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Artigos de revistas sobre o assunto "Software craftsmanship"

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Janert, P. K. "Software craftsmanship [Book Review]". IEEE Software 20, n.º 6 (novembro de 2003): 108–9. http://dx.doi.org/10.1109/ms.2003.1241380.

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Sundelin, Anders, Javier Gonzalez-huerta, Krzysztof Wnuk e Tony Gorschek. "Towards an Anatomy of Software Craftsmanship". ACM Transactions on Software Engineering and Methodology 31, n.º 1 (31 de janeiro de 2022): 1–49. http://dx.doi.org/10.1145/3468504.

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Context: The concept of software craftsmanship has early roots in computing, and in 2009, the Manifesto for Software Craftsmanship was formulated as a reaction to how the Agile methods were practiced and taught. But software craftsmanship has seldom been studied from a software engineering perspective. Objective: The objective of this article is to systematize an anatomy of software craftsmanship through literature studies and a longitudinal case study. Method: We performed a snowballing literature review based on an initial set of nine papers, resulting in 18 papers and 11 books. We also performed a case study following seven years of software development of a product for the financial market, eliciting qualitative, and quantitative results. We used thematic coding to synthesize the results into categories. Results: The resulting anatomy is centered around four themes, containing 17 principles and 47 hierarchical practices connected to the principles. We present the identified practices based on the experiences gathered from the case study, triangulating with the literature results. Conclusion: We provide our systematically derived anatomy of software craftsmanship with the goal of inspiring more research into the principles and practices of software craftsmanship and how these relate to other principles within software engineering in general.
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Hennessey, Michael P., Chehrzad Shakiban e Mikhail M. Shvartsman. "Characterizing Slop in Mechanical Assemblies Via Differential Geometry". Journal of Computing and Information Science in Engineering 2, n.º 3 (1 de setembro de 2002): 150–59. http://dx.doi.org/10.1115/1.1526118.

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Slop (or backlash) in mechanical assemblies is often present and is usually undesirable from both craftsmanship and performance points of view. It is our belief that this phenomenon is not that well understood and that current methods of assessment are based largely on only qualitative, common-sense approaches. The focus of this paper is on developing an analytical theory for accurately characterizing slop, and on presenting an illustrative example. As one might expect, in principle, with a better understanding of slop, CAD (computer-aided-design) software package designers can create more refined software tools, mechanical engineers can design better products, and manufacturing engineers can be prepared to measure and improve craftsmanship levels. The underlying theory is based on combining concepts from differential geometry, including envelopes, constrained piecewise-smooth sweeps, and sweep vector fields (SVFs), along with basic configuration space (C-space) methods. In essence, the volumetric (or areal) error, which is generated as the movable part in an assembly is swept throughout its complete constrained volume (or area), may be viewed as a quantitative manifestation of craftsmanship errors. A 2-dimensional (2D) idealization of a common assembly that often suffers from poor craftsmanship due to slop, i.e., a doorknob assembly with exaggerated slop, is analyzed. The swept area is calculated using both traditional and SVF methods with the aid of Mathematica™. High quality Mathematica™ visualization of interesting sweeps along the bounding edges of the nonlinear slop constraint region, including generation of all of the envelope curves, is done. Finally, this work attempts to serve as a paradigm for characterizing slop based on engineering criteria.
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Miebach, Nathalie, Bruce Campbell, Francesca Samsel, Bruce D. Campbell e Francesca Samsel. "Nathalie Miebach: Sculpted Data Infused With Craftsmanship". IEEE Computer Graphics and Applications 42, n.º 1 (1 de janeiro de 2022): 7–16. http://dx.doi.org/10.1109/mcg.2021.3132092.

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Livina, Josephine, e Yenny Gunawan. "CRAFTSMANSHIP IN WARUNG CITARASA’S TECTONICS". Riset Arsitektur (RISA) 5, n.º 04 (27 de outubro de 2021): 402–18. http://dx.doi.org/10.26593/risa.v5i04.5304.402-418.

