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IT environments that consist of a very large number of rather small structures like microservices, Internet of Things (IoT) components, or mobility systems are emerging to support flexible and agile products and services in the age of digital transformation. Biological metaphors of living and adaptable ecosystems with service-oriented enterprise architectures provide the foundation for self-optimizing, resilient run-time environments and distributed information systems. We are extending Enterprise Architecture (EA) methodologies and models that cover a high degree of heterogeneity and distribution to support the digital transformation and related information systems with micro-granular architectures. Our aim is to support flexibility and agile transformation for both IT and business capabilities within adaptable digital enterprise architectures. The present research paper investigates mechanisms for integrating Microservice Architectures (MSA) by extending original enterprise architecture reference models with elements for more flexible architectural metamodels and EA-mini-descriptions.
The aim of this work is the development of artificial intelligence (AI) application to support the recruiting process that elevates the domain of human resource management by advancing its capabilities and effectiveness. This affects recruiting processes and includes solutions for active sourcing, i.e. active recruitment, pre-sorting, evaluating structured video interviews and discovering internal training potential. This work highlights four novel approaches to ethical machine learning. The first is precise machine learning for ethically relevant properties in image recognition, which focuses on accurately detecting and analysing these properties. The second is the detection of bias in training data, allowing for the identification and removal of distortions that could skew results. The third is minimising bias, which involves actively working to reduce bias in machine learning models. Finally, an unsupervised architecture is introduced that can learn fair results even without ground truth data. Together, these approaches represent important steps forward in creating ethical and unbiased machine learning systems.
AI technologies such as deep learning provide promising advances in many areas. Using these technologies, enterprises and organizations implement new business models and capabilities. In the beginning, AI-technologies have been deployed in an experimental environment. AI-based applications have been created in an ad-hoc manner and without methodological guidance or engineering approach. Due to the increasing importance of AI-technologies, however, a more structured approach is necessary that enable the methodological engineering of AI-based applications. Therefore, we develop in this paper first steps towards methodological engineering of AI-based applications. First, we identify some important differences between the technological foundations of AI- technologies, in particular deep learning, and traditional information technologies. Then we create a framework that enables to engineer AI-applications using four steps: identification of an AI-application type, sub-type identification, lifecycle phase, and definition of details. The introduced framework considers that AI-applications use an inductive approach to infer knowledge from huge collections and streams of data. It not only enables the rapid development of AI-application but also the efficient sharing of knowledge on AI-applications.
Distraction of the driver is one of the most frequent causes for car accidents. We aim for a computational cognitive model predicting the driver’s degree of distraction during driving while performing a secondary task, such as talking with co-passengers. The secondary task might cognitively involve the driver to differing degrees depending on the topic of the conversation or the number of co-passengers. In order to detect these subtle differences in everyday driving situations, we aim to analyse in-car audio signals and combine this information with head pose and face tracking information. In the first step, we will assess driving, video and audio parameters reliably predicting cognitive distraction of the driver. These parameters will be used to train the cognitive model in estimating the degree of the driver’s distraction. In the second step, we will train and test the cognitive model during conversations of the driver with co-passengers during active driving. This paper describes the work in progress of our first experiment with preliminary results concerning driving parameters corresponding to the driver’s degree of distraction. In addition, the technical implementation of our experiment combining driving, video and audio data and first methodological results concerning the auditory analysis will be presented. The overall aim for the application of the cognitive distraction model is the development of a mobile user profile computing the individual distraction degree and being applicable also to other systems.
A large body of literature is concerned with models of presence— the sensory illusion of being part of a virtual scene— but there is still no general agreement on how to measure it objectively and reliably. For the presented study, we applied contemporary theory to measure presence in virtual reality. Thirty-seven participants explored an existing commercial game in order to complete a collection task. Two startle events were naturally embedded in the game progression to evoke physical reactions and head tracking data was collected in response to these events. Subjective presence was recorded using a post-study questionnaire and real-time assessments. Our novel implementation of behavioral measures lead to insights which could inform future presence research: We propose a measure in which startle reflexes are evoked through specific events in the virtual environment, and head tracking data is compared to the range and speed of baseline interactions.
