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Software Business: 11th International Conference, ICSOB 2020, Karlskrona, Sweden, November 16–18, 2020, Proceedings (Lecture Notes in Business Information Processing, 407)

معرفی کتاب «Software Business: 11th International Conference, ICSOB 2020, Karlskrona, Sweden, November 16–18, 2020, Proceedings (Lecture Notes in Business Information Processing, 407)» نوشتهٔ Eriks Klotins (editor), Krzysztof Wnuk (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book constitutes the refereed proceedings of the 11th International Conference on Software Business, ICSOB 2020, which was held during November 16-18, 2020. The conference was originally planned to take place in Karlskrona, Sweden, but changed to an online format due to the COVID-19 pandemic. The 13 full papers and 5 short papers presented were carefully reviewed and selected from 39 submissions. They deal with a range of topics including practices for engineering and marketing software-intensive products, extracting business value from machine learning based software components, ethical considerations of the software business, software ecosystems, and pedagogy of teaching entrepreneurship and software business. Preface Organization Contents How SaaS Companies Price Their Products: Insights from an Industry Study 1 Introduction 2 Background 3 Methodology 4 Analysis and Results 4.1 Strategic Level of SaaS Pricing 4.2 Tactical Level of SaaS Pricing 4.3 Operational Level of SaaS Pricing 5 Discussion 6 Conclusion References Architecting AI Deployment: A Systematic Review of State-of-the-Art and State-of-Practice Literature 1 Introduction 2 Research Method 2.1 Systematic Literature Review (SLR) 2.2 Grey Literature Review (GLR) 3 Threats to Validity 4 Results 5 Framework 6 Discussion 7 Related Work 8 Conclusions References Autonomously Improving Systems in Industry: A Systematic Literature Review 1 Introduction 2 Background 2.1 A/B/n Experiments 2.2 Multi-Arm and Contextual Bandits 2.3 Autonomously Improving System 3 Method 3.1 Search Strategy 3.2 Exclusion and Inclusion Criteria 3.3 Data Collection 3.4 Results 4 Results 4.1 Techniques for Autonomously Improvement of Systems 4.2 Industry Domains 4.3 Challenges and Limitations 5 Discussion 5.1 Towards Industrial Autonomously Improving Systems 5.2 Future Work 6 Conclusion References Industrial Agile Transformations Lacking Business Emphasis: Results from a Nordic Survey Study 1 Introduction 2 Background and Method 3 Results 4 Discussion 5 Conclusions References Essential Approaches to Dual-Track Agile: Results from a Grey Literature Review 1 Introduction 2 Related Work 3 Research Approach 3.1 Planning the Review 3.2 Conducting the Review 4 Results 4.1 Discovery-Delivery Cycle: Pay to Learn/Pay to Build 4.2 Now-Next-Later Product Roadmap 4.3 Lean Sprint 4.4 Product Kata 4.5 Dual-Track Scrum 5 Threats to Validity 6 Summary References Using Blockchain in Digitalizing Enterprise Legacy Systems: An Experience Report 1 Introduction 2 Recent Work 2.1 Adoption of DLT/Blockchain Technology 2.2 Related Projects 3 Experience Collection Mechanisms 4 Findings 4.1 The Requirements for Proof of Concept 4.2 Technological Considerations 4.3 Lessons Learned 5 Discussion 6 Conclusions References Communication of Changes in Continuous Software Development 1 Introduction 2 Methodology 3 Literature Review 3.1 Data Extraction 3.2 Results 4 Empirical Study 4.1 Data Collection and Analysis 4.2 Results 5 Threats to Validity 6 Discussion 7 Conclusion References Startups Transitioning from Early to Growth Phase - A Pilot Study of Technical Debt Perception 1 Introduction 2 Background and Related Work 2.1 Software Startups Life-Cycle Phases 2.2 Technical Debt 2.3 Growth Phase Software Startups and Technical Debt 3 Methodology 3.1 Case Selection 3.2 Case Demographics 3.3 Interview Design 3.4 