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Abstract- Tectonics in architecture is a construction element associated with the material, goals, and builders of a building. It does not stop there, the result of combining abstract thinking (implicit) and the ability to make (explicit). Craftsmanship also talks about how craftsmen think in creating. The study was conducted to understand the role of designers, craftsmen, in craftsmanship to form tectonics and connections that should be able to bring stories and characters in architecture, especially in this modern era. Oky Kusprianto (1977-2019) was the principal architect of Studio Apta. Studio Apta's works pay a lot of attention to architectural materials and tectonics. Through tectonics, his work presents liveliness of space in cafes, adventures in stores, and solitude in urban forests. The object taken was Lembang Citarasa Warung, the reason being that it was one of the projects that was experimental on material and was still just being built (2017-2018). The articulation of the expression of the burden between the connections is strong with the appearance of honest elements. Thus what needs to be known is the craftsmanship method used in Warung Citarasa which is related to thinking and making and its adaptation in the modern world which is already relatively different from what was known about previous craftsmanship. This study uses a qualitative descriptive method by describing the tectonics that are formed and how they are formed through the craftsmanship process. Data collected through direct observation, literature study and interviews. Tectonics are divided into three based on the main material, namely stone, iron and wood tectonics. The results then become a reference in the identification of craftsmanship in the process of forming the tectonics. The first is based on knowledge (thinking hand) which is subdivided into explicit and implicit knowledge. Then identified again by the skills (working hand) which is divided into analog and digital tools. After that, an analysis of the aspects of collaboration between the development actors responsible for tectonic formation. Finally, the results of the analysis of the three aspects are combined to analyze the craftsmanship process that occurs in each tectonics. Tectonics can be classified into three, namely stone, iron and wood. In experimental wood tectonics, there is little knowledge or experience, but most exchanges of knowledge between actors and the use of analog design tools. In contrast, in stone and iron tectonics, there is more explicit knowledge and experience possessed by actors. The effect, design flow and construction are linear. The majority of stone and iron tectonic design processes use digital media, this is in line with the statement that architect craftsmanship in modern times cannot be separated from digital influence. The lack of digital use is rewarded by the collaborative process between designers and builders who have the same goal in forming the tectonics, strong communication skill and tools, shared common knowledge, and the advancement of analog media in translating hand language using painting software with tablets. Key Words: craftsmanship, architecture, tectonics, warung citarasa lembang
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Hussain, Mohammed Abdulqadir. "Nature and Craftsmanship in Our Ancient Poetry from Criticism Perspective, in the Past and Present". Journal of AlMaarif University College 34, n.º 2 (13 de junho de 2023): 155–69. http://dx.doi.org/10.51345/.v34i2.717.g359.

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The issue of printing and craft is one of the ancient critical and rhetorical concepts, which accompanied the process of poetic creativity and tried to define its features and control its foundations, besides, it became the means and purpose of criticism in judging poetry in terms of quality and mediocrity in distinguishing the good poet from the other. This issue had a special place among ancient critics and modernists. Each of these critics had a special point of view on the issue. These critics tried to find criteria for criticism of poetry, so they called the printed one who came with easy poetry free from education and workmanship, that is, the one who comes free from the mind without trouble and fatigue in poetic language. There were many studies that referred to that issue, but it remained dissonant and brief, and did not reach the desired goal. While looking at the ancient and modern critical books, we note that they dealt with this issue in all brevity, and among these books, Al-Omda by Ibn Rashiq, Al-Bayan and Al-Tibween by Al-Jahiz, and the characteristics by Ibn Jinni. , and given the importance of this topic in ancient and modern Arabic criticism, knowing good poetry from other, and distinguishing poets among them, my choice fell on this topic, i.e. printing and workmanship from the perspective of ancient and modern criticism, and I relied on the historical method in writing the research. The research is divided into an introduction, and two other sections, and in each topic, the preface talked about the concept of the issue and the definition of printing and craft, linguistically and idiomatically. In the first section, I dealt with the most important opinions of the old critics in printing and craftsmanship, namely Al-Asma'i, Al-Jahiz, Ibn Qutaiba, Al-Amdi, Abu Hilal, and Ibn Rashiq, and how the opinions differed among some and were similar to others. As for the second section: I tried to list some of the opinions of the modernists and their objections to the issue, among them Shawqi Dhaif, who believes that the doctrine of craftsmanship depends on elegance in artistic expression and tendency to decoration, and Mustafa Sadiq al-Rafi’i and how he tries to differentiate between two types of craftsmanship, that is, poetic craft among the pre-Islamic and craftsmanship at both births, and the opinion of Muhammad Mustafa, and Ahmad Badawi, as well as concluded the research with a number of results.
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Aleksandravičius, Egidijus. "Argentinos lietuvių meistrystė Henriko Lukaševičiaus romane „Likimo žaismas“". OIKOS: lietuvių migracijos ir diasporos studijos 34, n.º 2 (2022): 81–99. http://dx.doi.org/10.7220/2351-6561.34.4.

