Ciencias
http://hdl.handle.net/20.500.12953/7
2024-03-29T13:13:54ZA Multi-layer Representation Model for the ISO/IEC 33000 Assessment Framework: Analysing Composition and Behaviour
http://hdl.handle.net/20.500.12953/69
A Multi-layer Representation Model for the ISO/IEC 33000 Assessment Framework: Analysing Composition and Behaviour
Fernández Del Carpio, Alvaro
Software Process Improvement (SPI) models are a very important topic for SPI workers as software engineering students that require a good comprehension of the process assessment models. This paper proposes a visual multi-layered representational model describing in a highly practical way the ISO/IEC 33000 Assessment Framework through of structural and behavioural views. This kind of representation comprises several semantic layers based on the dimensions of the key elements of the model with an additional dimension for specifying measurements. The structural elements of the model are assigned on distinct layers and connected through dependence and co-occurrence connector in applying the Assessment Model on software processes. The representation model was tested with software developers, academic experts and students.
2017-09-09T00:00:00ZA Technique Based on Naming Patterns for Finding Candidates to Components from Source Code
http://hdl.handle.net/20.500.12953/68
A Technique Based on Naming Patterns for Finding Candidates to Components from Source Code
Mendoza del Carpio, Paul; Davila, Abraham
Component identification is relevant in maintenance activities but can be hard in scenarios where the volume of source code is high and there is no architecture documentation. This work presents a technique for finding concepts as candidates of architectural components. The technique is based in the frequency of terms that follows naming patterns that are proposed in this work. Projects from Eclipse and Apache, were used for evaluating the technique. The results show terms which match with some popular component types and domain concepts of the software in treatment. The technique has used source code without any architectural documentation showing that could be applied in emergent architectures.
2017-03-01T00:00:00ZModelado y Diagnóstico de Procesos de Ingeniería y Proyectos en una Empresa Minera: Una Experiencia BPMN-XP
http://hdl.handle.net/20.500.12953/67
Modelado y Diagnóstico de Procesos de Ingeniería y Proyectos en una Empresa Minera: Una Experiencia BPMN-XP
Vidal Duarte, Elizabeth
Muchas organizaciones gestionan y controlan sus
procesos de negocios para lograr una ventaja competitiva. Un
proceso de negocio puede involucrar múltiples participantes,
cuya coordinación puede ser compleja, difícil de administrar y de
controlar, por lo que notaciones gráficas como BPMN se han
popularizado. Una empresa peruana de gran minería debido a
problemas de atrasos e incumplimientos recurrentes en grandes
proyectos de ingeniería inició una iniciativa de modelado y
diagnóstico de su proceso. Este artículo describe el modelo
BPMN producido y su posterior diagnóstico, que combina
características transversales de proyectos de ingeniería con
especificidades propias de los proyectos mineros. El modelo fue
elaborado en forma iterativa, con la participación activa del
Administrador de Control Documentario del Area de Ingeniería
y Proyectos y la validación final de la Superintendencia de
Planeamiento y Control. El modelo describe los procesos
existentes en forma clara, estándar y completa. El modelo
permitió diagnosticar ineficiencias, identificando “cuellos de
botella” causados por a) roles con sobrecarga de tareas, b) subprocesos con exceso de tareas y largos tiempos, y c) falta de
alertas en algunas actividades. Si bien las experiencias exitosas en
el uso de BPMN son múltiples en la literatura, el objetivo
principal de este trabajo es describir la experiencia de la
aplicación de la metodología ágil eXtreme Programming (XP),
propia de proyectos de software, en el desarrollo de nuestro
trabajo.
2016-07-20T00:00:00ZTeaching the First Programming Course with Python's Turtle Graphic Library
http://hdl.handle.net/20.500.12953/66
Teaching the First Programming Course with Python's Turtle Graphic Library
Vidal Duarte, Elizabeth
How to keep students interested in a CS1 course is not new to those who teach the subject. This work describes our experience in the use of Python with its Turtle Graphic Library in a game-oriented approach that seeks to increase the interest and motivation of students. We present the assignment for branch, loops and functions: the simulation of a basic game with a spaceship that can shoot a bullet to the enemy. Our experience has shown us that students get engaged and motivate themselves with the graphical component. We have found an improvement in students' grades.
2016-07-11T00:00:00Z