
Trends and Applications in Software Engineering
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This book gathers a selection of papers presented at the 2018 International Conference on Software Process Improvement (CIMPS 2018). CIMPS 2018 offered a global forum for researchers and practitioners to present and discuss the latest innovations, trends, findings, experiences and concerns in Software Engineering, embracing several aspects such as Software Processes, Security in Information and Communication Technology, and Big Data.
Two of the conference's main aims were to support the drive toward a holistic symbiosis of the academic world, society, industry, government and business community, and to promote the creation of networks by disseminating the results of recent research in order to align their needs. CIMPS 2018 was made possible by the support of the CIMAT A.C., CUCEI (Universidad de Guadalajara, México), AISTI (Associação Ibérica de Sistemas e Tecnologas de Informação), and ReCIBE (Revista electrónica de Computación, Informática, Biomédica y Electrónica).
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Content
- Intro
- Introduction
- Organization
- Conference
- General Chairs
- General Support
- Local Committee
- Scientific Program Committee
- Contents
- Organizational Models, Standards and Methodologies
- Extending ISO/IEC 29110 with Sustainability Tasks
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Background
- 2.2 ISO/IEC 29110 Basic Profile
- 3 Approach to Define a Sustainability Extension
- 4 Sustainability Tasks Integrated into ISO/IEC 29110
- 5 Initial Validation
- 6 Discussion
- 7 Conclusions
- References
- Methodologies, Methods, Techniques and Tools Used on SLR Elaboration: A Mapping Study
- Abstract
- 1 Introduction
- 2 Systematic Literature Review Fundamentals
- 3 Systematic Literature Mapping
- 3.1 Systematic Literature Mapping Fundamentals
- 3.2 SLM Protocol
- 3.3 Quality Assessment
- 3.4 Data Extraction and Data Synthesis Strategies
- 3.5 Studies Selection
- 4 Results
- 4.1 RQ-1. How Is the Evolution of the Number of Publications Related to the Research Topic?
- 4.2 RQ-2. What Are the Publication Channels that Are Carried Out Most Frequently in Relation to the Topic Raised?
- 4.3 RQ-3. What Are the Difficulties Found in the Development of an SLR?
- 4.4 RQ-4. What Are the Methodologies, Protocols or Similar Found for Conducting an SLR?
- 4.5 RQ-5. What Are the Techniques and Tools Used in the Elaboration of a SLR?
- 4.6 RQ-6. What Are the Techniques or Tools Used in the Search Strings Build?
- 4.7 RQ-7. What Are the Techniques and Tools Used as Search Strategies in a SLR?
- 4.8 RQ-8. What Are the Techniques and Tools Used to Evaluate the Quality of Studies in a SLR?
- 5 Threats, Conclusion and Future Work
- Acknowledgements
- Appendix A. Studies Included in the Review
- References
- From Craftsmen into Engineers During Undergraduate Education
- Abstract
- 1 Introduction
- 2 The Problem of Efficient Software Development
- 2.1 Industry
- 2.2 Academy
- 3 Iterative Design of the Experience
- 3.1 The Software Engineering Block "El Bloque"
- 3.2 IT Department
- 3.3 Semester I: Consolidating an IT Department
- 4 Evaluation and Results
- 5 Conclusions and Future Work
- Acknowledgments
- References
- Gamification for Improving Software Project Management Processes: A Systematic Literature Review
- Abstract
- 1 Introduction
- 2 Theory
- 2.1 Gamification
- 2.2 Software Project Management
- 3 Materials and Methods
- 4 Results
- 5 Discussion
- 5.1 RQ1: Which Software Project Management Areas Are Currently Being Explored Using Gamification as a Strategy for Improvement?
- 5.2 RQ2: Which Gamification Elements Have Been Used in Existing Gamification Works for Software Project Management?
- 5.3 RQ3: Which Research Methods Are Being Applied in this Context?
- 5.4 RQ4: Which Types of Industries Are Using Gamification in Software Project Management?