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Treacy, Gillian. "Out of “touch”? − An experiential pedagogical approach to daylighting in architecture and interior design education". SHS Web of Conferences 64 (2019): 02010. http://dx.doi.org/10.1051/shsconf/20196402010.

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A new challenge is emerging. Contemporary built environment pedagogy demands engagement with both analogue and digital tools for simulation and verification of lit architectural environments. The use of analogue tools within architectural design education grasps onto the historically valued craftsmanship of drawing and physical models to measure, represent and understand our lit environment ambiance. Digital tools can provide efficient, simultaneous and precise verification of lit architectural interior space through 3D computer modelling and calculation software. However, the understanding and representation of daylit scenarios is becoming more numerically complex as lighting metrics and software gain in accuracy and dynamic range. With the majority of easily accessible software tools focussing on numerical verification, the ephemeral ambience that daylight in particular creates in interior architectural spaces is becoming ever more difficult to grasp for the architectural design student and practitioner. This paper seeks to challenge the exclusive use of digital tools for the understanding and representation of lit interiors by proposing that this methodology cultivates design epistemologies that are out of “touch”. Questionnaire findings and workshop studies are presented as pedagogical constructs are proposed inviting physical, experiential learning of lighting principles in collaboration with numerical and digital modes of learning to provide connections and translations to develop through ‘touch’ing light.
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Hutton, D. M. "Clean Code: A Handbook of Agile Software Craftsmanship20092Robert C. Martin. Clean Code: A Handbook of Agile Software Craftsmanship. Prentice‐Hall, 2008. £27.99, ISBN: 9‐780‐13235‐088‐4". Kybernetes 38, n.º 6 (12 de junho de 2009): 1035. http://dx.doi.org/10.1108/03684920910973252.

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Fan, Honghao. "Diamond wire saw forming cutting simulation analysis of arc workpieces". Journal of Physics: Conference Series 2819, n.º 1 (1 de agosto de 2024): 012040. http://dx.doi.org/10.1088/1742-6596/2819/1/012040.

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Abstract The application of diamond wire saws in the field of cutting hard and brittle materials is becoming increasingly widespread, especially in the photovoltaic industry where the demand for slicing processes for monocrystalline and polycrystalline silicon is continuously growing. Among these, the craftsmanship involved in arc-shaped workpieces is particularly complex. To analyze the impact of diamond wire saw processes on arc-shaped workpieces, PFC discrete element simulation software was utilized, aiming to produce a 1/8 arc segment, and the influence of the wire saw’s linear speed on the process was analyzed. The simulation results indicate that an increase in linear speed leads to improved particle distribution and a shape more closely resembling a circular form. However, the cutting process with a diamond wire saw must be controlled at an appropriate operating speed. If the speed is too high, it may lead to the destruction of the workpiece.
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Teses / dissertações sobre o assunto "Software craftsmanship"

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Sundelin, Anders. "Towards Understanding Software Craftsmanship". Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-22041.

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The concept of software craftsmanship has roots in the earliest days of computing but has received comparably little attention from the research community.As a reaction to how Agile methods were practiced and taught in industry, in 2009, the Manifesto for Software Craftsmanship was formulated and published, drawing attention to the concept. Subsequent books and research papers have also elaborated on the concept. With this dissertation, we aim to study the software craftsmanship phenomenon using empirical software engineering methods.We developed an anatomy of software craftsmanship through a systematic literature study and a longitudinal case study, following a project consisting of multiple teams over several years.We also illustrate some consequences of not following through on the espoused craftsmanship practice of managing and account for technical debt. We find that some areas exhibited high growth in technical debt, while others remained comparably idle. This indicates that it is important to keep track of existing technical debt, but repayment should consider the distribution of each kind of technical debt in the codebase. Our studies are empirical, using mixed methods, analyzing quantitative as well as qualitative data.We used thematic coding to structure the qualitative data into themes, principles, and practices. We provide our systematically derived anatomy of the principles and practices of software craftsmanship and discuss how these relate to other principles within software engineering in general.
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Latappy, Corentin. "Les pratiques de code : de la documentation à la détection". Electronic Thesis or Diss., Bordeaux, 2024. http://www.theses.fr/2024BORD0101.

