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Microsoft’s answer to Apple Intelligence may be Windows Intelligence

Branding is important, and this is something we’ve already seen with digital assistants like Siri. Moving into the artificial intelligence era, companies have been falling over themselves to get their own stamp on their version of AI. Apple has opted for the reasonably predictable “Apple Intelligence”, while Microsoft’s approach has been a little more haphazard. But now there are clues that suggest the company has finally come to understand the importance of giving people an overarching term to cover all of its AI-related offerings. Say hello to Windows Intelligence. See also: As is so often the case, it is the… [Continue Reading]




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Buy a Microsoft 365 license for $40 right now

Access Office apps like Word, Excel, PowerPoint, and Outlook, along with 1TB of OneDrive cloud storage, for 42% off -- the lowest price we've seen.




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Grab a Microsoft Office 2019 license for Mac or Windows for $27

This deal gets you a lifetime license to Microsoft Office 2019 for Windows or Mac and access to Microsoft Word, Excel, PowerPoint, and more for 88% off.




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Buy Microsoft Visual Studio Pro for $28 - the lowest price yet

Code faster and work smarter with a Microsoft Visual Studio Professional 2022 license, now on sale for 94% off.




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The Power of a Soft Smile

Dr. Rossi speaks about the power of a soft smile on our heart and mind.




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Abba Poemen the Great: On Softening the Hardest of Hearts

In this week's broadcast, Fr. Dcn. Matthew examines three sayings by Abba Poemen ("The Shepherd") of Egypt on the means by which the hardest heart can be softened by the Lord.




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Abba Poemen the Great: On Softening the Hardest of Hearts

In this week’s broadcast, Archimandrite Irenei examines three sayings by Abba Poemen ("The Shepherd") of Egypt on the means by which the hardest heart can be softened by the Lord.




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Windows 11 Home will need a Microsoft account, but Pro won't

The release of Windows 11 is still a number of months away, and we're still learning a lot about Microsoft's latest operating system update. In addition to the confusion about hardware requirements, there have been questions about other necessities.




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https://www.theverge.com/2021/7/1/22559852/microsoft-windows-11-black-blue-screen-of-death-bsod-change

Microsoft is changing its famous Blue Screen of Death (BSOD) to black in Windows 11. The software giant started testing its new design changes in a Windows 11 preview earlier this week, but the Black Screen of Death isn’t fully enabled yet. The Verge understands Microsoft will be switching to a Black Screen of Death for Windows 11, matching the new black logon and shutdown screens.




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Launch: Google Pages, new Geocities-style site-building software

Google has released a new program that gives users 100MB of web space to make simple HTML pages in.




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Will the first Microsoft Lumia come in time for the holidays?

When Microsoft announced it was rebranding its phone hardware as “Microsoft Lumia”, it hinted that there might be a new phone on the way, with the Nokia Conversations blog post quoting Senior VP Tuula Rytilä as saying “we are looking …




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The Microsoft Work and Play Bundle: good deal if you can get it

Microsoft just went live with what looks to be a pretty good deal it’s calling the “Microsoft Work and Play Bundle“, which includes one year subscriptions to Office 365 Home, Xbox Live Gold, Xbox Music Pass, and Skype …





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Has Microsoft given up on eReading?

Microsoft has a long, and not very successful, history with eReaders, going all the way back to Microsoft Reader, which debuted in 2000, but never made it beyond Windows Mobile and was shuttered in 2012. Since then, Microsoft hasn’t …




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The long, promising (and frustrating) history of Microsoft’s consumer file sync services

Live Drive, SDrive, Project M, Folders, FolderShare, Windows Live Sync, Live Mesh, SkyDrive, OneDrive. Yes, Microsoft has been at this file syncing game for a long time. The company bought FolderShare back in November of 2005, and has been …





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Bio-Inspired Mechanisms for Coordinating Multiple Instances of a Service Feature in Dynamic Software Product Lines

One of the challenges in Dynamic Software Product Line (DSPL) is how to support the coordination of multiple instances of a service feature. In particular, there is a need for a decentralized decision-making capability that will be able to seamlessly integrate new instances of a service feature without an omniscient central controller. Because of the need for decentralization, we are investigating principles from self-organization in biological organisms. As an initial proof of concept, we have applied three bio-inspired techniques to a simple smart home scenario: quorum sensing based service activation, a firefly algorithm for synchronization, and a gossiping (epidemic) protocol for information dissemination. In this paper, we first explain why we selected those techniques using a set of motivating scenarios of a smart home and then describe our experiences in adopting them.