- 6 Conclusions and Future Work
- Appendix: List of All Studies Included Herein
- References
- Information Technology Service Management Processes for Very Small Organization: A Proposed Model
- Abstract
- 1 Introduction
- 2 Referential Framework
- 2.1 ISO/IEC Standards Referred to ITSM
- 2.2 Information Technology Infrastructure Library - ITIL®
- 2.3 CMMI® for Services
- 2.4 ISO/IEC 29110
- 2.5 Related Works
- 3 Protocol of the Work Done
- 4 A Proposed IT Service Management Model for VSEs
- 4.1 Basic Service Management (BSM) Process
- 4.2 Service Operation Management Process (SOM)
- 5 Verification and Trial of the PCPS4SVC Model
- 6 Final Discussion and Future Work
- Acknowledgments
- Appendixes
- References
- Exploring the Influence of Belbin's Roles in Software Measurement: A Controlled Experiment with Students
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Function Point Analysis
- 4 Methodology
- 4.1 Objective, Hypothesis and Variables
- 4.2 Participants/Subjects
- 4.3 Experimental Design
- 4.4 Execution of the Study
- 5 Analysis and Results
- 6 Conclusions
- References
- Proposal of a Model for the Development of Labor Competencies Based on Serious Games in the Context of Industry 4.0
- Abstract
- 1 Introduction
- 2 Proposal of the Inclusion of Labor Competencies Using Serious Gaming in Industries 4.0
- 3 Conclusions and Future Work
- References
- Reinforcing Very Small Entities Using Agile Methodologies with the ISO/IEC 29110
- Abstract
- 1 Introduction
- 2 Agile Methodologies
- 3 ISO/IEC 29110 Systems and Software Engineering Series
- 4 Related Works
- 5 Experience in Reinforcing VSEs by Implementing the ISO/IEC 29110
- 5.1 Problems Identified in the Four VSEs
- 5.2 Method Used to Reinforce the VSEs with the Implementation of the ISO/IEC 29110
- 5.3 The Four VSEs Reinforced by the Implementation of ISO/IEC 29110
- 6 Discussion, Conclusions and Next Steps
- References
- Knowledge Management
- An Architecture for the Generation of Educational Rules - Based Games with Gamification Techniques
- Abstract
- 1 Introduction
- 2 Related Works
- 2.1 Use of Gamification Techniques on Educational Applications
- 2.2 Use of Serious Games on Educational Applications
- 3 An Architecture for Educational Rules - Based Games Development with Gamification Techniques
- 3.1 Architecture Design Considerations
- 3.2 Architecture for the Generation of Educational Rules - Based Games
- 3.3 XML-Based Configuration Document for Generating Educational Games
- 4 Case Study: Generating Educational Rules - Based Games for a Web Environment on the Zeus Platform
- 5 Conclusions and Future Directions
- Acknowledgements
- References
- A Review on Bayesian Networks for Sentiment Analysis
- Abstract
- 1 Introduction
- 2 Bayesian Networks
- 3 Literature Review
- 4 Discussion
- 5 Conclusions
- Acknowledgments
- References
- Identifying the Orientations of Sustainable Supply Chain Research Using Data Mining Techniques: Contributions and New Developments
- Abstract
- 1 Introduction
- 2 Base Contributions About Research Orientation on SSC
- 3 Data Collection
- 4 Methods
- 4.1 Feature Selection and Classifiers
- 5 Results
- 6 Discussion and Conclusion
- References
- A Systematic Literature Review on Word Embeddings
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Research Planning
- 2.2 Study Selection Criteria
- 3 Results and Discussion
- 3.1 Results of the Review
- 3.2 Discussion
- 4 Conclusions
- Acknowledgments
- References
- Model for the Improvement of Knowledge Management Processes Based on the Use of Gamification Principles in Companies in the Software Sector
- Abstract
- 1 Introduction
- 2 Knowledge Management Model Adapted
- 3 Study Case
- 3.1 Context and Purpose of Study Case
- 3.2 Implementing the Study Case Improvement Model
- 3.3 Preliminary Results
- 4 Conclusions
- References
- Intelligent Mathematical Modelling Agent for Supporting Decision-Making at Industry 4.0
- Abstract
- 1 Introduction
- 1.1 Industry 4.0
- 1.2 Models for Decision Making
- 2 Explicit Concept-Object Oriented Mathematical Modelling
- 2.1 Ontological Models
- 2.1.1 Mathematical Modelling Ontology
- 2.1.2 Enterprise Ontology Project
- 2.2 Intelligent Agent
- 2.3 Agent Algorithm
- 3 Case Study
- 4 Conclusions
- References
- Software Systems, Applications and Tools
- MBT4J: Automating the Model-Based Testing Process for Java Applications
- Abstract
- 1 Introduction
- 2 The Traditional Model-Based Testing Process
- 3 Related Work
- 4 The Proposed Platform: MBT4J
- 4.1 Model Extraction
- 4.2 Adapter Generation
- 4.3 Test Generation and Execution
- 5 Evaluation
- 5.1 Design
- 5.2 Results
- 5.3 Discussion
- 6 Conclusions and Future Work
- References
- Identification of UIDPs for Developing Medical Apps
- Abstract
- 1 Introduction
- 2 State of the Art
- 2.1 Medical Apps in Mobile Devices
- 2.2 UIDPs in Mobile Apps
- 3 Classification of Mobile Medical Apps
- 4 UIDPs Identified in Medical Apps
- 5 Conclusions and Future Work
