663 resultados para Teamwork, Problem Based Learning, Software Engineering, Education


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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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En este keynote, la Prof. Juristo describe el paradigma experimental y cómo podría aplicarse a la ingeniería del software, destacando los desafíos de su aplicación y los logros conseguidos hasta el momento.

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During the last century many researches on the business, marketing and technology fields have developed the innovation research line and large amount of knowledge can be found in the literature. Currently, the importance of systematic and openness approaches to manage the available innovation sources is well established in many knowledge fields. Also in the software engineering sector, where the organizations need to absorb and to exploit as much innovative ideas as possible to get success in the current competitive environment. This Master Thesis presents an study related with the innovation sources in the software engineering eld. The main research goals of this work are the identication and the relevance assessment of the available innovation sources and the understanding of the trends on the innovation sources usage. Firstly, a general review of the literature have been conducted in order to define the research area and to identify research gaps. Secondly, the Systematic Literature Review (SLR) has been proposed as the research method in this work to report reliable conclusions collecting systematically quality evidences about the innovation sources in software engineering field. This contribution provides resources, built-on empirical studies included in the SLR, to support a systematic identication and an adequate exploitation of the innovation sources most suitable in the software engineering field. Several artefacts such as lists, taxonomies and relevance assessments of the innovation sources most suitable for software engineering have been built, and their usage trends in the last decades and their particularities on some countries and knowledge fields, especially on the software engineering, have been researched. This work can facilitate to researchers, managers and practitioners of innovative software organizations the systematization of critical activities on innovation processes like the identication and exploitation of the most suitable opportunities. Innovation researchers can use the results of this work to conduct research studies involving the innovation sources research area. Whereas, organization managers and software practitioners can use the provided outcomes in a systematic way to improve their innovation capability, increasing consequently the value creation in the processes that they run to provide products and services useful to their environment. In summary, this Master Thesis research the innovation sources in the software engineering field, providing useful resources to support an effective innovation sources management. Moreover, several aspects should be deeply study to increase the accuracy of the presented results and to obtain more resources built-on empirical knowledge. It can be supported by the INno- vation SOurces MAnagement (InSoMa) framework, which is introduced in this work in order to encourage openness and systematic approaches to identify and to exploit the innovation sources in the software engineering field.

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In current communication systems, there are many new challenges like various competitive standards, the scarcity of frequency resource, etc., especially the development of personal wireless communication systems result the new system update faster than ever before, the conventional hardware-based wireless communication system is difficult to adapt to this situation. The emergence of SDR enabled the third revolution of wireless communication which from hardware to software and build a flexible, reliable, upgradable, reusable, reconfigurable and low cost platform. The Universal Software Radio Peripheral (USRP) products are commonly used with the GNU Radio software suite to create complex SDR systems. GNU Radio is a toolkit where digital signal processing blocks are written in C++, and connected to each other with Python. This makes it easy to develop more sophisticated signal processing systems, because many blocks already written by others and you can quickly put them together to create a complete system. Although the main function of GNU Radio is not be a simulator, but if there is no RF hardware components,it supports to researching the signal processing algorithm based on pre-stored and generated data by signal generator. This thesis introduced SDR platform from hardware (USRP) and software(GNU Radio), as well as some basic modulation techniques in wireless communication system. Based on the examples provided by GNU Radio, carried out some related experiments, for example GSM scanning and FM radio station receiving on USRP. And make a certain degree of improvement based on the experience of some investigators to observe OFDM spectrum and simulate real-time video transmission. GNU Radio combine with USRP hardware proved to be a valuable lab platform for implementing complex radio system prototypes in a short time. RESUMEN. Software Defined Radio (SDR) es una tecnología emergente que está creando un impacto revolucionario en la tecnología de radio convencional. Un buen ejemplo de radio software son los sistemas de código abierto llamados GNU Radio que emplean un kit de herramientas de desarrollo de software libre. En este trabajo se ha empleado un kit de desarrollo comercial (Ettus Research) que consiste en un módulo de procesado de señal y un hardaware sencillo. El módulo emplea un software de desarrollo basado en Linux sobre el que se pueden implementar aplicaciones de radio software muy variadas. El hardware de desarrollo consta de un microprocesador de propósito general, un dispositivo programable (FPGA) y un interfaz de radiofrecuencia que cubre de 50 a 2200MHz. Este hardware se conecta al PC por medio de un interfaz USB de 8Mb/s de velocidad. Sobre la plataforma de Ettus se pueden ejecutar aplicaciones GNU radio que utilizan principalmente lenguaje de programación Python para implementarse. Sin embargo, su módulo de procesado de señal está construido en C + + y emplea un microprocesador con aritmética de coma flotante. Por lo tanto, los desarrolladores pueden rápida y fácilmente construir aplicaciones en tiempo real sistemas de comunicación inalámbrica de alta capacidad. Aunque su función principal no es ser un simulador, si no puesto que hay componentes de hardware RF, Radio GNU sirve de apoyo a la investigación del algoritmo de procesado de señales basado en pre-almacenados y generados por los datos del generador de señal. En este trabajo fin de máster se ha evaluado la plataforma de hardware de DEG (USRP) y el software (GNU Radio). Para ello se han empleado algunas técnicas de modulación básicas en el sistema de comunicación inalámbrica. A partir de los ejemplos proporcionados por GNU Radio, hemos realizado algunos experimentos relacionados, por ejemplo, escaneado del espectro, demodulación de señales de FM empleando siempre el hardware de USRP. Una vez evaluadas aplicaciones sencillas se ha pasado a realizar un cierto grado de mejora y optimización de aplicaciones complejas descritas en la literatura. Se han empleado aplicaciones como la que consiste en la generación de un espectro de OFDM y la simulación y transmisión de señales de vídeo en tiempo real. Con estos resultados se está ahora en disposición de abordar la elaboración de aplicaciones complejas.

