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ESMeRA: a computational model to support Experience Sampling Method (ESM) real-time application ESMeRA:支持经验采样方法(Experience Sampling Method, ESM)实时应用的计算模型
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535544
Luís Guilherme Eich, Lucas Schneider Müller, Rosemary Francisco, J. Barbosa
Context: Technological transformations drive the growth of online classrooms and present both opportunities and challenges for understanding students’ experiences in the learning process. The Experience Sampling Method (ESM) allows capturing these experiences as they occur and can be used to understand better the factors that influence the learning process. Problem: Although the ESM has advantages compared to other collection methods, such as reducing cognitive bias, it is still not widespread in the Education area. In addition, it was observed in the literature the lack of tools to support the application of the ESM. Solution: The article presents a computational model named ESMeRA to aid in applying the ESM. The model includes aspects to provide computational support for the preparation, collection, and analysis of the experiences collected from the participants. IS Theory: The work was carried out following the Design Theory. Also, the foundations of the Unified Theory of Acceptance and Use of Technology (UTAUT) were mainly employed to evaluate the artifact’s user intent. Method: This work adopted the Design Science Research (DSR) method. A literature review on ESM allowed the problem awareness, and a prototype of the artifact was developed and positively evaluated by five experts. Contributions and Impact in the IS area: The contribution of this work is twofold. First, the developed model can feasibly support applying the ESM to collect students’ experiences. The practicality of the model also helps disseminate the method. Second, the work aims to address the IS challenge of understanding the students’ experiences in their learning process.
背景:技术变革推动了在线课堂的发展,为理解学生在学习过程中的经历提供了机遇和挑战。经验抽样法(ESM)允许在这些经验发生时捕捉它们,并可用于更好地理解影响学习过程的因素。问题:虽然与其他收集方法相比,ESM具有优势,例如减少认知偏差,但在教育领域仍未得到广泛应用。此外,在文献中观察到缺乏支持ESM应用的工具。解决方案:本文提出了一个名为ESMeRA的计算模型来帮助应用ESM。该模型包括为从参与者收集的经验的准备、收集和分析提供计算支持的方面。IS理论:工作是按照设计理论进行的。此外,本文主要利用技术接受与使用统一理论(UTAUT)的基础来评估工件的用户意图。方法:本研究采用设计科学研究(DSR)方法。关于ESM的文献回顾允许问题意识,并且工件的原型被开发并由五位专家积极评估。在信息系统领域的贡献和影响:这项工作的贡献是双重的。首先,所建立的模型能够切实支持ESM在学生经验收集中的应用。该模型的实用性也有助于该方法的推广。其次,这项工作旨在解决理解学生在学习过程中的经历这一挑战。
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引用次数: 0
Assistive Technology to Assist the Visually Impaired in the Use of ICTs: A Systematic Literature Review 协助视障人士使用资讯科技的辅助技术:系统的文献回顾
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535529
Eliana Zen, M. Siedler, Vinicius Kruger da Costa, T. Tavares
CONTEXT: Assistive Technology refers to a set of resources and services designed to help people with disabilities, providing or expanding their skills, enabling they to carry out activities with comfort and autonomy. PROBLEM: For visually impaired, the AT can guarantee access to ICTs, as resources such as screen and mouse may not be useful. In world, an estimated 285 million people are visually impaired, 39 million being blind. METHODOLOGY: This work describes a Systematic Literature Review, seeking to identify, analyze and interpret works related to AT developed to help visually impaired in the use of systems. INFORMATION SYSTEMS THEORY: Was based on Theory of Interactive Media Effects, who argues that the characteristics of the media, as well as the source and content of the messages, affect the engagement and interaction of individuals involved in communication. SUMMARY OF RESULTS: 108 articles related to AT developed for visually impaired during an interaction with ICTs were obtained. Reading these works, select 12 articles related to learning computer programming and the use of software development tools by visually impaired. It was found that most of the TA resources developed focus only on the extension of the visual interface. CONTRIBUTIONS: The main limitations of the TA to access the resources available in systems for visually impaired, based on RSL, are considered. IMPACT ON SI AREA: Works related to the learning of concepts related to computer programming and software development tools for the visually impaired are analyzed, as well as the contributions, opportunities and challenges related to the development of AT to promote accessibility of these users in Information Systems.
