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Oliver Karras

Publications and source records attributed to Oliver Karras.

At least 37 records · Page 2Linked to original sources

A Next-Generation Digital Procurement Workspace Focusing on Information Integration, Automation, Analytics, and Sustainability

Recent events such as wars, sanctions, pandemics, and climate change have shown the importance of proper supply network management. A key step in managing supply networks is procurement. We present an approach for realizing a next-generation procurement workspace that aims to facilitate resilience and sustainability. To achieve this, the approach encompasses a novel way of information integration, automation tools as well as analytical techniques. As a result, the procurement can be viewed from the perspective of the environmental impact, comprising and aggregating sustainability scores along the supply chain. We suggest and present an implementation of our approach, which is meanwhile used in a global Fortune 500 company. We further present the results of an empirical evaluation study, where we performed in-depth interviews with the stakeholders of the novel procurement platform to validate its adequacy, usability, and innovativeness.

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KGMM -- A Maturity Model for Scholarly Knowledge Graphs based on Intertwined Human-Machine Collaboration

Knowledge Graphs (KG) have gained increasing importance in science, business and society in the last years. However, most knowledge graphs were either extracted or compiled from existing sources. There are only relatively few examples where knowledge graphs were genuinely created by an intertwined human-machine collaboration. Also, since the quality of data and knowledge graphs is of paramount importance, a number of data quality assessment models have been proposed. However, they do not take the specific aspects of intertwined human-machine curated knowledge graphs into account. In this work, we propose a graded maturity model for scholarly knowledge graphs (KGMM), which specifically focuses on aspects related to the joint, evolutionary curation of knowledge graphs for digital libraries. Our model comprises 5 maturity stages with 20 quality measures. We demonstrate the implementation of our model in a large scale scholarly knowledge graph curation effort.

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Ermittlung und Kommunikation von Anforderungen in etablierten UX-Prozessen

There is a strong overlap between requirements engineering (RE) and user experience (UX). Nevertheless, in practice both disciplines are often performed by separate roles and there are deficits in collaboration. In order to provide starting points for the further development of roles, activities and artifacts of the disciplines, the Requirements Engineering and User Experience Working Group (AK REUX) has been conducting a series of case studies since 2021, analyzing the UX processes of different companies from a RE perspective. We presented interim results of this investigation at the RE specialist group meeting in 2022 and compared them with the experiences of the participants.

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Meetings and Mood -- Related or Not? Insights from Student Software Projects

Background: Teamwork, coordination, and communication are a prerequisite for the timely completion of a software project. Meetings as a facilitator for coordination and communication are an established medium for information exchange. Analyses of meetings in software projects have shown that certain interactions in these meetings, such as proactive statements followed by supportive ones, influence the mood and motivation of a team, which in turn affects its productivity. So far, however, research has focused only on certain interactions at a detailed level, requiring a complex and fine-grained analysis of a meeting itself. Aim: In this paper, we investigate meetings from a more abstract perspective, focusing on the polarity of the statements, i.e., whether they appear to be positive, negative, or neutral. Method: We analyze the relationship between the polarity of statements in meetings and different social aspects, including conflicts as well as the mood before and after a meeting. Results: Our results emerge from 21 student software project meetings and show some interesting insights: (1) Positive mood before a meeting is both related to the amount of positive statements in the beginning, as well as throughout the whole meeting, (2) negative mood before the meeting only influences the amount of negative statements in the first quarter of the meeting, but not the whole meeting, and (3) the amount of positive and negative statements during the meeting has no influence on the mood afterwards. Conclusions: We conclude that the behaviour in meetings might rather influence short-term emotional states (feelings) than long-term emotional states (mood), which are more important for the project.

