades: Abortar Operación y Preferencias. La funcionalidad Retroalimentación de Progreso no puede ser implementada completamente. Se concluye que es posible obtener elementos reutilizables para la implementación de cada funcionalidad de usabilidad. Estos elementos incluyen: escenarios de aplicación, que son la combinación de casuísticas que generan las funcionalidades de usabilidad, responsabilidades comunes necesarias para cubrir los escenarios, componentes comunes para cumplir con las responsabilidades, elementos de diseño asociados a los componentes y el código que implementa el diseño. Formalizar las soluciones como patrones resulta útil para comunicar los hallazgos a otros desarrolladores y los patrones se mejoran a través de su utilización en nuevos desarrollos. La implementación de funcionalidades de usabilidad presenta características que condicionan su reutilización, en particular, el nivel de acoplamiento de la funcionalidad de usabilidad con las funcionalidades de la aplicación, y la complejidad interna de la solución. ABSTRACT Usability is a critical quality attribute of highly interactive software systems. The humancomputer interaction field proposes recommendations for achieving an acceptable system usability level. The discipline of software engineering has established that some of these recommendations affect not only the user interface but also the core system functionality. This type of usability recommendations must be taken into account as of the early activities and throughout the software development process as in the case of attributes like security, ease of maintenance or performance. Software engineering has conducted studies and put forward proposals for tackling usability in the early development activities, particularly requirements elicitation and architecture design. These proposals have a high level of abstraction. This research addresses usability in later activities of the development process: detailed design and programming. The goal of this research is to discover, specify and validate reusable usability solutions for detailed design and programming. Abort Operation, Feedback and Preferences, three usability functionalities identified as having a high impact on design, are selected for the study. An inductive method, whereby a general solution is induced from particular web applications built for the purpose, is used to discover reusable elements. During the construction of the applications, the traceability of the elements related to each usability functionality is maintained. At the end of the process, the common and possibly reusable elements are analysed. The findings are specified as implementation-oriented design patterns and programming patterns for each of the languages used: PHP, VB .NET and Java. The solutions specified as patterns are validated using the case study methodology. Independent developers use the patterns in order to build the three usability functionalities into two new web applications. As a result, the developers successfully use the proposed solutions for two of the functionalities: Abort Operation and Preferences. The Progress Feedback functionality cannot be fully implemented. We conclude that it is possible to discover reusable elements for implementing each usability functionality. These elements include: application scenarios, which are combinations of cases that generate usability functionalities, common responsibilities to cover the scenarios, common components to fulfil the responsibilities, design elements associated with the components and code implementing the design. It is useful to specify solutions as patterns in order to communicate findings to other developers, and patterns improve through further use in other development projects. Reusability depends on the features of usability functionality implementation, particularly the level of coupling of the usability functionality with the application functionalities and the internal complexity of the solution.

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Starting from the documentation of high sprint velocity fluctuations in a Scrum project, this paper presents a thorough approach to identify the sources of issues arising in the context of Scrum implementation. Given that Scrum provides guidance on identifying process issues but not their root causes, various approaches are explored. This is of great relevance because Scrum defines project schedules relying heavily on sprint velocity and because it is the most widely used agile methodology. The findings provide a new approach to evaluate such fluctuations and establish a more realistic project assessment than what is currently defined by Scrum. In this respect, this paper contributes to improve the understanding of the software development process using this agile framework.