背景:辅助技术是指一套旨在帮助残疾人的资源和服务,提供或扩展他们的技能,使他们能够舒适和自主地开展活动。问题:对于视障人士来说,AT可以保证使用信息通信技术,因为屏幕和鼠标等资源可能没有用。在世界上,估计有2.85亿人视力受损,3900万人失明。方法:本工作描述了一篇系统的文献综述,试图识别、分析和解释与帮助视障人士使用系统的AT相关的作品。信息系统理论:以互动媒体效应理论为基础,该理论认为媒体的特征以及信息的来源和内容影响着参与交流的个人的参与和互动。结果总结:在与ict的互动中,获得了108篇与视障人士开发的AT相关的文章。阅读这些作品,选择12篇与视障人士学习计算机编程和使用软件开发工具有关的文章。研究发现,目前开发的大部分TA资源只关注可视化界面的扩展。贡献:考虑了基于RSL的视障人士在访问视障人士系统中可用资源方面的主要限制。对视障人士领域的影响:分析视障人士学习计算机编程和软件开发工具相关概念的工作,以及与视障人士发展有关的贡献、机遇和挑战,以促进这些用户在信息系统中的可及性。
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引用次数: 1
Systematic Mapping on Internet of Things’ Client-Sided Development 物联网客户端开发的系统映射
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535541
R. F. Gonçalves, A. Menolli, Gustavo Marcelino Dionisio
Context: the Internet of Things (IoT) is a paradigm that provides an ecosystem for a fast-growing quantity of connected devices, also defined as cyber-physical devices. Problem: the creation of Internet of Things solutions is fairly complex, having to integrate and communicate between sensors, devices, and larger systems, presenting many technical challenges not present in the same magnitude as other paradigms. One of the most affected segments is the development of cyber-physical devices. Much of its development energy is spent on the connecting and efficacy of these devices, often overlooking the future impacts of the proposed solution, caused by a lack of software quality. Solution: The execution of a Systematic Mapping in order to bring attention to possible research gaps. SI Theory: This work follows the accepted protocols for systematic mappings, meta-analysis, and Hermeneutics. Methodology: this paper executes a systematic mapping, following well-accepted guidelines in order to systematically gather, include and classify scientific papers according to IoT devices’ own characteristics. Results: 8146 studies were found and reduced to 211 relevant studies that focused on client-side IoT development had their data graphed and analyzed. Our results show a lack of software metrics used, many research gaps and correlations were discovered, when in respect to specific software quality properties as described by the ISO25010 and other characteristics collected, such as programming languages and study domain. Contributions: The main contribution of this study is to expose multiple research gaps present in IoT client-side development. Providing a background for future information system studies on techniques and tools to improve IoT development.
背景:物联网(IoT)是一种范例,它为数量快速增长的连接设备(也被定义为网络物理设备)提供了一个生态系统。问题:物联网解决方案的创建相当复杂,必须在传感器、设备和更大的系统之间进行集成和通信,这带来了许多与其他范例不同的技术挑战。受影响最大的部分之一是网络物理设备的发展。它的大部分开发精力都花在了这些设备的连接和效率上,常常忽略了所提议的解决方案的未来影响,这是由于缺乏软件质量造成的。解决方案:执行一个系统的地图,以引起人们对可能的研究差距的注意。SI理论:这项工作遵循公认的系统映射、元分析和解释学协议。方法:本文采用系统的制图方法,遵循公认的指导方针,根据物联网设备自身的特点,系统地收集、收录和分类科学论文。结果:发现了8146项研究,并将其减少到211项相关研究,这些研究专注于客户端物联网开发,并将其数据绘制成图表并进行分析。我们的结果显示缺乏使用的软件度量,当涉及到ISO25010描述的特定软件质量属性和收集的其他特征(如编程语言和研究领域)时,发现了许多研究差距和相关性。贡献:本研究的主要贡献是揭示了物联网客户端开发中存在的多个研究空白。为未来信息系统的技术和工具研究提供背景,以改善物联网的发展。
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引用次数: 0
”Every move you make in every game you play”: can game logs determine player’s engagement? “你在每一款游戏中所做的每一步行动”:游戏日志是否能够决定玩家的粘性?
