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New Perspectives in Software Engineering / edited by Jezreel Mejía, Mirna Muñoz, Alvaro Rocha, Yasmin Hernández Pérez, Himer Avila-George.

Springer eBooks EBA - Intelligent Technologies and Robotics Collection 2024 Available online

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Format:
Book
Author/Creator:
Mejia, Jezreel.
Contributor:
Muñoz, Mirna.
Rocha, Álvaro.
Hernández Pérez, Yasmin.
Avila-George, Himer.
Series:
Studies in Computational Intelligence, 1860-9503 ; 1135
Language:
English
Subjects (All):
Engineering--Data processing.
Engineering.
Computational intelligence.
Software engineering.
Artificial intelligence.
Data Engineering.
Computational Intelligence.
Software Engineering.
Artificial Intelligence.
Local Subjects:
Data Engineering.
Computational Intelligence.
Software Engineering.
Artificial Intelligence.
Physical Description:
1 online resource (412 pages)
Edition:
1st ed. 2024.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
Summary:
The goal of this book is to provide a broad understanding on the New Perspectives in Software Engineering research. The advancement of computers, and mobile devices, among others, has led to the creation of new areas of knowledge to improve the operation and application of software in any sector, allowing many previously unimaginable activities. In this context, the evolution of software and its applications has created new domains of interest, emerging New Perspectives of Software Engineering for these new areas of knowledge such as: DevOps, Industry 4.0, Virtual and Augmented Reality, Gamification, Cybersecurity, Telecommunications, Health Technologies, Energy Systems, Artificial Intelligence, Robot control, among others. This book is used in different domains in which a broad scope of audience is interested: software engineers, analyst, project management, consultant, academics and researchers in the field both in universities and business schools, information technology directors and managers, and quality managers and directors. Finally, the book contents are also useful for Ph.D. students, master’s, and undergraduate students of IT-related degrees such as Computer Science and Information Systems.
Contents:
Intro
Scientific Committee
Preface
Contents
About the Editors
The ISO/IEC 29110-5-1-2 in the Capstone Project Course of Informatic Engineering Program
1 Introduction
2 Background
2.1 ISO/IEC 29110 Software Engineering Basic Profile (SEBP)
2.2 Project-Oriented Learning
2.3 Capstone Project Course
3 Course Description
3.1 Description of Course Projects
3.2 Students Project Deliverables
4 Projects Assessment
4.1 SEBP Assessment
4.2 Task Analyze
4.3 Course Analysis from SEBP
4.4 Threats to Validity
4.5 Lessons Learned
5 Conclusions
References
Open-Source Tools and Their Coverage to Implement DevOps
2.1 Concepts
3 Methodology
3.1 Perform a Literature Review of OSS
3.2 Define a Set of Characteristics for Each DevOps Activity
3.3 Analysis of OSS Characteristics and Coverage
4 Results and Discussion
4.1 Plan Activity
4.2 Code Activity
4.3 Build Activity
4.4 Test Activity
4.5 Release Activity
4.6 Deploy Activity
4.7 Operations Activity
4.8 Monitor Activity
4.9 Discussion
5 Conclusions and Future Work
DevOps Adoption: A Tertiary Study
2 Related Work
3 Tertiary Study Design
3.1 Research Questions
3.2 Search String
3.3 Selection Criteria and Process
3.4 Threats to Validity
4 Results
4.1 RQ1. What is the Evolution of Secondary Studies on DevOps?
4.2 RQ2. What were the Main Topics Addressed in DevOps Adoption?
4.3 RQ3. What are the Practices Used to Adopt DevOps?
4.4 RQ4. What are the Frameworks or Approaches Used When Adopting DevOps?
4.5 RQ5. What are the Tools Used in the Adoption of DevOps?
4.6 RQ6. What is the Interest of Company Managers, and the Development and Operation Teams in Adopting DevOps?.
4.7 RQ7. What are the Agile Methods Used When Adopting DevOps?
4.8 RQ8. Is DevOps Mentioned as a Competitive Advantage?
Appendixes: URL
Appendix A: Selection Process
Appendix B: Secondary Studies Selected
Framework Proposal to Combine Models and Standards in Multi-model Environments to Software Development Organizations
2 Related Works
2.1 Research Questions
2.2 Inclusion, Exclusion, and Quality Criteria
3 Benefits and Issues
4 Identified Reasons in Related Works for Properly Combining Models and Standards
5 Identified Steps in Related Works for Combining Standards and Models
6 Proposal of Steps for Combining Software Development Models or Standards
7 Discussion
8 Conclusion
Using LowCode and NoCode Tools in DevOps: A Multivocal Literature Review
3 Research Methodology
3.1 Multivocal Literature Review
3.2 Research Questions
3.3 Search Strategy
3.4 Search String
3.5 Databases
3.6 Selection Criteria and Process
3.7 Data Extraction Process
4.1 What Available LC and NC Tools Have Been Adopted/Developed to Support DevOps?
4.2 How Have LC and NC Tools Impacted DevOps?
4.3 What are the Concerns, or the Limitations Reported When Using LC/NC Tools in the Context of DevOps?
