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Test vid utveckling av IT- system : En studie om metoder och arbetssätt för low-level test / Test in Development of IT systems : A study of methods and procedures for low-level testVega Ledezma, Madeleine, Arslan, Murat-Emre January 2014 (has links)
Test av informationssystem är en viktig del inom systemutvecklingsprocessen för att minimera felaktigheter och förbättra tillförlitligheten av system. Trafikverkets IT enhet hade ett fastställt och strukturerat testarbete för high-level test däremot hade de inte ett fastställt strukturerat testarbete inom low-level test. Vi fick i uppdrag att undersöka metoder och arbetssätt som fanns inom low-level test. Vi skulle också jämföra system som genomgått ett strukturerat testarbete inom low- och high-level test mot system som genomgått ostrukturerat low-level test och strukturerat high-level test. Målet med examensarbetet var att föreslå lämpliga metoder och arbetsätt inom low-level test för Trafikverkets IT enhet. Målet var också att ge en rekommendation ifall ett strukturerat testarbete inom low- och high-level var att rekommendera i jämförelse mot system som genomgått ostrukturerat low-level test och strukturerat high-level test. Genom litterära studier och intervjuer med Trafikverkets resurser genomförde vi vår undersökning och kom fram till vårt resultat.Vår rekommendation för Trafikverket IT var att de ska använda sig utav testdriven utveckling eftersom utvecklarna var osäkra på vad som skulle testas och metoden skulle klargöra detta. Dessutom ville de ha valmöjligheter och riktlinjer som skulle ge dem en mer bestämd arbetsstruktur. Vi rekommenderar också en anpassning av Self-Governance ramverket där aktiviteter väljs ut för varje projekt av en metodansvarig eller projektansvarig (Scrum Master) som bestämmer vilka aktiviteter som ska utföras på individ- och gruppnivå. / Testing of information systems is an essential part of the system development process to minimize errors and improve the reliability of systems. Trafikverket IT unit had a structured testing in the test phase high-level, however, they had not a structured testing in the development phase, low-level tests. We were assigned to examine methods and working methods in low-level test. We also would compare systems that had undergone a structuredtesting in low-and high-level test against systems that had undergone an unstructured low-leveltest and structured high-level test.The goal of the thesis was to propose appropriate method/methods in low-level test for Trafikverket IT unit. The goal was also to make a recommendation if a structured testing in low-and high-level were to be recommended in comparison with systems that had undergone unstructured low-level test and structured high-level test. Through literary studies and interviews with Trafikverket employees we reached our result. Our recommendation for Trafikverket IT is that they should use test-driven development because developers were unsure of what should be tested and the method would make thisclear. The developers also wanted to have options and guidelines that would give them a definite work structure. We also recommend an adaptation of the Self-Governance frameworkfrom where activities can be selected from each project manager (Scrum Master) that determines which activities will be performed in individual- and group level for each project.
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Från kaffeautomaten till digitala mötesrum : Mjukvaruutvecklares upplevelser av att arbeta med agila utvecklingsmetoder under rådande pandemiForsberg Ehn, Sofia, Mossberg, Filippa January 2021 (has links)
I början av år 2020 blev världen medveten om viruset covid-19 som orsakade en pandemi. Människor och företag har behövt anpassa sig till följd av den rådande situationen för att minska smittspridningen vilket har gjort att anställda tvingats till att arbeta på distans. Tidigare forskning har visat att det finns utmaningar att arbeta med agila metoder på distans där team eller delar av team arbetar distribuerat. Dock berör dessa forskningar till största del agila utvecklingsprojekt där IT-företag är verksamma globalt. Denna studie har undersökt hur arbetet bedrivs på distans där alla teammedlemmar arbetar distribuerat till följd av andra orsaker än att mjukvaruutvecklingen sker globalt. Syftet med denna studie har varit att undersöka hur anställda som ingår i teams upplever arbetet med agila utvecklingsprojekt som bedrivs på distans till följd av rådande pandemi. Därför har följande två frågeställningar formulerats “På vilka sätt upplever anställda som ingår i teams att interaktionen gentemot kollegor fungerar under den rådande pandemin?” och “Hur upplever anställda att arbetet på distans fungerar när de arbetar distribuerat till följd av covid-19?”. För att undersöka detta genomfördes åtta semistrukturerade intervjuer med mjukvaruutvecklare som arbetar med Scrum inom ett medelstort IT-företag beläget i västra Sverige. Majoriteten av respondenterna har ingått i samma teams under flera år och har därför en bra relation till sina kollegor. Resultatet visade att arbetet med agila utvecklingsprojekt som bedrivs på distans till följd av pandemin har fungerat bra. Respondenterna har inte upplevt några svårigheter med att överföra Scrum till distans vilket kan bero på att de arbetat inom samma teams en längre tid. För att kunna utföra arbetet krävs det interaktion och kommunikation, något som respondenterna upplever som väl fungerande även på distans. Dock har den informella kommunikationen inte kunnat ersättas fullt ut av digitala verktyg, något som tidigare forskning lyft fram som en begränsning när team arbetar distribuerat. / At the beginning of 2020, the world became aware of the