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535528
Lucas Mendes Sales, L. Cordeiro, R. V. Aranha, F. L. S. Nunes
Context: Metrics and instruments available to measure player’s engagement usually involve the application of questionnaires or interviews. Problem: Despite their importance and validity, these approaches can affect the player experience by interrupting the interaction process. In addition, the literature reports a growing interest in the development of games capable of real-time self-adapting based on the player state. This type of game requires strategies and tools to allow an automatic and non-noticeable evaluation of the user’s experience, which is a challenging and open research field. Solution: Game analytics, which embraces techniques that can automatically collect and analyze data, can contribute in this context by providing data that can be interpreted in order to establish eventual relation with players’ experience. IS Theory: Flow theory. Methods: This study investigates whether there is a correlation between interaction logs with the self-assessed engagement. An experimental evaluation was performed with 37 volunteers interacting with two games. The correlations were analyzed considering each log individually and their classification in three categories: neutral, positive and negative. Results: The results of the experimental evaluation reveal that the correlation coefficients found are considered weak (about 0.44). On the other hand, it is interesting that the categorization of logs between neutral, positive and negative presented the main significant results in both games. Contributions and Impact in the IS area: The experiment showed weak correlation between game logs and engagement in the most cases. However, they suggest that the categorization of logs in neutral, positive and negative logs can be an interesting approach.
情境:衡量玩家粘性的指标和工具通常包括问卷调查或访谈。问题:尽管这些方法很重要也很有效,但它们会打断玩家的互动过程,从而影响玩家的体验。此外,文献报道了人们对基于玩家状态的实时自适应游戏开发的兴趣。这类游戏需要策略和工具来自动且不引人注意地评估用户体验,这是一个具有挑战性和开放性的研究领域。解决方法:游戏分析包含了能够自动收集和分析数据的技术,它能够提供能够解释的数据,从而建立与玩家体验的最终关系。IS理论:流动理论。方法:本研究探讨互动日志与自我评估敬业度之间是否存在相关性。一项实验评估是由37名志愿者参与两个游戏。考虑到每个日志单独分析相关性,并将其分类为中性、正、负三类。结果:实验评估结果显示,发现的相关系数较弱(约为0.44)。另一方面,有趣的是,中性、积极和消极日志的分类呈现了这两款游戏的主要显著结果。在IS领域的贡献和影响:实验显示,在大多数情况下,游戏日志和用户粘性之间的相关性很弱。然而,他们认为将日志分为中性、正、负日志是一种有趣的方法。
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引用次数: 0
A Bottom Up Approach for Modeling Business Process using Time Petri Nets 使用时间Petri网对业务流程建模的自底向上方法
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535539
Danillo Siqueira Ramos, F. G. Rocha, M. S. Soares
Context: UML is an important modeling language for software development in industry, considered a de facto standard for specifying a variety of models, including business processes, data models, and user scenarios that represent software at a high level of abstraction. Problem: Although UML provides the user with several diagrams for software modeling, the language still leaves gaps, such as a poor capacity for modeling time constraints, and simulating the desired behaviour of software. Thus, using only UML to model distributed systems developed using microservices, and also modeling time constraints and system’s behaviour becomes an issue that has been identified by many researchers. Proposed solution: Seeking to mitigate UML gaps, an Electronic Document Management System (SGED) modeled using UML was transcribed to Petri nets with time, using a bottom-up approach. In addition, formal verification and analysis of the model’s properties were performed. Results: Through the Petri Nets model with time, it was possible to analyze the behaviour of the modelled system, as well as analyze the systems’ properties, and then detect and prevent possible unwanted behaviour. Contributions: As for conclusion, it is clear the importance of using formal methods in practice, specially Petri nets, in systems with microservices where time constraints are crucial for their correct behaviour. In addition, it is feasible to construct large models by composing Petri nets, using a bottom-up approach, which corresponds nicely with the architecture of microservices, with independent, loosely coupling services.