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La calidad es uno de los principales retos de la construcción de software. En la Ingeniería del Software (IS) se considera a la usabilidad como un atributo de calidad. Al principio se veía a la usabilidad como un requisito no funcional.Se asumía que la usabilidad era una propiedad exclusiva de la presentación de la información.Se creía que separando la capa de presentación del resto, se podía desarrollar un producto software usable.Debido a la naturaleza del sistema y a las necesidades del usuario, a menudo se debe ir más lejos y no basta con tener en cuenta la presentación para obtener un software usable. La comunidad de la Interacción Personar Ordenador (IPO) ha propuesto recomendaciones para mejorar la usabilidad. Algunas de esas recomendaciones tienen impacto directo en la funcionalidad del producto software. En estudios recientes también se ha evaluado la relación entre la usabilidad y los requisitos funcionales. Estas investigaciones sugieren que la usabilidad debe ser tenida en cuenta desde las etapas iniciales de la construcción para evitar costosos cambios posteriores. La incorporación de las características de usabilidad agrega cierta complejidad al proceso de desarrollo. El presente trabajo evalúa la posibilidad de usar patrones para la incorporación de usabilidad en el desarrollo de un producto software. Concretamente se evalúan los siguientes patrones de programación de usabilidad (PPUs): Abort Operation,Progress Feedback y Preferences. Se utilizan unas Pautas de Desarrollo de Mecanismos de Usabilidad(PDMUs) para estos tres mecanismos de usabilidad. Estas pautas poponen patrones para la educción y posterior incorporación de la usabilidad en las distintas fases de la programación. En esta investigación se aborda el desarrollo de un producto software desde la deducción de requisitos hasta la implementación. En cada fase se incorporan los mecanismos de usabilidad de acuerdo a las recomendaciones de las PDMUs. Mediante el desarrollo de un software real se ha evaluado la factibilidad del uso de las PDMUs obteniendo como resultado propuestas de mejoras en estas pautas. Se evalúa asimismo el esfuerzo de incorporación de los mecanismos de usabilidad. Cada evaluación aporta datos que proporcionan una estimación del esfuerzo adicional requerido para incorporar cada mecanismo de usabilidad en el proceso de desarrollo del software.---ABSTRACT---Quality is a major challenge in software construction. Software engineers consider usability to be a quality attribute. Originally, usability was viewed as a nonr functional requirement. Usability was assumed to be simply an information presentation property. There was a belief that a usable software product could be developed by separating the presentation layer from the rest of the system. Depending on the system type and user needs, however, usability often runs deeper, and it is not enough to consider just presentation to build usable software. The humanrcomputer interaction (HCI) community put forward a list of recommendations to improve usability. Some such recommendations have a direct impact on software product functionality. Recent studies have also evaluated the relationship between usability and functional requirements. This research suggests that usability should be taken into account as of the early stages of software construction to prevent costly rework later on. The inclusion of usability features is an added complication to the development process. The research reported here evaluates the possibility of using patterns to incorporate usability into a software product. Specifically, it evaluates the following usability programming patterns (UPPs): Abort Operation, Progress Feedback and Preferences. Usability Mechanism Development Guides (USDG) are applied to these three usability mechanisms. These guides propose patterns for eliciting and later incorporating usability into the different software development phases, including programming. The reported research addresses the development of a software product from requirements elicitation through to implementation. Usability mechanisms are incorporated into each development phase in accordance with USDG recommendations. A real piece of software was developed to test the feasibility of using USDGs, outputting proposals for improving the guides. Each evaluation yields data providing an estimate of the additional workload required to incorporate each usability mechanism into the software development process.

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In the context of Software Reuse providing techniques to support source code retrieval has been widely experimented. However, much effort is required in order to find how to match classical Information Retrieval and source code characteristics and implicit information. Introducing linguistic theories in the software development process, in terms of documentation standardization may produce significant benefits when applying Information Retrieval techniques. The goal of our research is to provide a tool to improve source code search and retrieval In order to achieve this goal we apply some linguistic rules to the development process.

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This study aimed to build a virtual learning environment for application of the nursing process based on the NANDA-I, NOC, NIC and ICNP® . Faced with problems related to learning of the nursing process and classifications, there is an urgent need to develop innovative teaching resources that modify the relationship between students and teachers. The methodology was based on the steps inception, development, construction and transition, and the software development process Rational Process Unifield. The team involved in the development of this environment was composed by researchers and students of The Care and Epidemiological Practice in Health and Nursing and Group of the Software Engineering curse of the Federal University Rio Grande do Norte, with the participation of the Lisbon and Porto Schools of Nursing, in Portugal. In the inception stage the inter research communication was in order to define the functions, features and tools for the construction process. In the preparation, step the planning and modeling occurred, which resulted in the creation of a diagram and a architectural drawings that specify the features and functionality of the software. The development, unit testing and integrated in interfaces of the modules and areas (administrator, teacher, student, and construction of the NP). Then the transition step was performed, which showed complete and functioning system, as well as the training and use by researchers with its use in practice. In conclusion, this study allowed for the planning and the construction of an educational technology, and it is expected that its implementation will trigger a substantial change in the learning of the nursing process and classifications, with the student being active agent of the learning process. Later, an assessment will be made of functional performance, which will enable the software development, with a feedback, correction of defects and necessary changes. It is believed that the software increment after the reviews, this tool grow further and help insert this methodology and every language under the educational and health institutions, promoting paradigmatic desired change by nursing.

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Internet of Things systems are pervasive systems evolved from cyber-physical to large-scale systems. Due to the number of technologies involved, software development involves several integration challenges. Among them, the ones preventing proper integration are those related to the system heterogeneity, and thus addressing interoperability issues. From a software engineering perspective, developers mostly experience the lack of interoperability in the two phases of software development: programming and deployment. On the one hand, modern software tends to be distributed in several components, each adopting its most-appropriate technology stack, pushing programmers to code in a protocol- and data-agnostic way. On the other hand, each software component should run in the most appropriate execution environment and, as a result, system architects strive to automate the deployment in distributed infrastructures. This dissertation aims to improve the development process by introducing proper tools to handle certain aspects of the system heterogeneity. Our effort focuses on three of these aspects and, for each one of those, we propose a tool addressing the underlying challenge. The first tool aims to handle heterogeneity at the transport and application protocol level, the second to manage different data formats, while the third to obtain optimal deployment. To realize the tools, we adopted a linguistic approach, i.e.\ we provided specific linguistic abstractions that help developers to increase the expressive power of the programming language they use, writing better solutions in more straightforward ways. To validate the approach, we implemented use cases to show that the tools can be used in practice and that they help to achieve the expected level of interoperability. In conclusion, to move a step towards the realization of an integrated Internet of Things ecosystem, we target programmers and architects and propose them to use the presented tools to ease the software development process.