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Researcher or Crowd Member? Why not both! The Open Research Knowledge Graph for Applying and Communicating CrowdRE Research

In recent decades, there has been a major shift towards improved digital access to scholarly works. However, even now that these works are available in digital form, they remain document-based, making it difficult to communicate the knowledge they contain. The next logical step is to extend these works with more flexible, fine-grained, semantic, and context-sensitive representations of scholarly knowledge. The Open Research Knowledge Graph (ORKG) is a platform that structures and interlinks scholarly knowledge, relying on crowdsourced contributions from researchers (as a crowd) to acquire, curate, publish, and process this knowledge. In this experience report, we consider the ORKG in the context of Crowd-based Requirements Engineering (CrowdRE) from two perspectives: (1) As CrowdRE researchers, we investigate how the ORKG practically applies CrowdRE techniques to involve scholars in its development to make it align better with their academic work. We determined that the ORKG readily provides social and financial incentives, feedback elicitation channels, and support for context and usage monitoring, but that there is improvement potential regarding automated user feedback analyses and a holistic CrowdRE approach. (2) As crowd members, we explore how the ORKG can be used to communicate scholarly knowledge about CrowdRE research. For this purpose, we curated qualitative and quantitative scholarly knowledge in the ORKG based on papers contained in two previously published systematic literature reviews (SLRs) on CrowdRE. This knowledge can be explored and compared interactively, and with more data than what the SLRs originally contained. Therefore, the ORKG improves access and communication of the scholarly knowledge about CrowdRE research. For both perspectives, we found the ORKG to be a useful multi-tool for CrowdRE research.

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Keep Your Stakeholders Engaged: Interactive Vision Videos in Requirements Engineering

One of the most important issues in requirements engineering (RE) is the alignment of stakeholders' mental models. Making sure that all stakeholders share the same vision of a changing system is crucial to the success of any project. Misaligned mental models of stakeholders can lead to conflicting requirements. A promising approach to this problem is the use of video showing a system vision, so-called vision videos, which help stakeholders to disclose, discuss, and align their mental models of the future system. However, videos have the drawback of allowing viewers to adopt a passive role, as has been shown in research on e-learning. In this role, viewers tend to be inactive, unfocused and bored while watching a video. In this paper, we learn and adopt findings from scientific literature in the field of e-learning on how to mitigate this passive role while watching vision videos in requirements engineering. In this way, we developed concepts that incorporate interactive elements into vision videos to help viewers stay focused. These elements include questions that are asked during the video and ways for viewers to decide what happens next in the video. In a preliminary evaluation with twelve participants, we found statistically significant differences when comparing the interactive vision videos with their traditional form. Using an interactive vision videos, viewers are noticeably more engaged and gather more information on the shown system.

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The Potential of Using Vision Videos for CrowdRE: Video Comments as a Source of Feedback

Vision videos are established for soliciting feedback and stimulating discussions in requirements engineering (RE) practices, such as focus groups. Different researchers motivated the transfer of these benefits into crowd-based RE (CrowdRE) by using vision videos on social media platforms. So far, however, little research explored the potential of using vision videos for CrowdRE in detail. In this paper, we analyze and assess this potential, in particular, focusing on video comments as a source of feedback. In a case study, we analyzed 4505 comments on a vision video from YouTube. We found that the video solicited 2770 comments from 2660 viewers in four days. This is more than 50% of all comments the video received in four years. Even though only a certain fraction of these comments are relevant to RE, the relevant comments address typical intentions and topics of user feedback, such as feature request or problem report. Besides the typical user feedback categories, we found more than 300 comments that address the topic safety, which has not appeared in previous analyses of user feedback. In an automated analysis, we compared the performance of three machine learning algorithms on classifying the video comments. Despite certain differences, the algorithms classified the video comments well. Based on these findings, we conclude that the use of vision videos for CrowdRE has a large potential. Despite the preliminary nature of the case study, we are optimistic that vision videos can motivate stakeholders to actively participate in a crowd and solicit numerous of video comments as a valuable source of feedback.

