2021 28th Asia Pacific Software Engineering Conference Workshops (APSEC Workshops)


Book Description

Software engineering, Software development management, Cloud computing, Systems engineering and theory, Internet of Things, Software, Embedded software, Real time systems, Computers and information processing, and Computer languages




2021 28th Asia Pacific Software Engineering Conference (APSEC)


Book Description

Software engineering, Software development management, Cloud computing, Systems engineering and theory, Internet of Things, Software, Embedded software, Real time systems, Computers and information processing, and Computer languages




Proceedings of International Joint Conference on Advances in Computational Intelligence


Book Description

This book gathers outstanding research papers presented at the 6th International Joint Conference on Advances in Computational Intelligence (IJCACI 2022), held in hybrid mode during October 15 – 16, 2022. IJCACI 2022 is jointly organized by Jahangirnagar University (JU), Bangladesh and South Asian University (SAU), India. The book presents the novel contributions in areas of computational intelligence and it serves as a reference material for advance research. The topics covered are collective intelligence, soft computing, optimization, cloud computing, machine learning, intelligent software, robotics, data science, data security, big data analytics, and signal and natural language processing.




Systems, Software and Services Process Improvement


Book Description

This volume constitutes the refereed proceedings of the 28th European Conference on Systems, Software and Services Process Improvement, EuroSPI 2021, held in Krems, Austria, in September 2021*. The 42 full papers and 9 short papers presented were carefully reviewed and selected from 100 submissions. The volume presents core research contributions and selected industrial contributions. Core research contributions: SPI and emerging software and systems engineering paradigms; SPI and team skills and diversity; SPI and recent innovations; SPI and agile; SPI and standards and safety and security norms; SPI and good/bad SPI practices in improvement; SPI and functional safety and cybersecurity; digitalisation of industry, infrastructure and e-mobility. Selected industrial contributions: SPI and emerging software and systems engineering paradigms; SPI and recent innovations; SPI and agile; SPI and standards and safety and security norms; SPI and good/bad SPI practices in improvement; SPI and functional safety and cybersecurity; digitalisation of industry, infrastructure and e-mobility; virtual reality. *The conference was partially held virtually due to the COVID-19 pandemic.




Handbook of Research on Decision-Making Capabilities Improvement With Serious Games


Book Description

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.







Software Architecture


Book Description

This book provides a collection of cutting-edge research roadmaps that attempt to determine and perhaps even shape the future of software architecture research. It contains a distillation of the outputs from several ICSA 2022 working sessions and the subsequent work from the authors. Software architecture research involves the study of the design and analysis of software systems, focusing on the high-level structure and organization of software components, as well as the interactions and relationships between them. It also focuses on the non-technical aspects of software design: how teams are organized, and how they communicate and work together. The first three chapters of the book investigate software architecture for emerging classes of software systems with widespread interest, including quantum computing, artificial intelligence-centric systems, and systems within value-based ecosystems. Subsequent chapters investigate the role of architecture in relation to modern development processes; sharing of data as an enabler for furthering research in software architecture; and teaching software architecture. In summary, this book provides an overview of the latest research and directions in software architecture, covering a wide array of current and emerging topics. Specifically, this book is a valuable resource for researchers and students to aid them in identifying fruitful paths for future research.




Evaluation of Novel Approaches to Software Engineering


Book Description

This book constitutes the refereed proceedings of the 17th International Conference on Evaluation of Novel Approaches to Software Engineering, ENASE 2022, held Virtually. The 15 full papers included in this book were carefully reviewed and selected from 109 submissions. They were organized in topical sections as follows: Theory and Practice of Systems and Applications Development; Challenges and Novel Approaches to Systems and Software Engineering (SSE); and Systems and Software Quality.




Software Ecosystems


Book Description

This book highlights recent research advances in various domains related to software ecosystems such as library reuse, collaborative development, cloud computing, open science, sentiment analysis and machine learning. A key aspect of software ecosystems is that software products belong to ever more interdependent networks of co-evolving software components. The ever-increasing importance of social coding platforms has made software ecosystems indispensable to software practitioners, in commercial as well as open-source settings. The book starts with an introductory chapter that provides a historical account of the origins of software ecosystems. It provides the necessary context about the domain of software ecosystems by highlighting its different perspectives, definitions, and representations. It also exemplifies the variety of software ecosystems that have emerged during the previous decades. The remaining book is composed of five parts: Part I contains two chapters on software ecosystem representations, Part II two chapters that focus on complementary ways and techniques of analyzing software ecosystems. Next, Part III includes two chapters that focus on aspects related to the evolution within software ecosystems, while Part IV looks at workflow automation and infrastructure-as-code ecosystems. Finally, Part V focuses on ecosystems for software modeling and for data-intensive software. This book is intended for researchers and practitioners interested in data mining, tooling, and empirical analysis of software ecosystems. The reader will appreciate chapters that cover a wide spectrum of social and technical aspects of software ecosystems, each including an overview of the state of the art. Chapter 2 The Software Heritage Open Science Ecosystem is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.




ECPPM 2021 - eWork and eBusiness in Architecture, Engineering and Construction


Book Description

eWork and eBusiness in Architecture, Engineering and Construction 2021 collects the papers presented at the 13th European Conference on Product and Process Modelling (ECPPM 2021, Moscow, 5-7 May 2021). The contributions cover a wide spectrum of thematic areas that hold great promise towards the advancement of research and technological development targeted at the digitalization of the AEC/FM (Architecture, Engineering, Construction and Facilities Management) domains. High quality contributions are devoted to critically important problems that arise, including: Information and Knowledge Management Semantic Web and Linked Data Communication and Collaboration Technologies Software Interoperability BIM Servers and Product Lifecycle Management Systems Digital Twins and Cyber-Physical Systems Sensors and Internet of Things Big Data Artificial and Augmented Intelligence in AEC Construction Management 5D/nD Modelling and Planning Building Performance Simulation Contract, Cost and Risk Management Safety and Quality Sustainable Buildings and Urban Environments Smart Buildings and Cities BIM Standardization, Implementation and Adoption Regulatory and Legal Aspects BIM Education and Training Industrialized Production, Smart Products and Services Over the past quarter century, the biennial ECPPM conference series, as the oldest BIM conference, has provided researchers and practitioners with a unique platform to present and discuss the latest developments regarding emerging BIM technologies and complementary issues for their adoption in the AEC/FM industry.