上下文:UML是工业中软件开发的一种重要的建模语言,被认为是指定各种模型的事实标准,包括业务流程、数据模型和在高级抽象上表示软件的用户场景。问题:尽管UML为用户提供了几个用于软件建模的图,但是该语言仍然留下了一些空白,比如对时间约束的建模能力差,以及对软件预期行为的模拟能力差。因此,仅使用UML对使用微服务开发的分布式系统进行建模,以及对时间约束和系统行为进行建模成为许多研究人员已经确定的问题。建议的解决方案:寻求减少UML差距,使用UML建模的电子文档管理系统(SGED)随着时间的推移被转录到Petri网,使用自下而上的方法。此外,还对模型的性质进行了形式化验证和分析。结果:通过随时间的Petri网模型,可以分析建模系统的行为,以及分析系统的属性,然后检测和预防可能的不良行为。贡献:作为结论,在实践中使用形式化方法的重要性是显而易见的,特别是Petri网,在具有微服务的系统中,时间限制对它们的正确行为至关重要。此外,通过使用自底向上的方法组合Petri网来构建大型模型也是可行的,该方法与具有独立、松散耦合服务的微服务体系结构很好地对应。
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引用次数: 0
Does the social distancing measures impact collaboration in software processes? 社交距离措施会影响软件流程中的协作吗?
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535536
V. M. Chaves, S. Machado, J. C. S. D. Outão, R. Santos, Bruna Diirr
Context: Social distancing measures to reduce the impacts of the COVID-19 pandemic bring challenges for several organizations and their Information Systems (IS). Problem: Social distancing were suddenly implemented, with no adequate planning. Furthermore, there is not a clear understanding of the impacts of social distancing measures on the software development teams’ work. Solution: This study aims to identify the presence and impacts of social distancing on collaboration between people, as well as on activities and technologies used in software development, from the perspective of professionals who work in software development teams. IS Theory: The research was developed under the aegis of the Team Resilience Theory. Method: A field study was conducted based on structured interviews and qualitative analysis. Results: In general, it was observed no impact on the software processes activities, although their performance was affected. It was also observed that the impact on the collaboration dynamics in software development was perceived in different ways, by several team members. This study identified the most common tools used by organizations, as well as the benefits and challenges of collaboration in software development after social distancing measures. Contribution: The impacts of social distancing on collaboration in software development were identified, reinforcing the Team Resilience Theory and similar study conducted in the beginning of the COVID-19 pandemic. This study contributes to the Grand Research Challenge ”Systemic and Socially Aware Perspective for Information Systems”.