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Experimental software engineering includes several processes, the most representative being run experiments, run replications and synthesize the results of multiple replications. Of these processes, only the first is relatively well established in software engineering. Problems of information management and communication among researchers are one of the obstacles to progress in the replication and synthesis processes. Software engineering experimentation has expanded considerably over the last few years. This has brought with it the invention of experimental process support proposals. However, few of these proposals provide integral support, including replication and synthesis processes. Most of the proposals focus on experiment execution. This paper proposes an infrastructure providing integral support for the experimental research process, specializing in the replication and synthesis of a family of experiments. The research has been divided into stages or phases, whose transition milestones are marked by the attainment of their goals. Each goal exactly matches an artifact or product. Within each stage, we will adopt cycles of successive approximations (generateand- test cycles), where each approximation includes a diferent viewpoint or input. Each cycle will end with the product approval.

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La metodología PBL propone el aprendizaje basado en problemas. A grandes rasgos sugiere que el estudiante sea el protagonista de su propio aprendizaje mediante el desarrollo de proyectos. Con esa idea, el grupo de innovación educativa DMAE-DIA (Desarrollo de nuevas Metodologías de Aprendizaje/Evaluación del Departamento de Informática Aplicada), comenzó la construcción de un portal web para mostrar los principios de dicha metodología, que permitiese a los usuarios del mismo conocerla y aprender a utilizarla en un entorno colaborativo. El objetivo de este trabajo es ampliar este portal para que los usuarios sean capaces de crear, eliminar y mantener sus propios proyectos para posteriormente utilizarlos como base para su práctica docente. El trabajo se ha planteado siguiendo el paradigma de la orientación a objetos, mediante la metodología UML y siguiendo el ciclo de vida del software y se ha implementado utilizando como base el CMS Wordpress y desarrollando con los lenguajes que más adelante se especificarán. Wordpress por su parte es un sistema de gestión de contenidos dotado de gran potencia que permite, de una manera muy sencilla, construir entornos web con el mínimo esfuerzo. ABSTRACT The PBL methodology proposed problem-based learning. Roughly suggests that the student is the protagonist of their own learning by developing projects. With that, the group of educational innovation DMAE-DIA (Development of new Learning/Assessment methodologies, Department of Applied Computing) began building a web portal to show the principles of this methodology, which would allow users to know and learn to use it in a collaborative environment. The aim of this work is to extend this website so that users are able to create, delete and maintain their own projects for later use as the basis for their teaching practice. The work has been raised following the paradigm of object orientation, by following the UML methodology and software life cycle and has been implemented using as a basis the CMS Wordpress and developed with the languages that will be specified later. Meanwhile Wordpress is a content management system endowed with great power that allows,in a very simple way to build web environments with minimal effort.

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The aim of this paper is to offer a broad panorama of some aspects related with Engineering Education in a Knowledge Society.