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Les pratiques de code sont de plus en plus utilisées dans le domaine du développement logiciel. Leur mise en place permet d’assurer la maintenabilité, la lisibilité et la consistance du code, ce qui contribue fortement à la qualité logicielle. La majorité de ces pratiques est implémentée dans des outils d’analyse statique, ou linters, qui permettent d’alerter automatiquement les développeurs lorsqu’une pratique n’est pas respectée. Toutefois, de plus en plus d’organisations, ayant tendance à créer leurs propres pratiques internes, rencontrent des problèmes sur leur compréhension et leur adoption par les développeurs. Premièrement, afin d’être appliquée, une pratique doit d’abord être comprise par les développeurs, impliquant donc d’avoir une documentation correctement rédigée. Or, ce sujet de la documentation n’a été que peu étudié dans la littérature scientifique. Ensuite, pour favoriser leur adoption, il faudrait pouvoir étendre les outils d’analyse existants pour y intégrer de nouvelles pratiques, ce qui est difficile compte tenu de l’expertise nécessaire pour apporter ces modifications. Packmind, société bordelaise, développe une solution pour accompagner les développeurs à faire émerger ces pratiques internes à l’aide d’ateliers. Cependant, elle souffre des mêmes problématiques citées précédemment. Dans cette thèse, nous nous sommes d’abord intéressés à fournir des recommandations aux auteurs de la documentation des pratiques. Pour cela, nous avons analysé la documentation de plus de 100 règles provenant de 16 linters différents afin d’en extraire une taxonomie des objectifs de documentation et des types de contenu présents. Nous avons ensuite réalisé une enquête auprès de développeurs afin d’évaluer leurs attentes en termes de documentation. Cela nous a notamment permis d’observer que les raisons pour lesquelles une pratique doit être appliquée étaient très peu documentées, alors qu’elles sont perçues comme essentielles par les développeurs. Dans un second temps, nous avons étudié la faisabilité de l’identification automatique de violations de pratiques à partir d’exemples. Notre contexte, nous contraignant à détecter des pratiques internes pour lesquelles nous avons peu d’exemples pour apprendre, nous a poussé à mettre en place du transfert d’apprentissage sur le modèle de machine learning CodeBERT. Nous montrons que les modèles ainsi entraînés obtiennent de bonnes performances dans un contexte expérimental, mais que la précision s’écroule lorsque nous les appliquons à des bases de code réelles
Coding practices are increasingly used in the field of software development. Their implementation ensures maintainability, readability, and consistency of the code, which greatly contributes to software quality. Most of these practices are implemented in static analysis tools, or linters, which automatically alert developers when a practice is not followed. However,more and more organizations, tending to create their own internal practices, encounter problems with their understanding and adoption by developers. First, for a practice to be applied, it must first be understood by developers, thus requiring properly written documentation. Yet, this topic of documentation has been little studied in the scientific literature. Then, to promote their adoption, it would be necessary to be able to extend existing analysis tools to integrate new practices, which is difficult given the expertise required to make these modifications. Packmind, a company based in Bordeaux, develops a solution to support developers in bringing out these internal practices through workshops. However, it suffers from the same issues mentioned above. In this thesis, we first focused on providing recommendations to the authors of practice documentation. To do this, we analyzed the documentation of more than 100 rules from 16 different linters to extract a taxonomy of documentation objectives and types of content present. We then conducted a survey among developers to assess their expectations in terms of documentation. This notably allowed us to observe that the reasons why a practice should be applied were very poorly documented, while they are perceived as essential by developers. Secondly, we studied the feasibility of automatically identifying violations of practices from examples. Our context, forcing us to detect internal practices for which we have few examples to learn from, pushed us to implement transfer learning on themachine learning model CodeBERT.We show that the models thus trained achieve good performance in an experimental context, but that accuracy collapseswhenwe apply them to real code bases
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Livros sobre o assunto "Software craftsmanship"

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Coplien, James O., ed. Clean code: A Handbook of Agile Software Craftsmanship. Upper Saddle River, NJ: Prentice Hall, 2008.

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McBreen, Pete. Software Craftsmanship: The New Imperative. Addison-Wesley Professional, 2001.

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Software craftsmanship: The new imperative. Boston: Addison-Wesley, 2002.