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Linking Use Cases and Associated Requirements: A Replicated Eye Tracking Study on the Impact of Linking Variants on Reading Behavior

A wide variety of use case templates supports different variants to link a use case with its associated requirements. Regardless of the linking, a reader must process the related information simultaneously to understand them. Linking variants are intended to cause a specific reading behavior in which a reader interrelates a use case and its associated requirements. Due to the effort to create and maintain links, we investigated the impact of different linking variants on the reading behavior in terms of visual effort and the intended way of interrelating both artifacts. We designed an eye tracking study about reading a use case and requirements. We conducted the study twice each with 15 subjects as a baseline experiment and as a repetition. The results of the baseline experiment, its repetition, and their joint analysis are consistent. All investigated linking variants cause comparable visual effort. In all cases, reading the single artifacts one after the other is the most frequently occurring behavior. Only links embedded in the fields of a use case description significantly increase the readers' efforts to interrelate both artifacts. None of the investigated linking variants impedes reading a use case and requirements. However, only the most detailed linking variant causes readers to process related information simultaneously.

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Towards Shaping the Software Lifecycle with Methods and Practices

As software projects are very diverse, each software development process must be adjusted to the needs of the project and the corresponding development team. Frequently, we find different methods and practices combined in a so-called hybrid development method. Research has shown that these hybrid methods evolve over time and are devised based on experience. However, when devising a hybrid method, the methods and practices used should cover the whole software project with its different phases including, among others, project management, requirements analysis, quality management, risk management, and implementation. In this paper, we analyze which methods and practices are used in which phase of a software project. Based on an initial survey with 27 practitioners, we provide a mapping of methods and practices to different project phases and vice versa. Despite the preliminary nature of our study and the small sample size, we observe three remarkable aspects: (1) there are discrepancies between the intended use of methods and practices according to literature and the real use in practice, (2) practices are used more consistently than methods, and (3) parts of the software lifecycle such as maintenance and evolution are hardly covered by widely distributed methods and practices. Consequently, when devising a development process, it is worth a thought whether all phases of the software lifecycle are addressed or not.

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An Interdisciplinary Guideline for the Production of Videos and Vision Videos by Software Professionals

Background and Motivation: In recent years, the topic of applying videos in requirements engineering has been discussed and its contributions are of interesting potential. In the last 35 years, several researchers proposed approaches for applying videos in requirements engineering due to their communication richness and effectiveness. However, these approaches mainly use videos but omit the details about how to produce them. This lack of guidance is one crucial reason why videos are not an established documentation option for successful requirements communication and thus shared understanding. Software professionals are not directors and thus they do not necessarily know what constitutes a good video in general and for an existing approach. Therefore, this lack of knowledge and skills on how to produce and use videos for visual communication impedes the application of videos by software professionals in requirements engineering. How to Create Effective Videos and Vision Videos?: This technical report addresses this lack of knowledge and skills by software professionals. We provide two guidelines that can be used as checklists to avoid frequent flaws in the production and use of videos respectively vision videos. Software professionals without special training should be able to follow these guidelines to achieve the basic capabilities to produce (vision) videos that are accepted by their stakeholders. These guidelines represent a core set of those capabilities in the preproduction, shooting, postproduction, and viewing of (vision) videos. We do not strive for perfection in any of these capabilities, .e.g., technical handling of video equipment, storytelling, or video editing. Instead, these guidelines support all steps of the (vision) video production and use process to a balanced way.

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Determining Context Factors for Hybrid Development Methods with Trained Models

Selecting a suitable development method for a specific project context is one of the most challenging activities in process design. Every project is unique and, thus, many context factors have to be considered. Recent research took some initial steps towards statistically constructing hybrid development methods, yet, paid little attention to the peculiarities of context factors influencing method and practice selection. In this paper, we utilize exploratory factor analysis and logistic regression analysis to learn such context factors and to identify methods that are correlated with these factors. Our analysis is based on 829 data points from the HELENA dataset. We provide five base clusters of methods consisting of up to 10 methods that lay the foundation for devising hybrid development methods. The analysis of the five clusters using trained models reveals only a few context factors, e.g., project/product size and target application domain, that seem to significantly influence the selection of methods. An extended descriptive analysis of these practices in the context of the identified method clusters also suggests a consolidation of the relevant practice sets used in specific project contexts.