covid-19 virus that caused a pandemic. People and companies have had to adapt as a result of the current situation in order to reduce the spread of the virus, which has forced employees to work remotely. Previous research has shown that there are challenges in working with agile methods remotely where teams or parts of teams work distributed. However, these researches largely concern agile software development projects in which IT companies operate globally. This study has examined how the work is conducted remotely where all team members work distributed as a result of other reasons than the global software development. The purpose of this study has been to investigate how employees who are part of teams experience the work with agile development projects that are conducted remotely as a result of the current pandemic. Therefore, the following two research questions have been formulated as “In what ways do employees who are part of teams feel that the interaction with colleagues works during the current pandemic?” and “How do employees feel that remote work functions when they work distributed as a result of covid-19?”. To investigate this, eight semi-structured interviews were conducted with software developers working with Scrum within a medium-sized IT company located in western Sweden. The majority of the respondents have been part of the same team for several years and therefore have a good relationship with their colleagues. The results showed that the work with agile development projects conducted remotely as a result of the pandemic has functioned well. The respondents have not experienced any difficulties intransferring Scrum in regards to distance work, which could depend on the fact that they have worked within the same team for a long period of time. In order to be able to perform the job, both interaction and communication are required, something that the respondents experienceas working well even remotely. However, informal communication has not been able to be fully replaced by digital tools, something that previous research highlights as a limitation when teams work distributed.
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Open Source in Higher Education: A Situational Analysis of the Open Journal Systems Software ProjectQuint-Rapoport, Mia 01 March 2011 (has links)
This research study looks at digital academic space, which is defined here as web-based digitally mediated artifacts produced by universities and their members. Open source software projects and the Open Access movement play large roles within digital academic space, not only because of their strong historical academic roots, but also because these projects are growing in prevalence in many universities. Framed by theories from the field of higher education and media studies, this research study is an analysis of the dynamics and effects of one open source software project that produces Open Access electronic journals. The software system, called the Open Journal Systems (OJS), originally developed by an education professor from a Canadian university, has been adopted by thousands of universities world- wide to publish electronic peer reviewed academic journals. OJS users distributed at universities throughout the world have contributed software code back to the system, by for example, creating translation modules enabling users to publish journals in a range of languages thus adding an interesting global dimension to the project. Based on interviews with the OJS software developers, administrators, and users, as well as a range of material culled from online, this situational analysis of the OJS sketches out the conditions, dynamics, discourses and professional identities that form the basis of an emerging phenomenon within universities that is named here the digitally mediated open research project (DMORP
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Open Source in Higher Education: A Situational Analysis of the Open Journal Systems Software ProjectQuint-Rapoport, Mia 01 March 2011 (has links)
This research study looks at digital academic space, which is defined here as web-based digitally mediated artifacts produced by universities and their members. Open source software projects and the Open Access movement play large roles within digital academic space, not only because of their strong historical academic roots, but also because these projects are growing in prevalence in many universities. Framed by theories from the field of higher education and media studies, this research study is an analysis of the dynamics and effects of one open source software project that produces Open Access electronic journals. The software system, called the Open Journal Systems (OJS), originally developed by an education professor from a Canadian university, has been adopted by thousands of universities world- wide to publish electronic peer reviewed academic journals. OJS users distributed at universities throughout the world have contributed software code back to the system, by for example, creating translation modules enabling users to publish journals in a range of languages thus adding an interesting global dimension to the project. Based on interviews with the OJS software developers, administrators, and users, as well as a range of material culled from online, this situational analysis of the OJS sketches out the conditions, dynamics, discourses and professional identities that form the basis of an emerging phenomenon within universities that is named here the digitally mediated open research project (DMORP
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“新一代”軟體開發者選擇敏捷式系統發展方法論之傾向:學習後之效應探討 / The intention of selecting agile system development methodology among new generation of software developer: the effects of post-learning湯金翰, Tang, Chinhan Unknown Date (has links)