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Martin, Robert. Clean Code: A Handbook of Agile Software Craftsmanship. Pearson Education Canada, 2008.

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Clean Code: A Handbook of Agile Software Craftsmanship. Prentice Hall, 2008.

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Clean Code: A Handbook of Agile Software Craftsmanship. Pearson Education, Limited, 2009.

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Martin, Robert C. Clean Craftsmanship: Disciplines, Standards, and Ethics. Pearson Education, Limited, 2021.

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Clean Craftsmanship: Disciplines ,standards and Ethics. Boston: Addison-Wesley Professional Pearson Educational US, 2021.

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Martin, Robert C. Clean Craftsmanship: Disciplines, Standards, and Ethics. Pearson Education, Limited, 2021.

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Capítulos de livros sobre o assunto "Software craftsmanship"

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Spolsky, Joel. "Craftsmanship". In Joel on Software, 119–24. Berkeley, CA: Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-0753-5_16.

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James, Buddy, e Lori Lalonde. "Software Craftsmanship". In Pro XAML with C#, 15–24. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4302-6775-1_2.

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Lebanon, Guy, e Mohamed El-Geish. "Thoughts on Software Craftsmanship". In Computing with Data, 543–76. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98149-9_15.

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Kulak, Daryl, e Hong Li. "Flipping the Run/Build Ratio: The Business Case for Software Craftsmanship". In The Journey to Enterprise Agility, 137–51. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54087-0_9.

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Ranieri, Maria. "Making to Learn. The Pedagogical Implications of Making in a Digital Binary World". In Makers at School, Educational Robotics and Innovative Learning Environments, 81–85. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77040-2_11.

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AbstractMaking has always been at the center of pedagogical reflection, as testified by the emphasis on the principle of learning by doing. Today, digital media and technologies provide more opportunities for expanding these concepts, given their potential to facilitate media production and creation. However, common practices in media-making in schools tend merely to emphasize the technical aspects—including the technical procedural skills, the creation of a product or the use of specific software—while overlooking the pedagogical dimensions associated with media-making processes. A reappraisal of the educational dimensions of making in the digital era may come from a reconceptualization of the relationship between manual and intellectual activities. Through the lens of Sennett’s understanding of craftsmanship, this chapter first explores the ways making and thinking can be set out in a single process that characterizes the human condition. Second, it explains how the Open Source Movement’s approach to software design is a sort of “digital craftsmanship” based on collaborative problem-solving, one that can inspire a renewed vision of the learning by doing principle for the digital world. The chapter concludes with several considerations on the implications of such an approach for the future of schools.
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Motta, Martina, Giovanni Maria Conti, Giulia Lo Scocco e Rachele Didero. "Craftmanship and Digitalization in the Italian Knitwear Industry. A Paradigm Shift for the Narrative of Made in Italy". In Springer Series in Design and Innovation, 705–13. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49811-4_67.

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AbstractKnitwear is a consolidated industry in Italy and, at the same time, a typical expression of the Made in Italy paradigm linked to the ideas of craftsmanship. While, on the one hand, knitwear is associated with the idea of craft and manufacturing traditions, on the other hand, it is nowadays produced by numerical control machines (CNC) where the technological contribution and the level of automation are very relevant. The convergence of physical and digital environments, at the heart of the Fashion Industry 4.0 debate, is an established feature of knitwear design practice.In the contemporary industrial scenario, knitted items are produced on digitally programmed machines through sophisticated software, and the manual contribution of the individual operator during the knitting phase is reduced to a minimum. In the light of these premises, this contribution questions the opportunity and value of the integration of digital technologies in the storytelling of traditional manufacturing without losing the power to evoke Made in Italy’s values such as quality, aesthetic refinement, and exclusivity. To analyze these issues, the authors report the case study of SMT – Società Manifattura Tessile, a leading knitting company where the technological presence equals that of traditional manufacturing craftmanship, keeping both elements at balance. The case study suggests the importance of the contemporary knitting craftsman to increasingly develop communication skills to make the relationship between technology and manufacturing explicit and possibly smoothly blend it with the Made in Italy archetypes.
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"Research on MDA and SOA integrated software craftsmanship". In Network Security and Communication Engineering, 669–72. CRC Press, 2015. http://dx.doi.org/10.1201/b18660-168.

