José Luis Sierra

dblp:s/JoseLuisSierra · also José Luis Sierra-Rodríguez, José-Luis Sierra · DBLP profile ↗
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51ranked-venue papers
13as first author
5since 2021 · last 2025
0000-0002-0317-0510ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 24 · 5 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 24 · 4 first-author · 3 since 2021Software engineering, systems software and programming languages · 18 · 7 first-authorArtificial intelligence and machine learning · 8 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 5 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 1 since 2021Computer networks · 1
YearPublicationVenuePosition
2025 Use of Large Language Models for Cataloging Medical Reports in Reconfigurable Digital Collections
abstract
This work proposes an approach based on Large Language Models (LLMs) for creating digital collections from free-text medical reports. The approach uses instruct LLMs to extract relevant clinical terms from these reports, as well as to catalog them using the extracted terms. The cataloged reports are then integrated into a digital collection management platform, enabling further curation by clinical experts. To confirm the feasibility of the approach, we used various models associated with DeepSeek, as well as a coding model developed by Alibaba, and the experimental Clavy reconfigurable collection management platform to handle the resulting collections. The preliminary evaluation results demonstrate the feasibility of the approach, even without relying on external services that could compromise data privacy in real-world scenarios, or on particularly expensive dedicated hardware.
Félix Buendía, Joaquín Gayoso-Cabada, José Luis Sierra
CBMS3
2024 An Interdisciplinary Model-Driven Approach for Flipped Learning Design and Enactment Integrating Gamification, Agile, BPMN, IoT, and AI
abstract
This research promotes innovative, dynamic learning scenarios by supporting gamified flipped learning through a model-driven authoring tool. It also incorporates Agile principles, namely Scrum, to promote flexibility and adaptability based on learners' diversity and feedback. Moreover, the approach integrates APIs for IoT devices (e.g., Raspberry Pi) and AI-powered APIs for real-time data analysis. Furthermore, to facilitate the upcoming enactment, it employs Atlas Transformation Language (ATL)-based model-to-model transformation to generate Business Process Management Notation (BPMN) 2.0 models from learning scenarios. It reduces the gap between pedagogical design and BPMN platforms. Preliminary results show positive educators' user feedback and an accurate, coherent BPMN model transformation
Jihed Hammami, Maha Khemaja, José Luis Sierra
AICCSA3
2024 Design and Evaluation of the UI/UX of GAmified LEarning Design Editor (GALEDE)
Jihed Hammami, Maha Khemaja, José Luis Sierra
CHIRA (2)3
2023 The Generation of Standardized e-Learning Content Packages from Interoperable FHIR Clinical Cases
abstract
The information produced during clinical practice is of unquestionable value from a didactic point of view. Thus, there is a need for methods to generate educational content from this information in an agile, effective, and automatable way. This paper proposes a method that transforms clinical cases coded in the HL7 clinical interoperability standard FHIR into educational content compliant with the IMS CP standard. To demonstrate the feasibility of the method, we describe an implementation using the collaborative clinical case design platform Mosaico as the FHIR case provider and the Clavy digital collection management platform to transform these FHIR cases into IMS CP e-Learning content, ready to be deployed in a Learning Management System (LMS).
Félix Buendía, Joaquín Gayoso-Cabada, Jaime González Díaz, Sergio Guíñez-Molinos, José Luis Sierra
CBMS5
2022 Authoring and playing interactive fiction with conventional web technologies
Mercedes Gómez-Albarrán, Antonio Sarasa-Cabezuelo, José Luis Sierra, Bryan Temprado-Battad
Multim. Tools Appl.3
2020 Assessing the Communicative Effectiveness of Websites
Antonio Sarasa-Cabezuelo, Ana M. Fernández-Pampillón Cesteros, Asunción Álvarez, José Luis Sierra
WorldCIST (1)4
2019 Transforming Unstructured Clinical Free-Text Corpora into Reconfigurable Medical Digital Collections
abstract
In this paper, we describe how to transform unstructured free-text clinical corpora, made from reports written in natural language and complementary assets (e.g., medical images, laboratory results, etc.), into collections of digital objects compatible with Clavy, a tool for managing reconfigurable digital collections. It will allow healthcare experts to subsequently reorganize the resulting collections to adapt them to their specific needs. The transformation will be achieved through the use of MetaMap, a robust tool for mapping clinical texts into the UMLS (Unified Medical Language System) thesaurus. Thus, by processing reports with MetaMap, we will be able to extract a significant set of corpus-specific UMLS terms, grouped according to relevant semantic types, which will be used to support a preliminary organization of the resources in the Clavy collection. We illustrate the viability of the approach with the generation of a reconfigurable Clavy collection from the Indiana Chest X-ray corpus of radiology reports and images. On the basis of this case study, we also discuss the strengths and weaknesses of the approach proposed.
