Scientific research ontology to support systematic review in software engineering

2007 ◽  
Vol 21 (2) ◽  
pp. 133-151 ◽  
Author(s):  
Jorge Calmon de Almeida Biolchini ◽  
Paula Gomes Mian ◽  
Ana Candida Cruz Natali ◽  
Tayana Uchôa Conte ◽  
Guilherme Horta Travassos
Author(s):  
Lavindra de Silva ◽  
Felipe Meneguzzi ◽  
Brian Logan

The BDI model forms the basis of much of the research on symbolic models of agency and agent-oriented software engineering. While many variants of the basic BDI model have been proposed in the literature, there has been no systematic review of research on BDI agent architectures in over 10 years. In this paper, we survey the main approaches to each component of the BDI architecture, how these have been realised in agent programming languages, and discuss the trade-offs inherent in each approach.


2020 ◽  
Author(s):  
Jorge Fernando Ambros-Antemate ◽  
María Del Pilar Beristain-Colorado ◽  
Marciano Vargas-Treviño ◽  
Jaime Gutiérrez-Gutiérrez ◽  
Pedro Antonio Hernández-Cruz ◽  
...  

BACKGROUND Serious games are a support in the rehabilitation process for treating people with physical disabilities. However, many of these serious games are not adapted to the patient’s needs because they are not developed with a software engineering framework with a set of activities, actions, and tasks that must be executed when creating a software product. Better serious games for rehabilitation will be developed if the patient and therapist requirements are identified, the development is planned, and system improvements and feedback are involved. The goal is that the serious game must offer a more attractive environment, while maintaining patient interest in the rehabilitation process. OBJECTIVE This paper submits the results of a systematic review of serious games in physical rehabilitation identifying the benefits of using a software engineering framework. METHODS A systematic research was conducted using PubMed, PEDro (Physiotherapy Evidence Database), IEEE Xplore, ScienceDirect, ACM Digital Library, Mary Ann Liebert, Taylor & Francis Online, Wiley Online Library, and Springer databases. The initial search resulted in 701 papers. After assessing the results according to the inclusion criteria, 83 papers were selected for this study. RESULTS From the 83 papers reviewed, 8 used a software engineering framework for its development. Most of them focused their efforts on 1 or more aspects, such as data acquisition and processing, game levels, motivation, therapist supervision. CONCLUSIONS This systematic review proves that most of the serious games do not use a software engineering framework for their development. As a result, development systems overlook several aspects and do not have a standardized process, eventually omitting important implementation aspects, which impact the patient’s recovery time.


2020 ◽  
Vol 10 (20) ◽  
pp. 7088
Author(s):  
Luka Pavlič ◽  
Marjan Heričko ◽  
Tina Beranič

In scientific research, evidence is often based on empirical data. Scholars tend to rely on students as participants in experiments in order to validate their thesis. They are an obvious choice when it comes to scientific research: They are usually willing to participate and are often themselves pursuing an education in the experiment’s domain. The software engineering domain is no exception. However, readers, authors, and reviewers do sometimes question the validity of experimental data that is gathered in controlled experiments from students. This is why we will address this difficult-to-answer question: Are students a proper substitute for experienced professional engineers while performing experiments in a typical software engineering experiment. As we demonstrate in this paper, it is not a “yes or no” answer. In some aspects, students were not outperformed by professionals, but in others, students would not only give different answers compared to professionals, but their answers would also diverge. In this paper we will show and analyze the results of a controlled experiment in the source code quality domain in terms of comparing student and professional responses. We will show that authors have to be careful when employing students in experiments, especially when complex and advanced domains are addressed. However, they may be a proper substitution in cases, where non-advanced aspects are required.


2007 ◽  
Vol 49 (11-12) ◽  
pp. 1073-1086 ◽  
Author(s):  
Vigdis By Kampenes ◽  
Tore Dybå ◽  
Jo E. Hannay ◽  
Dag I.K. Sjøberg

2009 ◽  
Vol 15 (1) ◽  
pp. 91-118 ◽  
Author(s):  
Darja Šmite ◽  
Claes Wohlin ◽  
Tony Gorschek ◽  
Robert Feldt

Author(s):  
ANDRE MENOLLI ◽  
SHEILA REINEHR ◽  
ANDREIA MALUCELLI

Organizational learning assists the companies to improve significantly their processes by means of experiences reuse, making knowledge accessible to the whole organization. In software engineering it is important that the acquired knowledge is stored and systematically reused. This paper aims to present a systematic review, by identifying in which software engineering areas are the organizational learning studies concentrated, and how the organizational learning concepts are being applied in software engineering. This systematic review identified 2496 papers. After eliminating the duplicate titles and those not related to the review, 1184 papers remained. Applying the exclusion criteria, the number of papers was reduced to 68. These papers were analyzed and classified according to the software engineering areas defined in the SWEBOK, and the main organizational learning theories and techniques. It was observed that many software engineering researches apply organizational learning concepts without being aware of it.


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