背景:旨在减少COVID-19大流行影响的社会距离措施给一些组织及其信息系统(IS)带来了挑战。问题:在没有充分规划的情况下突然实施了社交距离。此外,对社交距离措施对软件开发团队工作的影响还没有明确的认识。解决方案:本研究旨在从软件开发团队中工作的专业人员的角度,确定社会距离对人与人之间协作以及软件开发中使用的活动和技术的存在和影响。IS理论:本研究是在团队弹性理论的支持下进行的。方法:采用结构化访谈和定性分析相结合的方法进行实地调查。结果:总的来说,虽然软件过程的性能受到了影响,但对软件过程活动没有影响。还观察到,对软件开发中的协作动态的影响被几个团队成员以不同的方式感知。本研究确定了组织使用的最常用工具,以及在采取社交距离措施后,软件开发中协作的好处和挑战。贡献:确定了社交距离对软件开发协作的影响,加强了团队弹性理论和在COVID-19大流行初期进行的类似研究。本研究为“信息系统的系统和社会意识视角”的重大研究挑战做出了贡献。
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引用次数: 0
Using means-end theory to understand technology acceptance: a systematic literature review 用手段目的理论理解技术接受:系统的文献综述
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535537
Artur Martins Mol, Mônica da Consolação Machado, Lucila Ishitani
Context: Means-end chains consist of a sequence of attributes, consequences, and values. These attributes can be understood as characteristics of a product; the consequences can be seen as benefits arising from this product’s use; the values represent the end goals important to the consumer or the motivation to use the product. Means-end chain analysis originates in marketing and relates consumers and products. In the context of systems, what drives a product to be accepted by users. Problem: To understand the application of the means-end theory in the IS area to identify factors that lead to user acceptance of a system. Solution: To conduct a Systematic Literature Review (SLR) to understand how means-end theory helped understand user acceptance of technology. IS Theory: This work was inspired by the Technology Acceptance Model Theory, which helps to determine an individual’s intention to use a system. Methodology adopted: The SLR searched for scientific articles published in the last five years that contained the keywords “means-end”, “technology adoption”, “technology acceptance”, “technology resistance”, “user adoption”, “user acceptance” and “user resistance”. The search was carried out in the databases of ACM, Elsevier (ScienceDirect), and IEEE, and also by Google Scholar. Summary of results: 13 articles were selected. From the analysis of these articles, we extracted guidelines on data collection, number of recommended participants, indicators of data reliability, and data analysis. Contribution and Impact in the IS area: The results can benefit further studies applying means-end theory for analysis and survey of software requirements, particularly considering the most important values for end users.
上下文:手段-目的链由一系列属性、结果和值组成。这些属性可以理解为产品的特征;这些后果可以看作是使用本产品所带来的好处;这些价值代表了对消费者重要的最终目标或使用产品的动机。手段端链分析起源于市场营销,将消费者和产品联系起来。在系统的上下文中,是什么驱使产品被用户接受。问题:了解手段-目的理论在信息系统领域的应用,以确定导致用户接受系统的因素。解决方案:进行系统文献综述(SLR),以了解手段-目的理论如何帮助理解用户对技术的接受程度。IS理论:这项工作受到技术接受模型理论的启发,该理论有助于确定个人使用系统的意图。采用的方法:SLR检索了近五年发表的包含关键词“means-end”、“technology adoption”、“technology acceptance”、“technology resistance”、“user adoption”、“user acceptance”和“user resistance”的科学文章。检索在ACM、Elsevier (ScienceDirect)和IEEE的数据库中进行,也通过Google Scholar进行。结果总结:入选13篇文章。从这些文章的分析中,我们提取了数据收集、推荐参与者数量、数据可靠性指标和数据分析的指南。在信息系统领域的贡献和影响:结果有利于应用目的-目的理论对软件需求进行分析和调查的进一步研究,特别是考虑对最终用户最重要的价值。
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引用次数: 0
GRSPOI: A Point-of-Interest Recommender Systems for Groups Using Diversification GRSPOI:一个针对使用多样化的群体的兴趣点推荐系统
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535519
J. Cruz, A. Oliveira, Diego Corrêa da Silva, F. Durão
Context: With the massive availability and usage of the Internet, the search for Points of Interest is becoming an arduous task. Thus, Points of Interest Recommender Systems arise to help users in the search. These systems traditionally recommend points of interest to individual users, however, there are scenarios in which individuals gather, therefore creating the need to recommend items to groups. Problem: The problem is that users’ location is not always considered, only their preferences. Hence, there are studies indicating the greater is users commuting, the less POIs relevance appears to them. Furthermore, the recommendations belong to the same category, without diversity. Solution: Develop a Points of Interest Recommendation System for a group using a diversity algorithm, based on members’ preferences and their locations. IS Theory: This work was conceived in the light of the General Theory of Systems, in particular open systems as they undergo interactions with the environment where they can be inserted. Recommender systems depend on a continuous exchange of information with the external environment. Method: The research is based on the literature, and its evaluation was carried out through an online experiment with real users. The analysis of the results was carried out with a qualitative approach. Summary of Results: Precision metrics were used in the evaluation, and it was observed that the level at which the results are analyzed is relevant. For the top-3, recommendations without diversity performed better, but at the top-5 and top-10 levels, diversification had a positive impact on the results. Contributions and Impact in the IS area: A recommendation system for groups that considers the geographic location of users, their preferences and the diversity of recommendations. In addition, we provide the community with a dataset with user ratings of points of interest and geolocation information.