- Acknowledgments
- References
- Conceptual Modelling of a Mobile App for Occupational Safety Using Process and Objectives Patterns
- Abstract
- 1 Introduction
- 1.1 The Processes Patterns Origin
- 1.2 Pattern Application in Conceptual Modelling
- 2 Materials and Methods
- 2.1 Selected Study Case
- 2.2 Process Description Using Goal Pattern
- 2.3 Process Description Using Processes Patterns
- 3 Conclusions
- References
- PulAm: An App for Monitoring Crops
- Abstract
- 1 Introduction
- 2 Traditional Monitoring Process
- 3 Proposal of a Mobile Application
- 3.1 Objectives of PulAm
- 3.2 Technical Description of PulAm
- 3.3 PulAm Modules
- 4 Field Tests
- 5 Conclusions and Future Work
- Acknowledgments
- References
- A Computational Measure of Saliency of the Texture Based a Saliency Map by Color
- Abstract
- 1 Introduction
- 2 A Measure of Saliency of the Texture
- 3 Experimental Evaluation of the Texture Saliency Metric
- 3.1 Method
- 3.2 Statistical Analysis of Results
- 4 Results and Discussion
- 5 Conclusions
- References
- Automating an Image Processing Chain of the Sentinel-2 Satellite
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 2.1 Radiative Transfer Models
- 2.2 Statistical Model for Estimating the Leaf Area Index
- 2.3 Sentinel-2
- 2.4 Existing Tools
- 3 Image Processing Chain
- 3.1 Radiative Transfer Retrieval Model
- 3.2 Image Acquisition and Preprocessing
- 3.3 Biophysical Mapping
- 4 Case Study
- 5 Conclusions
- Acknowledgments
- References
- Automated Configuration of Monitoring Systems in an Immutable Infrastructure
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Configuration Management
- 2.2 Monitoring Systems
- 3 The Proposed Process
- 3.1 Configuring a Monitoring System with Ansible
- 3.2 Configuration of Services for Monit
- 3.3 Notifying Alerts via Slack
- 3.4 Generating Logs
- 4 Discussion and Evaluation
- 4.1 CM Tools
- 4.2 Service Monitoring Tools
- 4.3 Messaging Tools
- 4.4 Time Reduction
- 4.5 Other Thoughts
- 5 Summary and Future Work
- Acknowledgments
- References
- Using Convolutional Neural Networks to Recognition of Dolphin Images
- Abstract
- 1 Introduction
- 2 Formal Description of the Problem
- 3 Theoretical Foundation
- 3.1 Architecture
- 3.2 Transfer Learning Approach
- 3.3 Models
- 4 Experimental Results
- 5 Conclusions and Further Research Work
- Acknowledgments
- References
- Information and Communication Technologies
- A Smart City's Model Secured by Blockchain
- Abstract
- 1 Introduction
- 2 Key Concepts
- 2.1 Smart City Concept
- 2.2 Smart Urbanism
- 2.3 Reference Architecture
- 2.4 Natural Ecosystems in Smart Cities
- 2.5 Sustainable Cities versus Smart Cities
- 2.6 Blockchain - Features
- 3 Problems
- 3.1 Data Processing
- 3.2 Reusing Data from Smart Cities
- 3.3 The Distributed Cloud Computing
- 3.4 Big Data and IoT
- 3.5 Security in Smart Cities
- 4 Solution
- 4.1 The Model
- 5 Conclusions
- References
- Framework for the Analysis of Smart Cities Models
- Abstract
- 1 Introduction
- 1.1 Smart Cities KPI Models
- 1.2 Smart Cities Data Sources Structures
- 2 Framework for Open Data Analysis
- 2.1 KPI Tree Structure
- 2.2 JSON Documents to Automatize Metrics for Service Dispatch
- 2.3 Evaluation Models Algorithms: Supervised, Unsupervised Learning and Means
- 2.4 Protection Mechanisms of Smart Cities
- 3 Conclusions
- References
- Performance Analysis of Monolithic and Micro Service Architectures - Containers Technology
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Monolith Architecture
- 2.2 Microservices Architecture
- 2.3 KVM
- 2.4 Containers
- 3 System Approach
- 3.1 Application Design
- 3.2 Runtime Environment
- 4 Assessments and Comparison
- 4.1 CPU Consumption
- 4.2 Memory Consumption
- 4.3 Network Bandwidth
- 4.4 Disk Write and Read Speed
- 4.5 Application Performance
- 5 Conclusion and Future Work
- References
- A Proposal for an Electronic Negotiation Platform for Tourism in Low-Density Regions: Characterizing a Functional Analysis and Prototype for the Douro Valley
- Abstract
- 1 Introduction
- 2 Conceptual Background
- 2.1 Electronic Commerce and Negotiation Platforms
- 2.2 Electronic Commerce and Negotiation Platforms Applied to Tourism
- 2.3 e-Commerce and Low-Density Regional Tourism
- 3 Functional Analysis of an Electronic Negotiation Platform for Tourism
- 3.1 Architecture Proposal
- 3.2 Global Perspective on the System's Business Use Cases
- 3.3 Global Perspective on the System Class Diagram
- 4 Proposal of an Electronic Negotiation Platform for Tourism
- 4.1 Technological Solution Used
- 5 Conclusions and Future Work
- Acknowledgements
- References
- Correction to: Framework for the Analysis of Smart Cities Models
- Correction to: Chapter "Framework for the Analysis of Smart Cities Models" in: J. Mejia et al. (Eds.): Trends and Applications in Software Engineering, AISC 865, https://doi.org/10.1007/978-3-030-01171-0_24
- Author Index
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