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An Approach for Feature Modeling of Context-Aware Software Product Line

Feature modeling is an approach to represent commonalities and variabilities among products of a product line. Context-aware applications use context information to provide relevant services and information for their users. One of the challenges to build a context-aware product line is to develop mechanisms to incorporate context information and adaptation knowledge in a feature model. This paper presents UbiFEX, an approach to support feature analysis for context-aware software product lines, which incorporates a modeling notation and a mechanism to verify the consistency of product configuration regarding context variations. Moreover, an experimental study was performed as a preliminary evaluation, and a prototype was developed to enable the application of the proposed approach.




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Software Components, Architectures and Reuse




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SVC-MST BWQLB multicast over software-defined networking

This paper presents a Scalable Video Coding (SVC) system over multicast Software-Defined Networking (SDN), which focuses on, transmission management for the sender-receiver model. Our approach reduces bandwidth usage by allowing the receiver to select various video resolutions in a multicast group, which helps avoid a video freezing issue during bandwidth congestion. Moreover, the SVC Multiple Sessions Transmission Bandwidth thresholds Quantised Level Balance (SVC-MST BWQLB) routes different layers of the SVC stream using distinct paths and reduces storage space and bandwidth congestion problems in different video resolutions. The experimental results show that the proposed model provides better display quality than the traditional Open Shortest Path First (OSPF) routing technique. Furthermore, it reduced transmission delays by up to 66.64% for grouped resolutions compared to SVC-Single Session Transmission (SVC-SST). Additionally, the modified Real-time Transport Protocol (RTP) header and the sorting buffer for SVC-MST are proposed to deal with the defragmentation problem.




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Logics alignment in agile software design processes

We propose that technological, service-dominant and design logics must interplay for an IT artefact to succeed. Based on data from a project aiming at a B2B platform for manufacturing small and medium enterprises (SMEs) in Europe, we explore these three logics in an agile software design context. By using an inductive approach, we theorise about what is needed for the alignment of the three logics. We contribute with a novel theoretical lens, the Framework for Adaptive Space. We offer insights into the importance of continuously reflecting on all three logics during the agile software design process to ensure mutual understanding among the agile team and the B2B platform end-users involved.




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Towards a set of guidelines for software development in start-ups

Software start-ups generally use development practices that are adapted to their agile and innovative environment. However, these practices, although consolidated, may not be the best ones for a specific context. This paper aims to present a set of guidelines for software development in start-ups. It also aims to show the results of three studies to validate and refine the proposed guidelines: a confirmatory survey, a focus group, and an expert panel. The participants were actors from both the industry and the academia. The results revealed that the guidelines obtained a positive perception from the participants of both contexts. Based on their approval, we can infer that those guidelines can increase the quality of products generated by start-ups and the chances of success for these organisations. Besides, the need for some improvements has been identified, and they will be implemented in the next version of the guidelines.




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Applying a multiplex network perspective to understand performance in software development

A number of studies have applied social network analysis (SNA) to show that the patterns of social interaction between software developers explain important organisational outcomes. However, these insights are based on a single network relation (i.e., uniplex social ties) between software developers and do not consider the multiple network relations (i.e., multiplex social ties) that truly exist among project members. This study reassesses the understanding of software developer networks and what it means for performance in software development settings. A systematic review of SNA studies between 1990 and 2020 across six digital libraries within the IS and management science domain was conducted. The central contributions of this paper are an in-depth overview of SNA studies to date and the establishment of a research agenda to advance our knowledge of the concept of multiplexity on how a multiplex perspective can contribute to a software developer's coordination of tasks and performance advantages.




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A Realistic Data Warehouse Project: An Integration of Microsoft Access® and Microsoft Excel® Advanced Features and Skills




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Concurrent Software Engineering Project




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Learning & Personality Types: A Case Study of a Software Design Course




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Accelerating Software Development through Agile Practices - A Case Study of a Small-scale, Time-intensive Web Development Project at a College-level IT Competition




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A Database Practicum for Teaching Database Administration and Software Development at Regis University




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Using Interactive Software to Teach Foundational Mathematical Skills