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Stuehrenberg, Curtis. "Clean Test: Suggestions for Reducing Costs by Increasing Test Craftsmanship". In How to Reduce the Cost of Software Testing, 227–43. Auerbach Publications, 2018. http://dx.doi.org/10.1201/b11258-15.

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Shannon, Paul, Neil Kidd, Paul Barrett, Chris Knight e Sam Wessel. "Improving Lean, Service-Oriented Software Development at Codeweavers Ltd". In Software Design and Development, 1165–78. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4301-7.ch057.

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Following a successful adoption of lean and agile practices, the development team at Codeweavers Ltd has furthered its approach to service-oriented software development for the motor finance and insurance industry. Through iteratively inspecting and adapting their processes over the last twelve months, the team members have seen a change from their Kanban-style single piece flow to multiple work cells developing with separate swim lanes on a work in progress board and within fixed length iterations. The arrival of strong competition to their market led to a positive shift towards customer service and interaction with increased attention on lean planning and agility. This chapter reports on improvement in software craftsmanship with a focus on quality, largely achieved by the use of service-oriented architecture, combined with increased use of mocking for unit-testing. The perspective taken is from software team members, and in the chapter, the developers chart their own observations, improvements, and failures over the course of a year.
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"Inside and Outside Devices, the Software and the World". In Considerations on Cyber Behavior and Mass Technology in Modern Society, 198–221. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-8228-5.ch009.

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Google engine for searching, Gmail for mail, YouTube for videos, Meet for meetings. Discussing Whatsapp about Instagram and Facebook… People entrust their interactions with the world, social relationships, business, expression to a small bunch of global providers, look with hope and fear at artificial intelligence… Control is elsewhere anyway, technology familiar and alien. But if we look carefully through the online software stores for smartphones or go and see some computer magazines of the 1990s, we come across an incredible variety of programs, simple, complex, trivial, professional. Not rigid categories in which cowed consumers seek security and find themselves imprisoned, but a world of ideas, often realized, because software can be not only bought, but made, if not by all by many, even non-specialists. In many respects it's a return to craftsmanship, to people who, with the help of very advanced machines, make on their own things.
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Trabalhos de conferências sobre o assunto "Software craftsmanship"

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Sedano, Todd. "Towards Teaching Software Craftsmanship". In 2012 IEEE 25th Conference on Software Engineering Education and Training - (CSEE&T). IEEE, 2012. http://dx.doi.org/10.1109/cseet.2012.29.

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Wang, Qinghu, Mingyu Bai, Jingqing Jiang, Mingyang Jiang, Zhili Pei, Huan Ping e Jian Xu. "Researchment of cloud computing platform based software craftsmanship pattern". In 2017 2nd Asia-Pacific Conference on Intelligent Robot Systems (ACIRS). IEEE, 2017. http://dx.doi.org/10.1109/acirs.2017.7986076.

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Badanahatti, Arpitha, e Sapna Pillutla. "Interleaving Software Craftsmanship Practices in Medical Device Agile Development". In ISEC 2020: 13th Innovations in Software Engineering Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3385032.3385047.

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Kropp, Martin, e Andreas Meier. "Teaching agile software development at university level: Values, management, and craftsmanship". In 2013 IEEE 26th Conference on Software Engineering Education and Training - (CSEE&T). IEEE, 2013. http://dx.doi.org/10.1109/cseet.2013.6595249.

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Ahmadi, Ahmadi, Eko K. Budiardjo e Kodrat Mahatma. "Software Craftsmanship Skill using Extreme Programming for Quality Improvement: A Case of Very Small Software Organization". In ICSCA 2021: 2021 10th International Conference on Software and Computer Applications. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3457784.3457835.

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Ericsson a, Maria, e Sky Matthews b. "A Day-in-the Life of a Systems/Software Engineer 3-5 Years Ahead". In Applied Human Factors and Ergonomics Conference. AHFE International, 2020. http://dx.doi.org/10.54941/ahfe100331.