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Using Vision Videos in a Virtual Focus Group: Experiences and Recommendations

Facilitated meetings are an established practice for the requirements engineering activities elicitation and validation. Focus groups are one well-known technique to implement this practice. Several researchers already reported the successful use of vision videos to stimulate active discussions among the participants of on-site focus groups, e.g., for validating scenarios and eliciting feedback. These vision videos show scenarios of a system vision. In this way, the videos serve all parties involved as a visual reference point to actively disclose, discuss, and align their mental models of the future system to achieve shared understanding. In the joint project TrUSD, we had planned to conduct such an on-site focus group using a vision video to validate a scenario of a future software tool, the so-called Privacy Dashboard. However, the COVID-19 pandemic and its associated measures led to an increase in home and remote working, which also affected us. Therefore, we had to replan and conduct the focus group virtually. In this paper, we report about our experiences and recommendations for the use of vision videos in virtual focus groups.

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Identifying the Mood of a Software Development Team by Analyzing Text-Based Communication in Chats with Machine Learning

Software development encompasses many collaborative tasks in which usually several persons are involved. Close collaboration and the synchronization of different members of the development team require effective communication. One established communication channel are meetings which are, however, often not as effective as expected. Several approaches already focused on the analysis of meetings to determine the reasons for inefficiency and dissatisfying meeting outcomes. In addition to meetings, text-based communication channels such as chats and e-mails are frequently used in development teams. Communication via these channels requires a similar appropriate behavior as in meetings to achieve a satisfying and expedient collaboration. However, these channels have not yet been extensively examined in research. In this paper, we present an approach for analyzing interpersonal behavior in text-based communication concerning the conversational tone, the familiarity of sender and receiver, the sender's emotionality, and the appropriateness of the used language. We evaluate our approach in an industrial case study based on 1947 messages sent in a group chat in Zulip over 5.5 months. Using our approach, it was possible to automatically classify written sentences as positive, neutral, or negative with an average accuracy of 62.97% compared to human ratings. Despite this coarse-grained classification, it is possible to gain an overall picture of the adequacy of the textual communication and tendencies in the group mood.

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Representing Software Project Vision by Means of Video: A Quality Model for Vision Videos

Establishing a shared software project vision is a key challenge in Requirements Engineering (RE). Several approaches use videos to represent visions. However, these approaches omit how to produce a good video. This missing guidance is one crucial reason why videos are not established in RE. We propose a quality model for videos representing a vision, so-called vision videos. Based on two literature reviews, we elaborate ten quality characteristics of videos and five quality characteristics of visions which together form a quality model for vision videos that includes all 15 quality characteristics. We provide two representations of the quality model: (a) A hierarchical decomposition of vision video quality into the quality characteristics and (b) A mapping of these characteristics to the video production and use process. While the hierarchical decomposition supports the evaluation of vision videos, the mapping provides guidance for video production. In an evaluation with 139 students, we investigated whether the 15 characteristics are related to the overall quality of vision videos perceived by the subjects from a developer's the point of view. Six characteristics (video length, focus, prior knowledge, clarity, pleasure, and stability) correlated significantly with the likelihood that the subjects perceived a vision video as good. These relationships substantiate a fundamental relevance of the proposed quality model. Therefore, we conclude that the quality model is a sound basis for future refinements and extensions.