The pilot research presented here explores the classroom use of Emerging Literacy in Mathematics (ELM) software, a research-based bilingual interactive multimedia instructional tool, and its potential to develop emerging numeracy skills. At the time of the study, a central theme of early mathematics curricula, Number Concept, was fully developed. It was broken down into five mathematical concepts including counting, comparing, adding, subtracting and decomposing. Each of these was further subdivided yielding 22 online activities, each building in a level of complexity and abstraction. In total, 234 grade one students from 12 classes participated in the two-group post-test study that lasted about seven weeks and for which students in the experimental group used ELM for about 30 minutes weekly. The results for the final sample of 186 students showed that ELM students scored higher on the standardized math test (Canadian Achievement Test, 2008) and reported less boredom and lower anxiety as measured on the Academic Emotions Questionnaire than their peers in the control group. This short duration pilot study of one ELM theme holds great promise for ELM’s continued development.




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Activity Oriented Teaching Strategy for Software Engineering Course: An Experience Report

Aim/Purpose: This paper presents the findings of an Activity-Oriented Teaching Strategy (AOTS) conducted for a postgraduate level Software Engineering (SE) course with the aim of imparting meaningful software development experience for the students. The research question is framed as whether the activity-oriented teaching strategy helps students to acquire practical knowledge of Software Engineering and thus bridge the gap between academia and software industry. Background: Software Engineering Education (SEE) in India is mainly focused on teaching theoretical concepts rather than emphasizing on practical knowledge in software development process. It has been noticed that many students of CS/IT background are struggling when they start their career in the software industry due to inadequate familiarity with the software development process. In the current context of SE education, there is a knowledge gap between the theory learned in the classroom and the actual requirement demanded by the software industry. Methodology: The methodology opted for in this study was action research since the teachers are trying to solve the practical problems and deficiencies encountered while teaching SE. There are four pedagogies in AOTS for fulfilling the requirements of the desired teaching strategy. They are flipped classroom, project role-play for developing project artifacts, teaching by example, and student seminars. The study was conducted among a set of Postgraduate students of the Software Engineering programme at Cochin University of Science and Technology, India. Contribution: AOTS can fulfil both academic and industrial requirements by actively engaging the students in the learning process and thus helping them develop their professional skills. Findings: AOTS can be molded as a promising teaching strategy for learning Software Engineering. It focuses on the essential skill sets demanded by the software industry such as communication, problem-solving, teamwork, and understanding of the software development processes. Impact on Society: Activity-oriented teaching strategies can fulfil both academic and industrial requirements by actively engaging the students in the SE learning process and thus helping them in developing their professional skills. Future Research: AOTS can be refined by adding/modifying pedagogies and including different features like an online evaluation system, virtual classroom etc.




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Collaborative Approach in Software Engineering Education: An Interdisciplinary Case

Aim/Purpose: This study was aimed at enhancing students’ learning of software engineering methods. A collaboration between the Computer Science, Business Management, and Product Design programs was formed to work on actual projects with real clients. This interdisciplinary form of collaboration simulates the realities of a diverse Software Engineering team. Background: A collaborative approach implemented through projects has been the established pedagogy for introducing the Software Engineering course to undergraduate Computer Science students. The collaboration, however, is limited to collaboration among Computer Science students and their clients. This case study explored an enhancement to the collaborative approach to project development by integrating other related disciplines into the project development framework; hence, the Interdisciplinary Approach. Methodology: This study adopted the case method approach. An interdisciplinary service innovation activity was proposed to invite other disciplines in the learning process of the computer science students. The agile methodology Scrum was used as the software development approach during project development. Survey data were collected from the students to establish (a) their perception of the interdisciplinary approach to project development; (b) the factors that influenced success or failure of their team to deliver the project; and (c) the perceived skills or knowledge that they acquired from the interdisciplinary approach. Analysis of data followed a mixed method approach. Contribution: The study improved the current pedagogy for Software Engineering education by integrating other related disciplines into the software project development framework. Findings: Data collected showed that the students generally accepted the interdisciplinary approach to project development. Factors such as project relevance, teamwork, time and schedule, and administration support, among others, affect team performance towards project completion. In the case of the Computer Science students, results show that students have learned skills during the experience that, as literature reveal, can only be acquired or mastered in their future profession as software engineers. Recommendations for Practitioners: The active collaboration of the industry with the University and the involvement of the other related courses in teaching software engineering methods are critical to the development of the students, not only in learning the methodology but also as a working professional. Recommendation for Researchers: It is interesting to know and eventually understand the interactions between interdisciplinary team members in the conduct of Software Engineering practices while working on their projects. More specifically, what creative tensions arise and how do the interdisciplinary teams handle the discourse? Impact on Society: This study bridges the gap between how Software Engineering is taught in the university and how Software Engineering teams work in real life. Future Research: Future research is targeted at refining and elaborating the elements of the interdisciplinary framework presented in this paper towards an integrated course module for Software Engineering education.




