Computer Diagrams are the communication
mechanism among the different stakeholders of the
software development lifecycle. While they are though
at school, and promoted to be used by students for
current and future projects, we still do not see full
adoption in real life context. The literature reviewed
points out some reasons related to this issue and
propose some solutions, but still the problem persist. In
this paper, we present our findings of three years of
research at the University while working with senior
students on real-life projects. Different methodologies
were used as an iterative process, improving the
quality of the results year by year. We present the
lesson learned including guidelines on how to facilitate
novice engineers to adopt diagrams and produce them
with high quality standards. The proposal is validated
with a real life case study.
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Getting Research Findings into Practice: Guidelines to Produce Quality Software Engineering Diagrams to Assist Novice Engineers
1. Ph.D. Juan Manuel González Calleros
Benemérita Universidad Autónoma de Puebla
juan.gonzalez@cs.buap.mx
Twitter: @Juan_ _Gonzalez
Getting Research Findings into Practice:
Guidelines to Produce Quality Software
Engineering Diagrams to Assist Novice Engineers
CONISOFT 20161
8. Modeling Problems
CONISOFT 20168
limited information
processing capabilities
Lack of Semantics
Misconception of
abstraction levels
Lack of interest
their utility seems to
be not relevant
20. Conclusion
We present a series of findings based on three
years of research while teaching novice software
engineers
Our findings confirm what it is written in the
literature.
Our research, some strategies recommended in the
literature, mostly by empowering students in
selecting the guideline that fits better to their needs
produce better documentation.
Still, there is a need to keep working on this topic
and still is an open issue, as we cannot imagine a
scenario where each time we work on a project we
could promote the adoption of a modified notation,
thus losing the benefits of adopting a standard.
20CONISOFT 2016
22. Page 22 CONISOFT 2016
Ph.D. Juan Manuel González Calleros
Benemérita Universidad Autónoma de Puebla
juan.gonzalez@cs.buap.mx
Twitter: @Juan_ _Gonzalez
CONISOFT 201622
Notas do Editor
A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.
The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree..Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance senses.
Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.
Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut.
Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (http://www.digibarn.com/history/04-VCF7-MazeWar/index.html, 29th Feb). According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of computer.
Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since http://www.british-legends.com/. You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).
Some early prototypes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).
In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.
The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users. Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line Interface.