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Key technology shifts such as big data, social technologies, internet-of-things, and mobile are reshaping the landscape in which engineers operate. This paper will present a vision of software and systems engineering of the future, specifically considering development of complex large-scale real-time embedded systems. We will discuss the future of software/systems craftsmanship, and how this impacts the day-in-the-life of an engineer. In order to address challenges related to speed, quality, and cost we see organizations responding by driving initiatives in the following areas:Agile – deliver more often with focus on business outcomeLean – take out non-value adding tasksCollaboration – a culture of open information sharingInnovation – create room for risk-takingDevOps – breaking down organizational silosWe also see development practices evolving to respond to the changing landscape in the areas of architecture, steering/governance, people/teams as well as how to manage development platforms.
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Terenzi, Benedetta, Valeria Menchetelli, Giacomo Pagnotta e Ludovica Avallone. "Connection between AI and product design - Potentials and critical issues in the text-to-image software-assisted design experience". In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004511.

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Driven by the demand for innovation, design is constantly evolving and is increasingly focused on integrating new technologies into design processes. Technological innovations have proven to be of fundamental importance, both in speeding up and improving production processes and managing and enriching the ideational process.We are now surrounded by software in which the participation of artificial intelligence is constant, but although it has become pervasive, we often do not even notice its presence. In the field of product design, several software exploiting artificial intelligence have been diffused to provide us with virtual products at the two-dimensional level. These software are capable of transforming the ideational stages of a project, as they generate original idea proposals in a matter of minutes. One of the most popular software is Midjourney, which is based on the key text-to-image concept, and can create images from prompts, and descriptive keywords provided by the designer. There are also interesting examples in this regard. Think of the work done by Filippo Nassetti, a British architect and designer, who came up with a series of sunglasses and eyeglasses by going through Midjourney, to obtain zoomorphic-inspired products that recall the textures of biological and mineral microstructures. The surreal collection of biomorphically shaped glasses is an example of the exploration of the creative potential of Midjourney software.Another interesting project is the one tackled by the Oio company for the Spawns spoon collection, in collaboration with Giosanpietro Jewelry. According to Simone Rebaudengo, director and co-founder together with Matteo Loglio of the Oio company, the products in the Spawns collection derive from an ongoing dialogue between different skills that has led to the collaboration between man and algorithm, resulting in an expansion of the handmade, merging the ancient world of craftsmanship with that of advanced technology, defining what they call 'craft intelligence.The paper aims to explore the relationships, potentials and limitations of integrating artificial intelligence into the design process through a design experience that tests the innovative potential of text-to-image software in product ideation and reflects on the redefinition of the designer's role in this rapidly and continuous changing scenario.The case study presented therefore experiments with a design process in which the ideation phase is supported by AI, particularly by text-to-image software, which allows textual descriptions to be translated into visual representations, generating highly detailed images and offering new creative possibilities. The work addressed outlines perspectives and critical issues, which deserve further investigation. On the one hand, one potential that is being outlined is the possibility of visualizing even complex ideas by entrusting the imaginative component to the software, having a multiplicity of alternatives and expanding the ideational range with novel solutions from which to make more informed design choices. Text-to-image software also simulates effective virtual prototyping, allowing a concept to be prefigured and visualized in a three-dimensional context before committing to physical production.On the other hand, text-to-image software has some significant limitations, for example in the poor correspondence of generated images with design intentions and the designer's need to acquire technical skills to effectively use text-to-image software, going on to delineate the possibility of a figure such as that of the prompt designer.Therefore, the presented project aims to contribute to the contemporary debate on the integration of AI into design processes with the collaboration of text-to-image software as another avenue for innovation in product design. The scenario sketched out defines an area in which the role of the designer and human creativities proves irreplaceable, leaving one to understand how more and more a process of understanding and collaboration with AI technologies is needed, and how the skills required of future designers are going to vary and expand.Nozaki, N., Konno, E., Sato, M., Sakairi, M., Shibuya, T., Kanazawa, Y., & Georgescu, S., 2017, Application of artificial intelligence technology in product design. Fujitsu Sci. Tech. J, 53(4), 43-51.F. Morace, Design più umano. Quello che l’intelligenza artificiale non potrà mai darci. Egea, 2018S. Quintarelli, Intelligenza artificiale: cos'è davvero, come funziona, che effetti avrà. Bollati Boringhieri, Torino, 2020G. E. Valori, Intelligenza artificiale tra mito e realtà. Motore di sviluppo o pericolo imminente? Rubbettino, 2021L. Keeheon, A Systematic Review on Social Sustainability of Artificial Intelligence in Product Design. Sustainability 2021, 13(5), 2668; https://doi.org/10.3390/su13052668M. Mitchell, L'intelligenza artificiale: una guida per esseri umani pensanti. Einaudi, 2022
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