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Students’ Awareness and Embracement of Soft Skills by Learning and Practicing Teamwork

Aim/Purpose: This paper presents a study about changes in computer science and software engineering students’ perceptions of their soft skills during their progress through the Computer Science Soft Skills course. Background: Soft skills are often associated with a person’s social, emotional and cognitive capabilities. Soft skills are increasingly sought out and are well recognized by employers alongside standard qualifications. Therefore, high importance is attributed to soft skills in computer science and software engineering education. Methodology: Content analysis was applied to interpret, categorize and code statements from students’ course assignment answers. Data analysis was performed gradually at the three main stages of the course and by the two students’ study populations. Contribution: The paper highlights the variety of (a) soft skills that can be learnt in one course, both on the individual level and on the team level and (b) assignments that can be given to students to increase their awareness and motivation to practice and learn soft skills. Findings: Data analysis revealed the following: (a) five individual soft skills categories, with 95 skills, and five team-related soft skills categories, with 52 skills (in total, the students mentioned 147 soft skills); (b) course assignments and particularly team-based activities elicited student awareness of their individual soft skills, both as strengths and weaknesses; (c) students developed their reflection skills, particularly with respect to team-related soft skills; and (d) significant differences exist between the two groups of students in several categories. Recommendations for Practitioners: It is important to provide undergraduate students with opportunities to integrate soft skills during their training. Establishing a meaningful learning process, such as project-based learning, enables students to apply and develop soft skills when accompanied by reflective thought processes. Recommendation for Researchers: A similar course can be taught and be accompanied by similar analysis of students’ learning outcomes, to examine the influence of local culture on the characteristics of soft skills. Impact on Society: Increased awareness of soft skills in scientists and engineers’ undergraduate education. University graduates who will strengthen their variety of soft skills in their academic training process and will be more meaningful employees in the workplace and in society. Future Research: Our future research aims (a) to explore additional innovative ways to increase students’ learning processes, awareness and practices in relation to soft skills and (b) to research how students’ soft skills are developed during the entire undergraduate studies both on the individual level and the team level.




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Novice Programmers’ Coping with Multi-Threaded Software Design

Aim/Purpose: Multi-threaded software design is considered to be difficult, especially to novice programmers. In this study, we explored how students cope with a task that its solution requires a multi-threaded architecture to achieve optimal runtime. Background: An efficient exploit of multicore processors architecture requires computer programs that use parallel programming techniques. However, parallel programming is difficult to understand and apply by novice programmers. Methodology: The students had to address a two-stage problem: (1) design an optimal runtime solution to a given problem with no additional instructions; and (2) provide an optimal runtime multi-threaded design to the same problem. Interviews were conducted with a representative group of students to understand the underlying causes of their provided designs. We used qualitative research methods to gain refined insights regarding the students’ decision making during the design process. To analyze the gained data, we used content analysis tools. Contribution: The case study presented in this paper will help the teacher to stress the merits and limitations of various parallel architectures and confront students with the consequences of their solutions via performances’ benchmark. Findings: Analysis of the student’s solutions to the first stage revealed that the majority of them did not provide a multi-threaded solution ignoring the optimal runtime requirement. At the second stage, seven various architectures were provided differing in the number of involved threads, the data structures used, and the synchronization mechanism employed. The majority of the solutions were sub-optimal and only a few students provided an optimal one. Recommendations for Practitioners: We recommend conducting class discussions that will follow a task similar to the one used in this study. Recommendation for Researchers: To be able to generalize the received results this research should be repeated with larger study participant groups from various academic institutions. Impact on Society: Understanding the difficulties of novice programmers may lead to quality software systems. Future Research: To be able to generalize the received results this research should be repeated with larger study participant groups from various academic institutions.