Continuous refactoring is necessary to maintain source code quality and to cope with technical debt. Since manual refactoring is inefficient and error prone, various solutions for automated refactoring have been proposed in the past. However, empirical studies have shown that these solutions are not widely accepted by software developers and most refactorings are still performed manually. For example, developers reported that refactoring tools should support functionality for reviewing changes. They also criticized that introducing such tools would require substantial effort for configuration and integration into the current development environment.
In this paper, we present our work towards the Refactoring-Bot, an autonomous bot that integrates into the team like a human developer via the existing version control platform. The bot automatically performs refactorings to resolve code smells and presents the changes to a developer for asynchronous review via pull requests. This way, developers are not interrupted in their workflow and can review the changes at any time with familiar tools. Proposed refactorings can then be integrated into the code base via the push of a button. We elaborate on our vision, discuss design decisions, describe the current state of development, and give an outlook on planned development and research activities.
Digital transformation has changed corporate reality and, with that, firms’ IT environments and IT governance (ITG). As such, the perspective of ITG has shifted from the design of a relatively stable, closed and controllable system of a self-sufficient enterprise to a relatively fluid, open, agile and transformational system of networked co adaptive entities. Related to this paradigm shift in ITG, this paper aims to clarify how the concept of an effective ITG framework has changed in terms of the demand for agility in organizations. Thus, this study conducted 33 qualitative interviews with executives and senior managers from the banking industry in Germany, Switzerland and Austria. Analysis of the interviews focused on the formation of categories and the assignment of individual text parts (codings) to these categories to allow for a quantitative evaluation of the codings per category. Regarding traditional and agile ITG dimensions, 22 traditional and 25 agile dimensions were identified. Moreover, agile strategies within the agile ITG construct and ten ITG patterns were identified from the interview data. The data show relevant perspectives on the implementation of traditional and new ITG dimensions and highlight ambidextrous aspects in ITG frameworks.
While there has been increased digitization of private homes, only little has been done to understand these specific home technologies, how they serve consumers, among other issues. “Smart home technology” (SHT) refer to a wide range of artifacts from cleaning aids to energy advisors. Given this breadth, clarity surrounding the key characteristics and the multi-faceted impact of SHT is needed to conduct more directed research on SHT. We propose a taxonomy to help outline the salient intended outcomes of SHT. Through a process involving five iterations, we analyzed and classified 79 technologies (gathered from literature and industry reports). This uncovered seven dimensions encompassing 20 salient characteristics. We believe these dimensions/characteristics will help researchers and organizations better design and study the impacts of these technologies. Our long-term agenda is to use the proposed taxonomy for an exploratory inquiry to understand tensions occurring when personal and sustainability-related outcomes compete.
Towards a practical maintainability quality model for service- and microservice-based systems
(2017)
Although current literature mentions a lot of different metrics related to the maintainability of service-based systems (SBSs), there is no comprehensive quality model (QM) with automatic evaluation and practical focus. To fill this gap, we propose a Maintainability Model for Services (MM4S), a layered maintainability QM consisting of service properties (SPs) related with automatically collectable Service Metrics (SMs). This research artifact created within an ongoing Design Science Research (DSR) project is the first version ready for detailed evaluation and critical feedback. The goal of MM4S is to serve as a simple and practical tool for basic maintainability estimation and control in the context of BSs and their specialization
microservice-based systems (μSBSs).
While there are several theoretical comparisons of Object Orientation (OO) and Service Orientation (SO), little empirical research on the maintainability of the two paradigms exists. To provide support for a generalizable comparison, we conducted a study with four related parts. Two functionally equivalent systems (one OO and one SO version) were analyzed with coupling and cohesion metrics as well as via a controlled experiment, where participants had to extend the systems. We also conducted a survey with 32 software professionals and interviewed 8 industry experts on the topic. Results indicate that the SO version of our system possesses a higher degree of cohesion, a lower degree of coupling, and could be extended faster. Survey and interview results suggest that industry sees systems built with SO as more loosely coupled, modifiable, and reusable. OO systems, however, were described as less complex and easier to test.