Data Collection 3.5 Data Analysis 4 Results 4.1 Managing TD 4.2 Avoiding TD 4.3 Accepting TD 4.4 Ignoring TD 5 Discussions 5.1 Early Versus Growth Phase Startup Technical Debt Perceptions 5.2 Threats to Validity 6 Conclusions and Future Work References How to Conduct Customer Interviews? A Workshop Format for Teaching Customer Interview Skills 1 Introduction 2 Related Work 2.1 Conducting Customer Interviews 2.2 Approaches for Teaching Interview Skills 2.3 Educational Games 3 Research Approach 4 The Game-Based Approach 5 Validation 6 Limitations 7 Summary and Outlook References Towards Ethical Guidelines of Location-Based Games: Challenges in the Urban Gaming World 1 Introduction 1.1 Related Work 1.2 Motivation, Objectives and Structure 2 Ethical Considerations 2.1 Individual 2.2 Community 2.3 Business 3 Discussion and Conclusion References Continuous Experimentation with Product-Led Business Models: A Comparative Case Study 1 Introduction 2 Background 2.1 Business Models and Business Model Innovation 2.2 Product-Led Business Models 3 Research Method 4 Case Companies 4.1 Case A: Video Sharing 4.2 Case B: Software Engineering Tools 4.3 Case C: Business Intelligence 4.4 Case D: Customer Relations 4.5 Case E: E-Commerce Algorithms 5 Results 5.1 Transition into a Product-Led Business Model 5.2 Product-Led Business Model Drivers 6 Discussion References A Software Engineering Course that Promotes Entrepreneurship: Insights from a VUCA Perspective 1 Introduction 2 State of the Art 2.1 VUCA 2.2 Entrepreneurship Education in Engineering 3 Research Method 4 Entrepreneurship Education in the Software Business 5 The Need of Change, Adaptation and Evolution 5.1 Number of Students per Team 5.2 Project Management and Leadership 5.3 Different Types of Projects 5.4 Contact with External Elements 5.5 Go Out of the Building 5.6 Accountability of Students in the Evaluation Process 5.7 Focus on Business and Communication 6 Discussion 6.1 External Elements 6.2 Personal Issues and Motivations 7 Conclusions References A Trend Analysis of Software Business Research 1 Introduction 2 Results and Discussion 3 Key Findings and Conclusions References A Framework for Designing Self-sustaining Ecosystems with Blockchain 1 Introduction 2 Framework 3 Case Studies 4 Discussion 5 Conclusion References The Startup Scratch Book – Opening the Black Box of Startup Education 1 Introduction 2 Theoretical Background 2.1 Entrepreneurship Education and Startup Education 2.2 Learning Diaries in Education 2.3 Business Model Canvas 3 Model for the Startup Scratch Book 3.1 Relevance 3.2 Depth 3.3 Reflection 3.4 Presentation 3.5 Content 4 How to Use the Startup Scratch Book? 5 Discussion and Conclusions References SECOGov: A Software Ecosystem Governance Approach to Support IT Architecture Activities 1 Introduction 2 SECOGov Approach 3 Evaluation 4 Final Remarks References Engineering Federated Learning Systems: A Literature Review 1 Introduction 2 Research Method 2.1 Search Process 2.2 Inclusion and Exclusion Criteria 2.3 Results of the Literature Search Process 3 Existing Federated Learning Systems 4 Discussion 5 Conclusion References Evaluating the Software Problem Representation on the Basis of Rationale Trees and User Story Maps: Premises of an Experiment 1 Introduction 2 Research Approach and Sampling Technique 3 Design of the Modeling Exercise 4 Hypothesis 5 Evaluation Methods for the Students' Artifacts and Validation of the Hypothesis 5.1 How Well Can the Rationale Tree Group Identify Correctly the WHO-, WHAT-, WHY-Dimension of the User Stories' Set? 5.2 How Well Can the User Story Mapping Group Identify Correctly the WHO-, WHAT-, WHY-Dimension of the User Stories' Set? 5.3 Comparison of the Resulting RT Diagrams and USM Artifacts for the `Company X' Case 6 Conclusion References Author Index
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