Examinando por Autor "Crawford, K."
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Ítem Acceso Abierto A filtering technique for helping to solve sudoku problems(Springer Verlag, 2015) Soto, R.; Crawford, B.; Galleguillos, C.; Crawford, K.; Paredes, F.This paper highlights the current usability issues when solving Sudoku problems. This problem is a well-known puzzle game which consists in assigning numbers in a game board, commonly of 9 × 9 size. The board of the game is composed of 9 columns, 9 rows and 9 3 × 3 sub-grids; each one containing 9 cells with distinct integers from 1 to 9. A game is completed when all cells have a value assigned, and the previous constraints are satisfied. Some instances are very difficult to solve, to tackle this issue, we have used a filtering technique named Arc Consistency 3 (AC3) from the Constraint Programming domain. This algorithm has revealed which is much related to the strategies employed by users in order to solve the Sudoku instances, but in contrast, this technique is executed in a short time, offering a good resolution guide to the users. In general, filtering techniques make easier solving Sudoku puzzles, providing good information to users for this. © Springer International Publishing Switzerland 2015.Ítem Acceso Abierto Creativity in agile software development methods(Springer Verlag, 2015) Crawford, B.; Crawford, K.; Soto, R.; de la Barra, C.L.Creativity is an inherent aspect to the development of new products, therefore a critical capacity for software development. Indicators to measure creativity are grouped into two main areas: (1) those related to the creative result itself and its quality (including novelty and usefulness) and (2) those related to the creative team itself (considering indicators such as individual and group satisfaction, development of cognitive skills, group interaction,…). From this perspective, the aim of this work is to introduce some ideas for assesing the creativity of software products. © Springer International Publishing Switzerland 2015.Ítem Acceso Abierto Experiential solving: Towards a unified autonomous search constraint solving approach(Springer Verlag, 2015) Crawford, B.; Soto, R.; Crawford, K.; Johnson, F.; de la Barra, C.L.; Galdames, S.To solve many problems modeled as Constraint Satisfaction Problems there are no known efficient algorithms. The specialized literature offers a variety of solvers, which have shown good performance. Nevertheless, despite the efforts of the scientific community in developing new strategies, there is no algorithm that is the best for all possible situations. This paper analyses recent developments of Autonomous Search Constraint Solving Systems. Showing that the design of the most efficient and recent solvers is very close to the Experiential Learning Cycle from organizational psychology. © Springer International Publishing Switzerland 2015.Ítem Acceso Abierto Leadership in agile software development methods(Springer Verlag, 2015) de la Barra, C.L.; Galdames, S.; Crawford, B.; Soto, R.; Crawford, K.There is a common agreement that Leadership is represented by two main ideas: direction and influence. The first related to the knowledge of where the organization should be oriented and the second with the capacity to mobilize others towards that direction. Recent research has rejected these assumptions, stating emphatically that the power of organizations and teams are not in these mythical figures (as the super leader), but in the knowledge shared by all its members. Thus, finding the right direction and success on the path undertaken shall not rest in the hands of one person, but in the capabilities of the entire group. This paper analyses how this approach to leadership can be observed in software development teams, specifically through agilists methods (Extreme Programming). © Springer International Publishing Switzerland 2015.Ítem Acceso Abierto The complexity of designing and implementing metaheuristics(Springer Verlag, 2015) Soto, R.; Crawford, B.; Olivares, R.; Galleguillos, C.; Crawford, K.; Johnson, F.; Paredes, F.Optimization problems can be found in several real application domains such as engineering, medicine, mathematics, mechanics, physics, mining, games, design, and biology, among others. There exist several techniques to the efficient solving of these problems, which can be organized in two groups: exact and approximate methods. Metaheuristics are one of the most famous and widely used approximate methods for solving optimization problems. Most of them are known for being inspired on interesting behaviors that can be found on the nature, such as the way in which ants, bees and fishes found food, or the way in which fireflies and bats move on the environment. However, solving optimization problems via metaheuristics is not always a simple trip. In this paper, we analyze and discuss from an usability standpoint how the effort needed to design and implement efficient and robust metaheuristics can be conveniently managed and reduced. © Springer International Publishing Switzerland 2015.