背景:随着互联网的大量可用性和使用,搜索兴趣点正成为一项艰巨的任务。因此,兴趣点推荐系统应运而生,以帮助用户进行搜索。这些系统传统上向个人用户推荐感兴趣的点,然而,在某些情况下,个人聚集在一起,因此产生了向群体推荐项目的需求。问题:问题是用户的位置并不总是被考虑,只考虑他们的偏好。因此,有研究表明,用户通勤越多,poi的相关性就越小。此外,这些建议属于同一类别,没有多样性。解决方案:基于成员的偏好和他们的位置,使用多样性算法为一个群体开发一个兴趣点推荐系统。IS理论:这项工作是在系统的一般理论的基础上构思的,特别是开放系统,因为它们经历了与环境的相互作用,它们可以被插入。推荐系统依赖于与外部环境的持续信息交换。方法:研究以文献为基础,通过真实用户在线实验进行评价。对结果进行了定性分析。结果总结:在评估中使用了精度度量,并且观察到分析结果的水平是相关的。在前3名中,没有多元化的推荐效果更好,但在前5名和前10名中,多元化对结果有积极影响。在IS领域的贡献和影响:一个针对群体的推荐系统,它考虑了用户的地理位置、他们的偏好和推荐的多样性。此外,我们为社区提供了一个数据集,其中包含用户对兴趣点和地理位置信息的评分。
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引用次数: 0
Gamification in Open Design: Supporting the Choice of Context-Appropriate Gamification Elements 开放设计中的游戏化:支持选择适合情境的游戏化元素
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535525
Emerson André Fedechen, D. Junior, Roberto Pereira
Context: Open Design proposes a model of collaborative and voluntary work with full and free access to information, to the construction process and to the product resulting from the work. Open Design projects are dependent on the engagement of their participants, needing approaches that support engagement. Gamification uses game elements to induce positive behavior in people promoting motivation and engagement in specific tasks. Problem: However, due to the complexity of Open Design, it is not trivial to identify which gamification elements and strategies can be successfully used to engage people. The use of gamification without observing the relationship between the elements of gamification and the Open Design context can bring unwanted results in relation to the goals of gamification. Methodology: In this article, we present the cataloging of 105 gamification elements identified in the literature and a process to support gamification in Open Design. Theory of IS: The process and catalog were built taking into account the Self Determination Theory and the 5W2H conceptual framework that supports the gamification design. The Process and Catalog were experimented in a case study with 11 participants and evaluated with a questionnaire based on the Technology Acceptance Model. Summary of Results: The results of the case study indicated the feasibility and acceptance of the catalog and process by the participants, and revealed points for improvement, especially in terms of ease of use. Contributions and Impact in the IS area: The Process and the Catalog are promising in supporting the planning of gamification in Open Design, especially in providing designers with tools to understand the context to be gamified and to select suitable gamification strategies and elements.
