14137582
NASA's standards advisor pilot: search solutions for an intranet
With the immense progress in web technologies, lots of information can be acquired from a simple query. Unfortunately with the available tools today, the information obtained can be unfocussed and voluminous. It requires user to search through information galore before he can obtain the exact answer to the query. This arouses the need for a search technology which produces exact result in spite of simple query. This paper focuses on evaluating three search technologies - Verity Ultraseek, Copernic Enterprise search and ISYS:web for the NASA Standards Advisor Project. From the results obtained by using sample documents and sample queries it is shown that Verity Ultraseek outperformed Copernic and ISYS: web in both search capabilities and retrieval performance.
17812918
Acquiring and delivering lessons learned for NASA scientists and engineers: a dynamic approach
Web forms are a common mechanism for collecting information online. They pose some limitations which negatively affect ease and flexibility of user interaction. These limitations are more pronounced when collecting information that can not be broken down into well defined and agreed upon structures. Lessons Learned or any kind of 'knowledge' is an example of such information. In this paper we introduce a concept of 'Dynamic Forms' which is aimed at enhancing user interaction while collecting unstructured information, 'Lessons Learned' in particular.
15470855
A field study of developer pairs: productivity impacts and implications
Pair programming purportedly delivers quality code with little productivity loss. The authors' field study, outside the pair programming environment, shows that two-person teams working independently are more productive than those working concurrently; agile methods may overcome inherent productivity losses of concurrent development. This research contrasts starkly with our field study findings. We decided to reexamine our earlier productivity data from teams of two and ask: Would our previous findings of concurrent-work productivity loss be reversed if we look only at programming pairs rather than teams of all sizes? If so, we could conclude that pairs are naturally more productive than larger teams, regardless of the collaborative process. If not, we could conclude that the collaboration mechanisms prescribed in pair programming might overcome a natural loss of productivity from concurrent work. We offer these findings and their implications as a benchmark against which we might measure the potential of pair programming practices.
206448594
Enhancing the Cocomo Estimation Models
In software engineering, team task assignments appear to have a significant potential impact on a project's overall success. The authors propose task assignment effort adjustment factors that can help tune existing estimation models. They show significant improvements in the predictive abilities of both Cocomo I and II by enhancing them with these factors.
6086610
Security for fixed sensor networks
Sensor networks consist of resource-constrained sensors operating in a variety of environments. Given the severe constraints on these sensors, it is a particularly challenging problem to choose and design valid security protocols for such networks. This problem has recently given rise to new research addressing the security issues. This paper presents an overview of the important works, specifically the new mechanisms and protocols, which have been introduced or are still under development in this area.
2351489
An Empirical Study Using Task Assignment Patterns to Improve the Accuracy of Software Effort Estimation
In most software development organizations, there is seldom a one-to-one mapping between software developers and development tasks. It is frequently necessary to concurrently assign individuals to multiple tasks and to assign more than one individual to work cooperatively on a single task. A principal goal in making such assignments should be to minimize the effort required to complete each task. But what impact does the manner in which developers are assigned to tasks have on the effort requirements? This paper identifies four task assignment factors: team size, concurrency, intensity, and fragmentation. These four factors are shown to improve the predictive ability of the well-known intermediate COCOMO cost estimation model. A parsimonious effort estimation model is also derived that utilizes a subset of the task assignment factors and unadjusted function points. For the data examined, this parsimonious model is shown to have goodness of fit and quality of estimation superior to that of the COCOMO model, while utilizing fewer cost factors.
18645963
Robust gloves for 3D interaction in mobile outdoor AR environments
This paper describes the design of hand-worn gloves for interacting with mobile outdoor augmented reality systems. Most existing systems rely on more traditional 2D input devices such as mice and keyboards. Since augmented reality information is typically registered in 3D to the environment, user interfaces need to be designed that are capable of supporting the more complex operations possible. This paper describes how we used metallic thread and adhesive fabric to add conduction sensing to a standard set of gloves which can survive harsh treatment; how Bluetooth and MSP430 microcontrollers are used to build a small circuit that is wireless and highly portable; and how AR-ToolKit is used for 3D tracking of fiducial markers on the thumbs. While we have previously demonstrated this technology with a number of our previous systems, this paper explains the various techniques we use in the implementation.
16344666
A Model for Learning Systems
A model for learning systems is presented, and representative AI, pattern recognition, and control systems are discussed in terms of its framework. The model details the functional components felt to be essential for any learning system, independent of the techniques used for its construction, and the specific environment in which it operates. These components are Performance element, instance selector, critic, earning element, blackboard, and world model. Consideration of learning system design leads naturally to the concept of a layered system, each layer operating at a different level of abstraction.
11578423
A Framework to place Cross-cultural Case Study Research in an Information Systems Action Research Context
2 School of Management Information Systems, Deakin University, Australia. E-mail: smithr@deakin.edu.au . ABSTRACT: The progressive evolution of the global information society has escalated the debate over effective ways to facilitate relevance in information systems research without sacrificing rigor. Accommodation of interpretivist research methodologies has been suggested to address this problem, particularly in instances of research conducted in Asian developing countries. This paper discusses problems encountered in attempting to apply, in such a context, positivist longitudinal case study research methods, using models originating from research focused on organisations in Western, developed economies. We outline a synthesis of the positivist methods with an action research approach, and the subsequent use of a particular research framework to track progress and report outcomes.
18329843
Fitness inheritance in genetic algorithms
GAS have proven effective on a broad range of search problems. However, when each population member’s fitness evaluation is computationally expensive, the prospect of evaluating an entire population can prohibit use of the GA. This paper examines a GA that overcomes this difficulty by evaluating only a portion of the population. The remainder of the population has its fitness assigned by inheritance. Theoretical arguments justify this approach. An application to a GA-easy problem shows that greater efficiency can be obtained by evaluating only a small portion of the population. A real-world search problem confirms these results. Implications and future directions are discussed.
9913634
Generalized and stationary scrolling
We present a generalized definition of scrolling that unifies a wide range of existing interaction techniques, from conventional scrolling through pan and zoom systems and fish-eye views. Furthermore it suggests a useful class of new scrolling techniques in which objects do not move across the display. These “stationary scrolling” techniques do not exhibit either of two problems that plague spatial scrolling system: discontinuity in salience and the undermining of the user's spatial memory.