Scopus İndeksli Yayınlar Koleksiyonu

Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/8651

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Now showing 1 - 10 of 14
  • Conference Object
    Citation - WoS: 2
    Citation - Scopus: 5
    Throughput Maximisation of Different Signal Shapes Working on 802.16e Mobile Multihop Network Using Novel Cognitive Methods
    (Springer-verlag Berlin, 2010) Preveze, Barbaros; Safak, Aysel
    This study proposes cognitive methods for managing the multimedia packet traffic of 802.16e system providing the dynamic spectrum sharing by TDM & OFDMA under heavy traffic conditions. The cognitive techniques are used in order to maximize the throughput of a system having different signal shapes such as video, voice or data packets. All real time voice and video packets transmissions have been provided with full success where the loss rate of data packets has been minimized using the cognitive methods. By these methods buffers are managed successfully for the given parameters, optimum buffer sizes have been formulized and it's shown that we brought the throughput up to its calculated theoretical limits for multi-hop mobile wimax (802.16e).
  • Book Part
    Citation - WoS: 25
    Citation - Scopus: 1
    New Treatise in Fractional Dynamics
    (Springer-verlag Berlin, 2012) Baleanu, Dumitru; Baleanu, Dumitru
    Fractional calculus becomes a powerful tool used to investigate complex phenomena from various fields of science and engineering. In this context, the researchers paid a lot of attention for the fractional dynamics. However, the fractional modeling is still at the beginning of its developing. The aim of this chapter is to present some new results in the area of fractional dynamics and its applications.
  • Conference Object
    Citation - WoS: 1
    Citation - Scopus: 2
    Clustering Analysis for Vasculitic Diseases
    (Springer-verlag Berlin, 2010) Yildirim, Pinar; Ceken, Cinar; Ceken, Kagan; Tolun, Mehmet R.
    We introduce knowledge discovery for vasculitic diseases in this paper. Vasculitic diseases affect some organs and tissues and diagnosing can be quite difficult. Biomedical literature can contain hidden and useful knowledge for biomedical research and we develop a study based on co-occurrence analysis by using the articles in MEDLINE which is a widely used database. The mostly seen vasculitic diseases are selected to explore hidden patterns. We select PolySearch system as a web based biomedical text mining tool to find organs and tissues in the articles and create two separate datasets with their frequencies for each disease. After forming these datasets, we apply hierarchical clustering analysis to find similarities between the diseases. Clustering analysis reveals some similarities between diseases. We think that the results of clustered diseases positively affect on the medical research of vasculitic diseases especially during the diagnosis and certain similarities can provide different views to medical specialists.
  • Conference Object
    Citation - WoS: 2
    Citation - Scopus: 2
    An Approach To Discrete Convexity and Its Use in an Optimal Fleet Mix Problem
    (Springer-verlag Berlin, 2007) Cambini, R.; Riccardi, R.; Yüceer, Ü.; Yueceer, Uemit
    A notion of convexity for discrete functions is first introduced, with the aim to guarantee both the increasing monotonicity of marginal increments and the convexity of the sum of convex functions. Global optimality of local minima is then studied both for single variable functions and for multi variables ones. Finally, a concrete optimal fleet mix problem is studied, pointing out its discrete convexity properties. © 2006 Springer-Verlag Berlin Heidelberg.
  • Conference Object
    Citation - WoS: 10
    Citation - Scopus: 11
    Towards a Serious Game To Teach Iso/Iec 12207 Software Lifecycle Process: an Interactive Learning Approach
    (Springer-verlag Berlin, 2015) Yilmaz, Murat; O'Connor, Rory V.; Aydan, Ufuk
    ISO/IEC 12207 training is a key element to provide an ability to software development organizations for selecting a set of required processes, measuring the performance of these processes, and continuously improving them. Traditionally, such training is either performed by an expert individual to the software quality management personnel most likely in form of a seminar in a classroom environment. This may also be given by a qualified professional, such as a registered auditor. However, software requirements are usually subject to change, and therefore such training is not enough to teach the substantial details of the entire standard. This has led to increased reports of complications, which demotivates organization to use this standard. To improve the quality of traditional training, a 3D serious game was proposed. The preliminary idea here is that the training is utilized as a game that employs 3D office landscape to provide a realistic virtual environment for ensuring that the training will be based in a real-world-like environment. Before building a prototype for our serious game, we consulted five industrial experts whose works are related with ISO standards. To give these practitioners an opportunity to explore the conceptual design and raise some potential problems, the semi-structured interview method was used. Based on the suggestions of experts, proposed model of the serious game were revised. Taken together, initial results suggest that a serious game for teaching ISO/IEC 12207 should be useful for individuals who are interested in learning more about the standard.
  • Conference Object
    Citation - WoS: 4
    Citation - Scopus: 6
    Examining Reward Mechanisms for Effective Usage of Application Lifecycle Management Tools
    (Springer-verlag Berlin, 2017) Yilmaz, Murat; Tuzun, Eray; Clarke, Paul M.; O'Connor, Rory V.; Usfekes, Cagdas; O’Connor, Rory V.