90年代的後期,敏捷式系統發展方法開始被倡導。相對於傳統的系統發展方法,敏捷式系統發展方法著重於回饋機制而非事前的計畫、以人為中心而非以流程為中心。這樣的方法希望能助於提高組織對回應市場、客戶的效率,進而提高效益。目前在商場中使用此方法做為開發工具的企業仍是少數,本研究希望透過探討敏捷式系統發展方法論的使用時機來進行教學,進而得知系統開發人員對於接受敏捷式系統發展方法的關鍵因素,並藉此了解該如何在企業中導入此方法。本研究發現除了使用此方法的能力會影響影響使用意圖之外,在內在因素方面也包含了公司結構與團隊因素,外部因素則包含了顧客與成功案例因素,這些都是接受敏捷式系統發展方法的關鍵因素。本研究希望根據以上的分析結果,提出敏捷式系統發展方法導入之建議,提供組織做為參考用。 / Awareness of agile system development methodologies (SDM) has grown among information systems development community in recent years. Many of their advocates consider the agile and the plan-driven SDMs polar opposites. Indeed there are circumstances where agile SDMs are more suitable than plan-driven SDMs. Yet, there have been few studies on understanding developers’ adoption intention. This paper takes an initial attempt to gauge new generation of software developers’ intention to select agile SDMs. To many of these developers, agile SDMs are relatively new if not unheard of, in order to assess their intention to choose such category of methodologies, this research first introduced the methodologies to a group of 21 IS-major graduate students and discussed how and when to use agile SDMs. Then a survey was conducted, which was comprised of two parts of questions: agile SDM self-efficacy and intention to use. PLS analysis results showed that agile SDM self-efficacy influence the intention to use through performance outcome expectation, personal outcome expectation, and affect. Although the relationship between self-efficacy and anxiety was not confirmed, anxiety does affect intention to use. The fact that direct relationships between all four emotive variables and the intention to use are established implies that in order to encourage the use of agile SDMs, the focus should be emotive variables, and that self efficacy may be just one of various ways to promote the favorable emotional states.
In addition, these participates were invited to a three-round Delphi test and analytic hierarchy process to retrieved their concerns about accepting or rejecting agile SDMs. Ten key factors were extracted and categorized. Adding up the pros and cons, team dimension is the most important dimension, which explains individual first concerns about how the collaboration when using agile SDMs. Other than team dimension, customer, corporate structure, project, success cases and methodology dimensions were consistent with the literatures. Thus our study provides a critical understanding of the factors that affect new generation of software developers’ intention to select agile SDM.
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The Garden Route golfscape : a golfing destination in the roughVan Zyl, Louise-Mari 12 1900 (has links)
Thesis (MA (Geography and Environmental Studies))--University of Stellenbosch, 2006. / The Garden Route is located along the southern Cape coast of South Africa, between the Outeniqua
Mountain Range and the coast, stretching from Gourits River in the west to Bloukranz River in the
east. This region is recognised as a holiday destination and the centre of the southern Cape’s tourism
industry. It has also gained popularity as a golfing destination set to proliferate in terms of new golfcourse
developments (Golf Digest 2004; Gould 2004; Granger 2003).
No known complete academic or public record is however available for the study area in which all the
golf development types, namely short courses, public-municipal golf-courses and residential golf
estates, are recorded. This leaves a gap in the understanding of the Garden Route as a golfing
destination, as well as opening the floor for public speculation about the status of the Garden Route
golfscape. This situation emphasises the need for a description of the Garden Route golfscape in order
to achieve a better understanding of it and of the Garden Route as an emerging golfing destination.
The research aspires to describe the Garden Route golfscape in terms of the geographic spatial
distribution and characteristics of all the golf development types mentioned. It also aims to analyse
how the public and developers of golf developments perceive the Garden Route golfscape.
The research has shown that amongst the four identified intra-regional golfscapes of the Garden Route,
namely the Mossel Bay, George, Knysna and Plettenberg Bay intra-regional golfscapes, the George
intra-regional golfscape has been affected the most by golf developments. This intra-regional
golfscape has the greatest number of existing golf developments, as well as the highest number of new
golf development applications followed by Mossel Bay, Knysna and Plettenberg Bay. It is also clear
from the research that the press, through publishing factually incorrect and biased information, plays a
significant role in negatively affecting the public’s perception about the Garden Route golfscape.
The literature, as well as the results of the public opinion poll, identifies residential private golf estate
developments as the development type responsible for controversial golf debates. The survey indicated
that there is less concern and objection to public-municipal golf-courses and short courses. The lack of
public support for golf developments is as a result of the fact that the public is not convinced that either
the natural environment or tourism, will benefit from the Garden Route developing into an international
golfing destination. At the time of research, the Garden Route hosted 22 approved golf developments
of which nine are short courses, another nine are golf estates and the remaining four are public municipal courses. A total of eight new golf estates are proposed for the Garden Route. There are no
proposals for new public-municipal golf-courses or short courses.