5 Implications
5.1 Implications for Practitioners
5.2 Implications for Researchers
6 Conclusions and Future Work
Appendix: Selected Sources
Non-technical Factors in Software Engineering Within the Context of Industry 4.0
2 Method
2.1 Phase 1: Study Planning
2.2 Phase 2: Study Execution
2.3 Phase 3: Report Writing
3 Results
4 Discussion.
4.1 RQ: What are the Non-technical Factors Required in Software Engineering to Meet the Challenges of Industry 4.0?
4.2 Implications for Practice and Research
4.3 Limitations of the Study
Identifying Improvement Findings in the Traceability Record Regarding the ISO/IEC 29110 Standard: A Case Study
2.1 Traceability Record
3 Traceability Record Analysis
4 Proposal for Improvement to the Traceability Record
4.1 Template for Traceability Record in VSEs
4.2 Improvement Proposal for the Traceability Record Template
5 Analysis of the Traceability Record
5.1 1st Analysis: Overall Compliance of the Related Work Products to the Traceability Record
5.2 2nd Analysis: Compliance with Traceability Record Characteristics
5.3 3rd Analysis: Compliance with Traceability Record
6 Conclusions
Annex A
Annex B
Annex C
Annex D
A Comparison of System Dynamics-Based Simulators for Project Management Training: A Literature Review
2 Methodology
2.1 PRISMA-P Protocol
2.2 Research Questions Composition
2.3 Search String Creation
2.4 Digital Libraries Selected
2.5 Inclusion and Exclusion Criteria
2.6 Protocol Execution
2.7 State-of-the-Art Matrix (SAM)
3.1 Primary Studies Trends
3.2 Analysis Information and Results
3.3 RQ1. What are the Advantages of the Current PM Simulators in Industry and Academia?
3.4 RQ2. What are the Current Simulators Proposed by Academia or Industry to Enhance the Competencies Based on Training?
3.5 RQ2. What are the Disadvantages of Using PM Simulators to Train Project Managers to Oversee of a Project in an Average Workplace?
4 Conclusions and Future Work
Appendix A
References.
Extraction and Processing of Web Content for Corpus Creation: A Systematic Literature Review
2.1 Planning
2.2 Conducting the Review
4 Conclusions
Generation of Microservice Names from Functional Requirements: An Automated Approach
2 Background and Related Works
3 Process for Generating Microservice Names from Functional Requirements
3.1 Requirements Collection
3.2 Natural Language Processing (NLP)
3.3 Clustering
3.4 Microservices
3.5 Text Enrichment
4 Results and Evaluation
Knowledge Sharing in Software Development: A Tertiary Study
3.1 Research Question
3.3 Selection Process
4.1 RQ1 How Have Secondary Studies Evolved?
4.2 RQ2 What Research Topics Were Addressed?
4.3 RQ3 What Types of Research Questions Were Asked in the Secondary Studies?
A Comparative Study of Soft Skills Evaluation for Software Developers Using Video Games
2 Related Works and Background
2.1 Related Works
2.2 Software Development Teams
2.3 Common Problems with Software Development Teams
3 Soft Skills for Software Development Teams
4 Soft Skills Evaluation for Software Developers
Virtual Reality Serious Game Based on Music Therapy Applied to the Improvement of Learning in Children with ADHD
2.1 Game Process Overview
2.2 Music Therapy Integration
2.3 User Interface in Virtual Reality
2.4 Immersive Virtual Classroom
2.5 Immersive Virtual Museum
2.6 Participants
4 Discussion
5 Conclusions.
References
Towards a Competency-Based Method for Designing Virtual and Augmented Reality Environments that Support the Needs of Elementary School Classrooms
2 Virtual Reality and Augmented Reality in Education
3 Related Work
4 Model Proposed
LinkU: An Academic and Social Schedule Management Software
3 Methodology and Requirements Analysis
3.1 Functional Requirements
3.2 Non-functional Requirements
4 Software Design and Architecture
4.1 Architecture and Technologies
5 Software Implantation
6 Evaluation of LinkU
7 Conclusions
Gamification Software to Support the Learning Process of Children with Emphasis on Psychomotor, Psychoanalytic and Attention Deficit Disabilities
4 Proposed Approach
4.1 Preliminary Study About the Context
4.2 Requirements Analysis
4.3 Risk Assessment
5 Software Design and Architecture
5.1 UML Diagram
5.2 Block Diagram
6 Software Implementation
Task Design in Virtual Reality Environments for Drone Pilot Training
3 Types of Drone Pilots
4 User-Centered Task Design
5 Task Design for Virtual Reality Environments for Drone Pilot Training
6 Implementation of Virtual Reality Environment for Drone Pilot Training.
7 Results
8 Conclusions and Future Work
Cybersecurity Risk Audit: A Systematic Literature Review
3 Systematic Literature Review
3.1 Propose a Review Protocol and Define the Research Questions
3.2 Conduct the Review
3.3 Extract the Results
4 Results, Analysis, and Interpretation of the Results
4.1 Report of the Results of the Systematic Review.
4.2 Analyzing and Interpreting the Results of the Systematic Review.
Notes:
Description based on publisher supplied metadata and other sources.
ISBN:
9783031505904
3031505905
OCLC:
1423779004

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