    Application lifecycle management (ALM) highlights the rules of the road for the entire software ecosystems' lifecycle. Successful ALM enables clarity around the entire delivery effort, from defining requirements to deploying the software product. One of the challenges in software engineering today is to orchestrate ALM tools to a set of software projects effectively. In particular, it is challenging for software practitioners to continuously fully engage with the tasks that are assigned to them. The goal of this study is to address such situations using a game theoretic approach by utilizing a reward mechanism, which we intent to test in a medium-sized software development organization. Based on a set of game elements, this study proposes an auction mechanism to address human resource allocation and task optimization issues, and consequently tackle the potential problem of software practitioners' engagement.
  • Conference Object
    Citation - WoS: 12
    Citation - Scopus: 17
    A Systematic Investigation Into the Use of Game Elements in the Context of Software Business Landscapes: A Systematic Literature Review
    (Springer-verlag Berlin, 2017) Yilmaz, Murat; Clarke, Paul M.; O'Connor, Rory V.; Olgun, Serhan; O’Connor, Rory V.
    The software development process is a set of socio-technical activities to produce software artifacts in which humans play a crucial role. Since it is a people centric activity, factors such as user motivation, engagement, communication and collaboration might constrain these activities. Therefore, software business organizations stand to benefit from adopting different tools and methods in order to overcome these obstacles and to improve their software business processes. Research has been made to increase software quality and enhance the software development process. Alongside these studies, innovative techniques and concepts are beneficial. As a solution, the notion of gamification (i.e. employing game elements in non-gaming contexts) has been introduced to enhance the software development process and overcome the challenges mostly related to human factors. However, the applicability of game elements in the context of software business landscapes is still a controversial issue and not totally proven as of yet. Numerous studies have been conducted to examine the benefits of gamification and how game elements affect the software development process. Thus, in this paper, a systematic literature review was conducted in order to investigate the application of game elements both in research and industrial levels of software development and as well as in software business landscapes.
  • Conference Object
    Citation - WoS: 8
    Citation - Scopus: 11
    Exploring Software Process Variation Arising From Differences in Situational Context
    (Springer-verlag Berlin, 2017) Clarke, Paul M.; O'Connor, Rory V.; Solan, David; Elger, Peter; Yilmaz, Murat; Ennis, Adam; Treanor, Ryan; O’Connor, Rory V.
    The software development process is continuously changing, there is huge pressure to condense release cycles into shorter and shorter timeframes, tools are changing dramatically and companies must continually examine the efficacy of their development process. Attempting to hit a moving target is difficult and it is a decision which can have a major effect in terms of both the end-product and the business. In this paper, we discuss the role of situational context in deciding upon the software development process through the analysis of two case studies. The case studies take a detailed look at the organisational profile and context of each company in turn before we compare and contrast each situational context for factors that may influence the development process. We then compare the processes each company has chosen before our discussion of the role context plays in choosing a 'correct' software development process. While both companies have enjoyed sustained business growth and while both are agile in mindset, we find that they are in fact quite distinct in their processes, this distinction being driven by their different situational contexts.
  • Conference Object
    Citation - WoS: 30
    Citation - Scopus: 36
    Overcoming Public Speaking Anxiety of Software Engineers Using Virtual Reality Exposure Therapy
    (Springer-verlag Berlin, 2017) Gulec, Ulas; Gozcu, Mert Ali; O'Connor, Rory V.; Clarke, Paul M.; Nazligul, Merve Denizci; Yilmaz, Murat; O’Connor, Rory V.
    Public speaking anxiety is a type of social phobia, which might be commonly seen in novice software engineers. It is usually triggered by a fear of social performance especially when the performer is unfamiliar with the audience. Today, many software engineering activities (e.g. code inspection, peer review, daily meetings, etc.) require social gatherings where individuals need to present their work. However, novice software engineers may not be able to reduce their performance anxiety during their course of education. In this study, we propose a virtual reality approach to construct a practice environment for improving novice software engineers' pubic speaking experiences. Consequently, we examine the effects of virtual reality intervention on the public speaking experience of six novice software engineers from a computer engineering department. We designed a virtual auditorium to simulate the presentation delivery environment and findings suggest that using this infrastructure for training purposes can reduce presenter anxiety levels - which is consistent with related published studies. We believe that this virtual auditorium environment can deliver benefits for students and practitioners alike in terms of addressing the anxiety that is often associated with early stage career presenters.
  • Conference Object
    Citation - WoS: 8
    Citation - Scopus: 6
    Software Developer's Journey a Story-Driven Approach To Support Software Practitioners
    (Springer-verlag Berlin, 2016) Atasoy, Berke; O'Connor, Rory V.; Martens, Jean-Bernard; Clarke, Paul; Yilmaz, Murat; O’Connor, Rory V.
    Agile development requires a highly iterative and collaborative design process, which relies on the successful interpretation of software development activities amongst team members throughout the overall process. However, contemporary methods and tools that support agile efforts provide little help in addressing context-specific tacit knowledge, which is difficult to externalize without a shared method of interpretation. Without a continuously updated interpretation of the project vision, it is difficult to claim a shared mental model, while this is actually vital for the success of an agile process. In this paper, we address this issue and seek guidance in an approach that is commonly used in film storycraft. Film production has ample experience with externalizing experiences with the help of visual planning tools and related techniques to orchestrate the creative efforts of vast interdisciplinary production teams. We therefore propose that methods and tools from visual storycrafting can be adapted to assist software developers, not only with externalizing and discussing context-specific tacit knowledge but also to keep them creatively engaged in the development process.