The research has highlighted that existing challenges associated with Garden Route golf developments
must be quantified through future research in order to compare the impacts (economic, social and
environmental impacts) with that of other land uses in the study area. Results from such future
exercises, combined with future in-depth environmental and human resource audits of the area, will
help determine the carrying capacity of the study area for golf developments, which will in turn
contribute to an even better understanding of the Garden Route golfscape.
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Sjednocení procesu testování v bankovní instituci / Unification of the testing process in banking companyCestr, Jan January 2015 (has links)
In the present, there are several programmes used for testing in this company. This may lead to a certain mutual inconsistency of the data within the system, as well as to the decrease of orientation and efficiency among the employees, that are in charge of the quality of the developed applications. There is approximately 200 employees in the IT department who focus on the development of the software. The biggest percentage has, though, the position of the tester. The aim of this thesis is to analyse the situation and the testing process in the selected bank company. Simultaneously, we would like to reach certain possibilities to unify the process of testing.
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Privacy preserving software engineering for data driven developmentTongay, Karan Naresh 14 December 2020 (has links)
The exponential rise in the generation of data has introduced many new areas of research including data science, data engineering, machine learning, artificial in- telligence to name a few. It has become important for any industry or organization to precisely understand and analyze the data in order to extract value out of the data. The value of the data can only be realized when it is put into practice in the real world and the most common approach to do this in the technology industry is through software engineering. This brings into picture the area of privacy oriented software engineering and thus there is a rise of data protection regulation acts such as GDPR (General Data Protection Regulation), PDPA (Personal Data Protection Act), etc. Many organizations, governments and companies who have accumulated huge amounts of data over time may conveniently use the data for increasing business value but at the same time the privacy aspects associated with the sensitivity of data especially in terms of personal information of the people can easily be circumvented while designing a software engineering model for these types of applications. Even before the software engineering phase for any data processing application, often times there can be one or many data sharing agreements or privacy policies in place. Every organization may have their own way of maintaining data privacy practices for data driven development. There is a need to generalize or categorize their approaches into tactics which could be referred by other practitioners who are trying to integrate data privacy practices into their development. This qualitative study provides an understanding of various approaches and tactics that are being practised within the industry for privacy preserving data science in software engineering, and discusses a tool for data usage monitoring to identify unethical data access. Finally, we studied strategies for secure data publishing and conducted experiments using sample data to demonstrate how these techniques can be helpful for securing private data before publishing. / Graduate
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Kriteria vir prestasiebeoordeling van gemeenskapsontwikkelaars: 'n kwalitatiewe studie / Criteria for performance appraisal for community developers : a qualitative studyHanekom, Wouda 31 December 2006 (has links)
Text in Afrikaans / Current society view performance appraisal in organization as a very important component and organization are sometimes legally obliged to apply performance appraisal. From a qualitative perspective the researcher want to explore and describe the criteria that must be taken in account during performance appraisal of community developers. A qualitative approach will be utilized following an explorative, descriptive and contextual research design. The study will be conducted by municipalities, non-governmental organizations and state departments in the Boland area in the Western Cape. Data will be collected by means of semi-structured focusgroup interviews with community developers. Data will be analysed according to the framework provided by Tesch (in Creswell, 1994). Guba's model (in Krefting, 1991) will be employed for data verification. Recommendations were provided according the criteria that must be taken in account with performance appraisal for community developers. / Prestasiebeoordeling word in die hedendaagse samelewing as 'n belangrike komponent
binne enige organisasie beskou en organisasies word soms wetlik verplig
om prestasiebeoordeling toe te pas. Vanuit 'n kwalitatiewe perspektief beplan die
navorser die navorsingstudie om kriteria wat in aanmerking geneem behoort te
word by prestasiebeoordeling van gemeenskapsontwikkelaars te verken en te
beskryf. Vir die doel gaan 'n verkennende, bekrywende en konteksueie navorsingsontwerp
geimplimenteer word. Die studie sal gedoen word by munisipaliteite, nieregeringsorganisasies
en staatsdepartmente in die Boland streek in die Wes-Kaap.
Semi-gestruktureerde fokusgroeponderhoude sal met gemeenskapsontwikkelaars
gevoer word om die toepaslike data in te samel. Data sal geanaliseer word volgens
die stappe van Tesch (in Creswell, 1994)) en data verifiering sal volgens Guba se
model (in Krefting, 1991) onderneem word. Aanbevelings is voorsien met betrekking
tot kriteria wat in aanmerking geneem kan word by prestasiebeoordeling van
gemeenskapsontwikkelaars. / Social Work / M.Diac. (Social Work)
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Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'Wood, Hannah January 2016 (has links)
Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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