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This paper presents the proposal for a reference model for developing software aimed at small companies. Despite the importance of that represent the small software companies in Latin America, the fact of not having its own standards, and able to meet their specific, has created serious difficulties in improving their process and also in quality certification. In this sense and as a contribution to better understanding of the subject they propose a reference model and as a means to validate the proposal, presents a report of its application in a small Brazilian company, committed to certification of the quality model MPS.BR.

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Tässä työssä on esitetty sen ohjelmiston kehittämisen prosessi, joka on tarkoitettu annettavien palveluiden valvottavaksi käyttäen prototyyppimallia. Raportti sisältää vaatimusten, kohteisiin suunnatun analyysin ja suunnittelun, realisointiprosessien kuvauksen ja prototyypin testauksen. Ohjelmiston käyttöala – antavien palveluiden valvonta. Vaatimukset sovellukselle analysoitiin ohjelmistomarkkinoiden perusteella sekä ohjelmiston engineeringin periaatteiden mukaisesti. Ohjelmiston prototyyppi on realisoitu käyttäen asiakas-/palvelinhybridimallia sekä ralaatiokantaa. Kehitetty ohjelmisto on tarkoitettu venäläisille tietokonekerhoille, jotka erikoistuvat pelipalvelinten antamiseen.

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Ohjelmiston suorituskyky on kokonaisvaltainen asia, johon kaikki ohjelmiston elinkaaren vaiheet vaikuttavat. Suorituskykyongelmat johtavat usein projektien viivästymisiin, kustannusten ylittymisiin sekä joissain tapauksissa projektin täydelliseen epäonnistumiseen. Software performance engineering (SPE) on ohjelmistolähtöinen lähestysmistapa, joka tarjoaa tekniikoita suorituskykyisen ohjelmiston kehittämiseen. Tämä diplomityö tutkii näitä tekniikoita ja valitsee niiden joukosta ne, jotka soveltuvat suorituskykyongelmien ratkaisemiseen kahden IT-laitehallintatuotteen kehityksessä. Työn lopputuloksena on päivitetty versio nykyisestä tuotekehitysprosessista, mikä huomioi sovellusten suorituskykyyn liittyvät haasteet tuotteiden elinkaaren eri vaiheissa.

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This research is concerned with the experimental software engineering area, specifically experiment replication. Replication has traditionally been viewed as a complex task in software engineering. This is possibly due to the present immaturity of the experimental paradigm applied to software development. Researchers usually use replication packages to replicate an experiment. However, replication packages are not the solution to all the information management problems that crop up when successive replications of an experiment accumulate. This research borrows ideas from the software configuration management and software product line paradigms to support the replication process. We believe that configuration management can help to manage and administer information from one replication to another: hypotheses, designs, data analysis, etc. The software product line paradigm can help to organize and manage any changes introduced into the experiment by each replication. We expect the union of the two paradigms in replication to improve the planning, design and execution of further replications and their alignment with existing replications. Additionally, this research work will contribute a web support environment for archiving information related to different experiment replications. Additionally, it will provide flexible enough information management support for running replications with different numbers and types of changes. Finally, it will afford massive storage of data from different replications. Experimenters working collaboratively on the same experiment must all have access to the different experiments.

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There is no empirical evidence whatsoever to support most of the beliefs on which software construction is based. We do not yet know the adequacy, limits, qualities, costs and risks of the technologies used to develop software. Experimentation helps to check and convert beliefs and opinions into facts. This research is concerned with the replication area. Replication is a key component for gathering empirical evidence on software development that can be used in industry to build better software more efficiently. Replication has not been an easy thing to do in software engineering (SE) because the experimental paradigm applied to software development is still immature. Nowadays, a replication is executed mostly using a traditional replication package. But traditional replication packages do not appear, for some reason, to have been as effective as expected for transferring information among researchers in SE experimentation. The trouble spot appears to be the replication setup, caused by version management problems with materials, instruments, documents, etc. This has proved to be an obstacle to obtaining enough details about the experiment to be able to reproduce it as exactly as possible. We address the problem of information exchange among experimenters by developing a schema to characterize replications. We will adapt configuration management and product line ideas to support the experimentation process. This will enable researchers to make systematic decisions based on explicit knowledge rather than assumptions about replications. This research will output a replication support web environment. This environment will not only archive but also manage experimental materials flexibly enough to allow both similar and differentiated replications with massive experimental data storage. The platform should be accessible to several research groups working together on the same families of experiments.