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Tool-Supported Experiments for Continuously Collecting Data of Subjective Video Quality Assessments During Video Playback

The adequate use of documentation for communication is one challenge in requirements engineering (RE). In recent years, several researchers addressed this challenge by using videos as a communication mechanism. All of them concluded that this way of using videos has the potential to facilitate requirements communication. Nevertheless, software professionals are not directors and thus do not necessarily know what constitutes a good video. This lack of knowledge is one crucial reason why videos are still not an established communication mechanism in RE. When videos shall be established in the RE activities, practices, and techniques, requirements engineers have to acquire the necessary knowledge to produce and use good videos on their own at moderate costs, yet sufficient quality. In our research project ViViReq (see Acknowledgment), we aspire to bridge this knowledge gap about what constitutes a good video. Whether a video is good or not depends on its quality perceived by its viewers. However, video quality is a rather ill-defined concept due to numerous unspecified technical and subjective characteristics. As part of our research plan, we develop a quality model for videos inspired by the idea of Femmer and Vogelsang to define and evaluate the quality of videos as RE artifacts. In addition to evaluating videos, this quality model can be used to identify the relevant characteristics of videos for their specific purpose which can be further used to specify requirements, their criteria for satisfaction, and corresponding measures. Therefore, software professionals may use the quality model as guidance for producing and using videos.

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Refining Vision Videos

[Context and motivation] Complex software-based systems involve several stakeholders, their activities and interactions with the system. Vision videos are used during the early phases of a project to complement textual representations. They visualize previously abstract visions of the product and its use. By creating, elaborating, and discussing vision videos, stakeholders and developers gain an improved shared understanding of how those abstract visions could translate into concrete scenarios and requirements to which individuals can relate. [Question/problem] In this paper, we investigate two aspects of refining vision videos: (1) Refining the vision by providing alternative answers to previously open issues about the system to be built. (2) A refined understanding of the camera perspective in vision videos. The impact of using a subjective (or "ego") perspective is compared to the usual third-person perspective. [Methodology] We use shopping in rural areas as a real-world application domain for refining vision videos. Both aspects of refining vision videos were investigated in an experiment with 20 participants. [Contribution] Subjects made a significant number of additional contributions when they had received not only video or text but also both - even with very short text and short video clips. Subjective video elements were rated as positive. However, there was no significant preference for either subjective or non-subjective videos in general.

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Software Professionals' Attitudes towards Video as a Medium in Requirements Engineering

In requirements engineering (RE), knowledge is mainly communicated via written specifications. This practice is cumbersome due to its low communication richness and effectiveness. In contrast, videos can transfer knowledge more richly and effectively. However, video is still a neglected medium in RE. We investigate if software professionals perceive video as a medium that can contribute to RE. We focus on their attitudes towards video as a medium in RE including its strengths, weaknesses, opportunities, and threats. We conducted a survey to explore these attitudes with a questionnaire. 64 out of 106 software professionals completed the survey. The respondents' overall attitude towards video is positive. 59 of them stated that video has the potential to improve RE. However, 34 respondents also mentioned threats of videos for RE. We identified the strengths, weaknesses, opportunities, and threats of videos for RE from the point of view of software professionals. Video is a medium with a neglected potential. Software professionals do not fundamentally reject videos in RE. Despite the strengths and opportunities of video, the stated weaknesses and threats impede its application. Based on our findings, we conclude that software professionals need guidance on how to produce and use videos for visual communication to take full advantage of the currently neglected potential.

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Software Professionals are Not Directors: What Constitutes a Good Video?

Videos are one of the best documentation options for a rich and effective communication. They allow experiencing the overall context of a situation by representing concrete realizations of certain requirements. Despite 35 years of research on integrating videos in requirements engineering (RE), videos are not an established documentation option in terms of RE best practices. Several approaches use videos but omit the details about how to produce them. Software professionals lack knowledge on how to communicate visually with videos since they are not directors. Therefore, they do not necessarily have the required skills neither to produce good videos in general nor to deduce what constitutes a good video for an existing approach. The discipline of video production provides numerous generic guidelines that represent best practices on how to produce a good video with specific characteristics. We propose to analyze this existing know-how to learn what constitutes a good video for visual communication. As a plan of action, we suggest a literature study of video production guidelines. We expect to identify quality characteristics of good videos in order to derive a quality model. Software professionals may use such a quality model for videos as an orientation for planning, shooting, post-processing, and viewing a video. Thus, we want to encourage and enable software professionals to produce good videos at moderate costs, yet sufficient quality.

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