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The usefulness of Software Architecture (SA) documentation depends on how well its Architectural Knowledge (AK) can be retrieved by the stakeholders in a software project. Recent findings show that the use of ontology-based SA documentation is promising. However, different roles in software development have different needs for AK, and building an ontology to suit these needs is challenging. In this paper we describe an approach to build an ontology for SA documentation. This approach involves the use of typical questions for eliciting and constructing an ontology. We outline eight contextual factors, which influence the successful construction of an ontology, especially in complex software projects with diverse AK users. We tested our ‘typical question’ approach in a case study and report how it can be used for acquiring and modeling AK needs. 相似文献
33.
Kaiyu Zhao Matthew O. Ward Elke A. Rundensteiner Huong N. Higgins 《Computer Graphics Forum》2014,33(3):331-340
Linear models are commonly used to identify trends in data. While it is an easy task to build linear models using pre‐selected variables, it is challenging to select the best variables from a large number of alternatives. Most metrics for selecting variables are global in nature, and thus not useful for identifying local patterns. In this work, we present an integrated framework with visual representations that allows the user to incrementally build and verify models in three model spaces that support local pattern discovery and summarization: model complementarity, model diversity, and model representivity. Visual representations are designed and implemented for each of the model spaces. Our visualizations enable the discovery of complementary variables, i.e., those that perform well in modeling different subsets of data points. They also support the isolation of local models based on a diversity measure. Furthermore, the system integrates a hierarchical representation to identify the outlier local trends and the local trends that share similar directions in the model space. A case study on financial risk analysis is discussed, followed by a user study. 相似文献
34.
S. Chaturvedi C. Dunne Z. Ashktorab R. Zachariah B. Shneiderman 《Computer Graphics Forum》2014,33(8):52-68
An important part of network analysis is understanding community structures like topological clusters and attribute‐based groups. Standard approaches for showing communities using colour, shape, rectangular bounding boxes, convex hulls or force‐directed layout algorithms remain valuable, however our Group‐in‐a‐Box meta‐layouts add a fresh strategy for presenting community membership, internal structure and inter‐cluster relationships. This paper extends the basic Group‐in‐a‐Box meta‐layout, which uses a Treemap substrate of rectangular regions whose size is proportional to community size. When there are numerous inter‐community relationships, the proposed extensions help users view them more clearly: (1) the Croissant–Doughnut meta‐layout applies empirically determined rules for box arrangement to improve space utilization while still showing inter‐community relationships, and (2) the Force‐Directed layout arranges community boxes based on their aggregate ties at the cost of additional space. Our free and open source reference implementation in NodeXL includes heuristics to choose what we have found to be the preferable Group‐in‐a‐Box meta‐layout to show networks with varying numbers or sizes of communities. Case study examples, a pilot comparative user preference study (nine participants), and a readability measure‐based evaluation of 309 Twitter networks demonstrate the utility of the proposed meta‐layouts. 相似文献
35.
Nicholas Taylor Jennifer Jenson Suzanne de Castell Barry Dilouya 《Journal of Computer-Mediated Communication》2014,19(4):763-779
As research on virtual worlds gains increasing attention in educational, commercial, and military domains, a consideration of how player populations are ‘reassembled’ through social scientific data is a timely matter for communication scholars. This paper describes a large‐scale study of virtual worlds in which participants were recruited at public gaming events, as opposed to through online means, and explores the dynamic relationships between players and contexts of play that this approach makes visible. Challenging conventional approaches to quantitatively driven virtual worlds research, which categorizes players based on their involvement in an online game at a particular point in time, this account demonstrates how players' networked gaming activities are contingent on who they are playing with, where, and when. 相似文献
36.
随着社会生产力的不断发展,越来越多的企业认识到了财务工作的重要性。企业要利用现代高效的运作方式来开发和管理组织中最重要、最昂贵的资源,实现财务管理的精细化、自动化,提高财务资源的利用率,促进企业的发展。 相似文献
37.
当前,电力用户终端管理中出现的问题越来越多,已经影响到供电企业的发展和社会的和谐。如何解决这些问题并建立有效的电力终端管理机制,是目前电力企业面临的首要问题。 相似文献
38.
在线用户的群体兴趣对于分析在线社会网络以及个性化推荐至关重要。研究的目的是引入信息熵这一指标来准确度量用户兴趣的多样性。分别在电影网站MovieLens和音乐网站Last.FM数据上进行实证分析,即统计度相同的用户所选产品的信息熵值。MovieLens的结果表明,随着用户度的增加,熵值出现先上升后下降的趋势,即度小的用户和度大的用户的兴趣比较专一,而一般用户的兴趣较为多样;而Last.FM的结果表明,度小用户的兴趣非常多样,但随着用户听过的音乐数量越多,兴趣越明确。通过建立随机模型与实证结果进行比较,可以发现绝大多数用户在真实数据集上的兴趣的多样性比随机情况要大,可见用户的兴趣对用户行为模式的影响显著。 相似文献
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40.
通过对游戏的分类、发展历程梳理以及用户的需求分析,结合游戏产生过程给出了游戏产品有效粘合用户时间的策略,最后预测了游戏的发展趋势。 相似文献