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Using Design-Based Research to Layer Career-Like Experiences onto Software Development Courses

Aim/Purpose: This research aims to describe layering of career-like experiences over existing curriculum to improve perceived educational value. Background: Feedback from students and regional businesses showed a clear need to increase student’s exposure to career-like software development projects. The initial goal was to develop an instructor-optional project that could be used in a single mid-level programming course; however, the pilot quickly morphed into a multi-year study examining the feasibility of agile projects in a variety of settings. Methodology: Over the course of four years, an agile project was honed through repeated Design Based Research (DBR) cycles of design, implementation, testing, communication, and reflective analysis. As is common with DBR, this study did not follow single methodology design; instead, analysis of data coupled with review of literature led to exploration and testing of a variety of methodologies. The review phase of each cycle included examination of best practices and methodologies as determined by analysis of oral and written comments, weekly journals, instructor feedback, and surveys. As a result of participant feedback, the original project was expanded to a second project, which was tested in another Software Engineering (SE) course. The project included review and testing of many academic and professional methodologies, such as Student Ownership of Learning, Flipped Classroom, active learning, waterfall, agile, Scrum, and Kanban. The study was homogenous and quasi-experimental as the population consisted solely of software engineering majors taking required courses; as based on validity of homogenous studies, class sizes were small, ranging from 8 to 20 students. Close interactions between respondents and the instructor provided interview-like settings and immersive data capture in a natural environment. Further, the iterative development practices of DBR cycles, along with the inclusion of participants as active and valued stakeholders, was seen to align well with software development practitioner practices broadly known as agile. Contribution: This study is among the first to examine layering a career-like software development project on top of a course through alteration of traditional delivery, agile development, and without supplanting existing material. Findings: In response to industry recommendations for additional career-like experiences, a standalone agile capstone-like project was designed that could be layered over an existing course. Pilot data reflected positive perceptions of the project, although students did not have enough time to develop a working prototype in addition to completing existing course materials. Participant feedback led to simultaneous development of a second, similar project. DBR examination of both projects resulted in a simplified design and the ability to develop a working prototype, if and only if the instructor was willing to make adjustments to delivery. After four years, a solution was developed that is both stable and flexible. The solution met the original charge in that it required course delivery, not course material, to be adjusted. It is critical to note that when a working prototype is desired, a portion of the lecture should be flipped allowing more time for guided instruction through project-focused active learning and study group requirements. The results support agile for standalone software development projects, as long as passive delivery methods are correspondingly reduced. Recommendations for Practitioners: Based on the findings, implementation of a career-like software development project can be well received as long as active learning components are also developed. Multiple cycles of DBR are recommended if future researchers wish to customize instructional delivery and develop complex software development projects. Programming instructors are recommended to explore hybrid delivery to support development of agile career-like experiences. Small class sizes allowed the researchers to maintain an interview-like setting throughout the study and future studies with larger classes are recommended to include additional subject matter experts such as graduate students as interaction with a subject matter expert was highly valued by students. Recommendation for Researchers: Researchers are recommended to further examine career-like software development experiences that combine active learning with agile methods; more studies following agile and active learning are needed to address the challenges faced when complex software development is taught in academic settings. Further testing of standalone agile project development has now occurred in medium sized in person classes, online classes, independent studies, and creative works research settings; however, further research is needed. Future research should also examine the implementation of agile projects in larger class sizes. Increasing class size should be coupled with additional subject matter experts such as graduate students. Impact on Society: This study addresses professional recommendations for development of agile career-like experiences at the undergraduate level. This study provides empirical evidence of programming projects that can be layered over existing curriculum, with no additional cost to the students. Initial feedback from local businesses and graduates, regarding agile projects with active learning, has been positive. The area business that refused to hire our underprepared SE graduates has now hired several. Future Research: Future research should explore layering agile projects over a broader range of software development courses. Feedback from hiring professionals and former students has been positive. It is also recommended that DBR be used to develop career-like experiences for online programming courses.




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Generating a Template for an Educational Software Development Methodology for Novice Computing Undergraduates: An Integrative Review