背景:开放式设计提出了一种协作和自愿工作的模式,可以充分自由地获取信息、施工过程和工作成果。开放设计项目依赖于参与者的参与,需要支持参与的方法。游戏化利用游戏元素诱导人们做出积极的行为,促进人们对特定任务的积极性和参与度。问题:然而,由于开放设计的复杂性,确定哪些游戏化元素和策略可以成功地用于吸引人们并非易事。在使用游戏化的时候,如果没有观察到游戏化元素与开放设计环境之间的关系,可能会导致与游戏化目标相关的不良结果。方法:在这篇文章中,我们提出了105个游戏化元素的编目,并在文献中确定了一个支持开放设计中游戏化的过程。IS理论:过程和目录的建立考虑到自我决定理论和5W2H概念框架,支持游戏化设计。过程和目录在11个参与者的案例研究中进行了实验,并使用基于技术接受模型的问卷进行了评估。结果总结:案例研究的结果表明了参与者对目录和流程的可行性和接受程度,并揭示了改进的地方,特别是在易用性方面。在信息系统领域的贡献和影响:过程和目录在支持开放设计中的游戏化规划方面很有希望,特别是在为设计师提供理解游戏化背景和选择合适的游戏化策略和元素的工具方面。
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引用次数: 1
MDD4CPD: Model Driven Development Approach Proposal for Cyber-Physical Devices MDD4CPD:网络物理设备模型驱动开发方法建议
Pub Date : 2022-05-16 DOI: 10.1145/3535511.3535542
R. F. Gonçalves, A. Menolli, Gustavo Marcelino Dionisio
Context: the Internet of Things (IoT) is a paradigm that provides an ecosystem for a fast-growing quantity of connected devices, also defined as cyber-physical devices. Problem: the creation of Internet of Things solutions is fairly complex, having to integrate and communicate between sensors, devices, and larger systems, presenting many technical challenges not present in the same magnitude as other paradigms. One of the most affected segments is the development of cyber-physical devices. Much of its development energy is spent on the connecting and efficacy of these devices, often overlooking the future impacts of the proposed solution, caused by a lack of software quality. SI Theory: this work was designed under the Design Theory, currently found in the Justify/Evaluate stage’s refinement process. Methodology: model-driven development (MDD), a software development methodology that allows the generation of software solutions through abstract models, which aims to facilitate development, bringing the abstract solution closer to the problem’s implementation. In this work, a custom MDD approach for cyber-physical devices is presented. Results: the proposed approach and tool were able to generate C++ source code for Arduino devices, the generated source code performed better than control when compared using OOP specific software metrics. Contributions: this study presents an MDD approach for cyber-physical devices, where the innovative models are based and coupled to the hardware specifications, being extensible and flexible.
背景:物联网(IoT)是一种范例,它为数量快速增长的连接设备(也被定义为网络物理设备)提供了一个生态系统。问题:物联网解决方案的创建相当复杂,必须在传感器、设备和更大的系统之间进行集成和通信,这带来了许多与其他范例不同的技术挑战。受影响最大的部分之一是网络物理设备的发展。它的大部分开发精力都花在了这些设备的连接和效率上,常常忽略了所提议的解决方案的未来影响,这是由于缺乏软件质量造成的。SI理论:这个作品是在设计理论下设计的,目前在论证/评估阶段的细化过程中发现。方法论:模型驱动开发(MDD),一种允许通过抽象模型生成软件解决方案的软件开发方法,其目的是促进开发,使抽象解决方案更接近问题的实现。在这项工作中,提出了一种用于网络物理设备的自定义MDD方法。结果:提出的方法和工具能够为Arduino设备生成c++源代码,生成的源代码在使用OOP特定软件指标进行比较时优于对照。贡献:本研究提出了一种网络物理设备的MDD方法,其中创新模型基于并耦合到硬件规范,具有可扩展性和灵活性。
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引用次数: 1
期刊
Proceedings of the XVIII Brazilian Symposium on Information Systems
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