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Nowadays, organizations have plenty of data stored in DB databases, which contain invaluable information. Decision Support Systems DSS provide the support needed to manage this information and planning médium and long-term ?the modus operandi? of these organizations. Despite the growing importance of these systems, most proposals do not include its total evelopment, mostly limiting itself on the development of isolated parts, which often have serious integration problems. Hence, methodologies that include models and processes that consider every factor are necessary. This paper will try to fill this void as it proposes an approach for developing spatial DSS driven by the development of their associated Data Warehouse DW, without forgetting its other components. To the end of framing the proposal different Engineering Software focus (The Software Engineering Process and Model Driven Architecture) are used, and coupling with the DB development methodology, (and both of them adapted to DW peculiarities). Finally, an example illustrates the proposal.

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Basic engineering skills are not the only key to professional development, particularly as engineering problems are everyday more and more complex and multifaceted, hence requiring the implementation of larger multidisciplinary teams, in many cases working in an international context and in a continuously evolving environment. Therefore other outcomes, sometimes referred to as professional skills, are also necessary for our students, as most universities are already aware. In this study we try to methodically analyze the main strategies for the promotion of professional skills, mainly linked to actuations which directly affect students or teachers (and teaching methodologies) and which take advantage of the environment and available resources. From an initial list of 51 strategies (in essence aimed at promotion of different drivers of change, linked to students, teachers, environment and resources), we focus on the 11 drivers of change considered more important after an initial evaluation. Subsequently, a systematic analysis of the typical problems linked to these main drivers of change, enables us to find and formulate 12 major and usually repeated and unsolved problems. After selecting these typical problems, we put forward 25 different solutions, for short-term actuation, and discuss their effects, while bearing in mind our team’s experience, together with the information from the studies carried out by numerous teaching staff from other universities.

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There are many open issues that must be addressed before the replication process can be successfully formalized in empirical software engineering research. We define replication as the deliberate repetition of the same empirical study for the purpose of determining whether the results of the first experiment can be reproduced. This definition would appear at first glance to be good. However, it needs several clarifications that have not yet been forthcoming in software engineering: – What is the exact meaning of the same empirical study? Namely how similar should an experiment be to the baseline study for it to be considered a replication? What is the exact meaning of a result being reproduced? Namely how similar does a result have to be to the result of the baseline study for it to be considered reproduced? These and other methodological questions need to be researched and tailored for empirical software engineering.

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Engineering aims to work with what knowledge is available to achieve society's goals (Coyle, Murphy, and Grimson 2007). The current environmental challenges and the characteristics of the labour market mean that the effectiveness of Engineering activities in Geosciences must be increased through the development of technical knowledge and the inclusion of suitable training aimed at solving real cases (European Commission 2010). Human capital – understood as the talents, skills and capabilities of higher education graduates – is perceived as an essential element for sustainable economic growth and development in the globalised economy (Sianesi and Van Reenan 2003). We need, therefore, to rethink our approaches to curriculum, instruction and assessment in science education, particularly because of the rapid growth of the scientific knowledge, tools/technologies and theories that have originated over the last 50 years (Duschl and Grandy 2013).

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O desenvolvimento do pensamento e do conhecimento humano esteve vinculado, por muitos séculos a uma visão dual do Homem enquanto corpo/mente, matéria/espírito, razão/emoção, cognição/afeto. Com o surgimento de novas concepções teóricas especialmente a abordagem histórico-social de Vigotski, fundamentada em determinantes culturais, históricos e sociais da condição humana, foi possível uma nova releitura das dimensões cognitiva e emocional, na direção de uma interpretação monista do ser Humano. No entanto, mesmo diante desta interpretação integral do indivíduo, ainda persiste em larga escala no ensino, particularmente no ensino de Ciências, a tradicional busca do desenvolvimento da racionalidade e da lógica em detrimento à dimensão afetivoemocional. Este trabalho de pesquisa pretende focar especial atenção na dimensão afetivo-emocional nas relações estabelecidas em sala de aula quando um projeto de abordagem interdisciplinar é implementado. A pesquisa foi desenvolvida com uma turma do terceiro ano do Ensino Médio constituída de 22 alunos, de uma escola privada localizada em uma cidade do interior do Estado de São Paulo. Os resultados refletem a existência de conflitos emocionais significativos entre os alunos, merecendo, portanto, um planejamento docente que permita ações de gestão dessas emoções no contexto do processo de ensino e de aprendizagem.

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Includes bibliography.

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Cover title, 1960: Electronic computers in engineering education; report.