Aim/Purpose: The teaching of appropriate problem-solving techniques to novice learners in undergraduate software development education is often poorly defined when compared to the delivery of programming techniques. Given the global need for qualified designers of information technology, the purpose of this research is to produce a foundational template for an educational software development methodology grounded in the established literature. This template can be used by third-level educators and researchers to develop robust educational methodologies to cultivate structured problem solving and software development habits in their students while systematically teaching the intricacies of software creation. Background: While software development methodologies are a standard approach to structured and traceable problem solving in commercial software development, educational methodologies for inexperienced learners remain a neglected area of research due to their assumption of prior programming knowledge. This research aims to address this deficit by conducting an integrative review to produce a template for such a methodology. Methodology: An integrative review was conducted on the key components of Teaching Software Development Education, Problem Solving, Threshold Concepts, and Computational Thinking. Systematic reviews were conducted on Computational Thinking and Software Development Education by employing the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) process. Narrative reviews were conducted on Problem Solving and Threshold Concepts. Contribution: This research provides a comprehensive analysis of problem solving, software development education, computational thinking, and threshold concepts in computing in the context of undergraduate software development education. It also synthesizes review findings from these four areas and combines them to form a research-based foundational template methodology for use by educators and researchers interested in software development undergraduate education. Findings: This review identifies seven skills and four concepts required by novice learners. The skills include the ability to perform abstraction, data representation, decomposition, evaluation, mental modeling, pattern recognition, and writing algorithms. The concepts include state and sequential flow, non-sequential flow control, modularity, and object interaction. The teaching of these skills and concepts is combined into a spiral learning framework and is joined by four development stages to guide software problem solving: understanding the problem, breaking into tasks, designing, coding, testing, and integrating, and final evaluation and reflection. This produces the principal finding, which is a research-based foundational template for educational software development methodologies. Recommendations for Practitioners: Focusing introductory undergraduate computing courses on a programming syllabus without giving adequate support to problem solving may hinder students in their attainment of development skills. Therefore, providing a structured methodology is necessary as it equips students with essential problem-solving skills and ensures they develop good development practices from the start, which is crucial to ensuring undergraduate success in their studies and beyond. Recommendation for Researchers: The creation of educational software development methodologies with tool support is an under-researched area in undergraduate education. The template produced by this research can serve as a foundational conceptual model for researchers to create concrete tools to better support computing undergraduates. Impact on Society: Improving the educational value and experience of software development undergraduates is crucial for society once they graduate. They drive innovation and economic growth by creating new technologies, improving efficiency in various industries, and solving complex problems. Future Research: Future research should concentrate on using the template produced by this research to create a concrete educational methodology adapted to suit a specific programming paradigm, with an associated learning tool that can be used with first-year computing undergraduates.




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Honeybrid method for network security in a software defined network system

This research introduces a hybrid honeypot architecture to bolster security within software-defined networks (SDNs). By combining low-interaction and high-interaction honeypots, the proposed solution effectively identifies and mitigates cyber threats, including port scanning and man-in-the-middle attacks. The architecture is structured into multiple modules that focus on detecting open ports using Vilhala honeypots and simulating targeted and random attack scenarios. This hybrid approach enables comprehensive monitoring and detailed packet-level analysis, providing enhanced protection against advanced online threats. The study also conducts a comparative analysis of different attack detection methods using tools like KFSensor and networking shell commands. The results highlight the hybrid honeypot system's efficacy in filtering malicious traffic and detecting security breaches, making it a robust solution for safeguarding SDNs.




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Investigation of user perception of software features for software architecture recovery in object-oriented software

A well-documented architecture can greatly improve comprehension and maintainability. However, shorter release cycles and quick delivery patterns results in negligence of architecture. In such situations, the architecture can be recovered from its current implementation based on considering dependency relations. In literature, structural and semantic dependencies are commonly used software features, and directory information along with co-change/change history information are among rarely utilised software features. But, they are found to help improve architecture recovery. Therefore, we consider investigating various features that may further improve the accuracy of existing architecture recovery techniques and evaluate their feasibility by considering them in different pairs. We compared five state-of-the-art methods under different feature subsets. We identified that two of them commonly outperform others but surprisingly with low accuracy in some evaluations. Further, we propose a new subset of features that reflects more accurate user perceptions and hence, results in improving the accuracy of architecture recovery techniques.




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Logical Soft Systems Methodology for Education Programme Development




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Towards a Structural Model Connecting Hard Skills, Soft Skills and Job Conditions and the IS Professional: The Student Perspective




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A Computer Hardware/Software/Services Planning and Selection Course for the CIS/IT Curriculum




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Behavioural Issues in Software Development: The Evolution of a New Course Dealing with the Psychology of Computer Programming




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Software Development: Informing Sciences Perspective




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Making a CASE for Using the Students Choice of Software or Systems Development Tools




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Accommodating Soft Skills in Software Project Management




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An Assessment of Software Project Management Maturity in Mauritius




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Software Quality Management supported by Software Agent