During the last three decades, computing has far surpassed its early role as a laboratory device for scientific computation. Computers are presently used for a wide array of purposes. In most of its uses it is portrayed as a problem-solving <u>tool</u> and as a material or intellectual object. Despite continuing technical advances, computer use is still costly in its demands for attention and special skills by people (instrumental users) who try to use it to further their own work, whether they program or not. These problems occur because much computer use is inextricably embedded in a complex set of problematic social relationships between groups of service providers and consumers. In particular, serious and continual use of computing forces users to attend to issues associated with:1. The work setting of computer use;2. Understanding the capabilities of computing;3. The scope and rate of technical change;4. Insuring that data is accurate, complete, and timely;5. Control over computing resources;6. The overall time that attention to these social and technical issues require.The opportunities and problems of instrumental computer use vary when users utilize different technologies and different organizational arrangements for supporting them. However, as software and hardware developments progress, the social arrangements of computer use will increasingly dominate the attention of users.
We present a summary of the 4th ICSE Workshop on Games and Software Engineering. The full day workshop is planned to include a keynote speaker, game-jam demonstration session, and paper presentations on game software engineering topics related to software engineering education, frameworks for game development and infrastructure, quality assurance, and model-based game development. The accepted papers are overviewed here.
article The DoD common high order programming language effort (DoD-1): what will the impacts be? Share on Authors: Rob Kling University of California, Irvine, Irvine, CA. University of California, Irvine, Irvine, CA.View Profile , Walter Scacchi University of California, Irvine, Irvine, CA. University of California, Irvine, Irvine, CA.View Profile Authors Info & Claims ACM SIGPLAN NoticesVolume 14Issue 2February 1979 pp 29–43https://doi.org/10.1145/954063.954067Online:01 February 1979Publication History 13citation122DownloadsMetricsTotal Citations13Total Downloads122Last 12 Months1Last 6 weeks0 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
This module presents an introduction to models of software system evolution and their role in structuring software development. It includes a review of traditional software life-cycle models as well as software process models that have been recently proposed. It identifies three kinds of alternative models of software evolution that focus attention to either the products, production processes, or production settings as the major source of influence. It examines how different software engineering tools and techniques can support life-cycle or process approaches. It also identifies techniques for evaluating the practical utility of a given model of software evolution for development projects in different kinds of organizational settings.
In spite of numerous research efforts, much software documentation continues to be unusable and/or unused. Current formulation of the software documentation problem is described in terms of two sets of problem variables characterizing the documentation products and processes. This research shows that attributes of the computing setting affect the documentation products and processes. The setting attributes are therefore an important set of problem variables that need to be considered when developing solutions to the software documentation problem. The study empirically examines the effect of three setting attributes on the patterns of production and consumption of documents in real software projects. It proposes and validates a set of hypotheses that define relationships between the documentation settings, products, and processes. The study also shows that accounting for the setting attributes reveals that the software documentation problem is inherently an open system problem. Open systems assume that the information about the world being modeled is never complete. The study indicates that current solution approaches to the documentation problem are solutions only in the closed system perspective. Applying current solutions of the documentation problem does not and cannot therefore generate effective solutions. The verified hypotheses define empirically grounded relationships between the documentation settings, processes, and products. It suggests a documentation model that constitutes a new solution approach to the documentation problem. The model describes mechanisms to achieve solution alternative (local closures) for the software documentation problem. It is therefore a solution approach that addresses the documentation problem as it has always been: an open system problem. (Copies available exclusively from Micrographics Department, Doheny Library, USC, Los Angeles, CA 90089-0182.)
We present a summary of the 4th ICSE Workshop on Games and Software Engineering. The full day workshop is planned to include a keynote speaker, game-jam demonstration session, and paper presentations on game software engineering topics related to software engineering education, frameworks for game development and infrastructure, quality assurance, and model-based game development. The accepted papers are overviewed here.