Félix Buendía, Joaquín Gayoso-Cabada, Juan Antonio Juanes Méndez, José Luis Sierra
CBMS4
2019 An Online Authoring Tool for Interactive Fiction
abstract
Interactive fiction is a part of digital literature that promotes the active role of the reader in the reading process of an electronic book (e-book). For this purpose, multimedia resources are included within the content of the e-book, with which the reader has to interact. As a consequence, a richer reading experience is promoted, according to which the reader must decide how to continue the story he/she is reading, and, in turn, these decisions condition the future course of the story. However, the main problem faced by writers of interactive fiction is the lack of editors that make it easier for them, who are not necessarily experts in interactive content design, to use these strategies in the contents of their e-books, and which in turn offer them enough narrative flexibility. For this purpose, we have developed IFDBMaker, an interactive fiction authoring tool oriented to writers with no prior knowledge in digital content production. This tool is equipped with a web-based interface and lets non-technical writers use sophisticated narrative resources while authoring interactive fiction e-books with the sole support of a simple web browser.
Bryan Temprado-Battad, José Luis Sierra, Antonio Sarasa-Cabezuelo
IV (1)2
2019 A Smart Cache Strategy for Tag-Based Browsing of Digital Collections
Joaquín Gayoso-Cabada, Mercedes Gómez-Albarrán, José Luis Sierra
WorldCIST (1)3
2018 Using Digital Medical Collections to Support Radiology Training in E-learning Platforms
Félix Buendía, Joaquín Gayoso-Cabada, José Luis Sierra
EC-TEL3
2018 A Tool for the Digital Edition of Interactive Fiction Using Stretchtext
abstract
Interactive fiction is an area of work within digital literature that aims to insert elements within the content of a digital book that force the reader to participate actively in reading the book. For this, strategies are used such as for the reader to make decisions about which is the next chapter to read or how the story told at a certain point in the book should continue. In this article we present a software tool oriented to the edition of digital books that implements diverse functionalities to insert elements of interactive fiction following the stretchtext hypertext paradigm.
Antonio Sarasa-Cabezuelo, José Luis Sierra, Covadonga Diez Sanmartin
IV2
2016 Multilevel Browsing of Folksonomy-Based Digital Collections
Joaquín Gayoso-Cabada, Daniel Rodriguez-Cerezo, José Luis Sierra
WISE (2)3
2016 Special issue on eLearning Software Architectures
José Luis Sierra
Sci. Comput. Program.1
2014 Assessing semantic annotation activities with formal concept analysis
Juan Cigarrán-Recuero, Joaquín Gayoso-Cabada, Miguel Rodríguez-Artacho, María-Dolores Romero-López, Antonio Sarasa-Cabezuelo, José Luis Sierra
Expert Syst. Appl.6
2014 Preface for the special issue on Software Development Concerns in the e-Learning Domain
José Luis Sierra, Antonio Sarasa-Cabezuelo
Sci. Comput. Program.1
2013 Grammar-Driven Development of JSON Processing Applications
Antonio Sarasa-Cabezuelo, José Luis Sierra
FedCSIS2
2013 Interactive educational simulations for promoting the comprehension of basic compiler construction concepts
abstract
Evaluators 2.0 is an educational software system that lets instructors in introductory compiler construction courses generate interactive simulators from batteries of exercises concerning basic concepts in attribute grammars. The system also makes it possible to analyze the activities of the students who use these simulators. Students interact with the simulators generated to decide the evaluation order of semantic attributes in the attributed syntax trees, and they receive immediate feedback about the actions performed. Thus, these simulations help students to understand the fundamental concepts of the formalism of attribute grammars and of its underlying computational model. This paper describes the different software tools that constitute Evaluators 2.0 as well as the nature of the simulators generated, and also reports on different assessments of the system involving both instructors and students.
Daniel Rodriguez-Cerezo, Mercedes Gómez-Albarrán, José Luis Sierra
ITiCSE3
2011 Implementing Attribute Grammars Using Conventional Compiler Construction Tools
Daniel Rodriguez-Cerezo, Antonio Sarasa-Cabezuelo, José Luis Sierra
FedCSIS3
2011 Checking the Conformance of Grammar Refinements with Respect to Initial Context-Free Grammars
Bryan Temprado-Battad, Antonio Sarasa-Cabezuelo, José Luis Sierra
FedCSIS3
2011 From Collections of Exercises to Educational Games: A Process Model and a Case Study
abstract
In this paper we present a process model for the construction of educational games, which is driven by the exercises proposed by the instructors. This model promotes a tight collaboration between instructors and game developers during game construction. It also incorporates formative evaluation accomplished by instructors and students. In order to illustrate the process, we use an experience concerning game-based learning in a Compiler Construction Course.
Daniel Rodriguez-Cerezo, Mercedes Gómez-Albarrán, José Luis Sierra
ICALT3
2011 Supporting Self-Regulated Learning in Technical Domains with Repositories of Learning Objects and Recommender Systems
abstract
In this position paper we analyze how the combination of repositories of learning objects and recommender systems can support self-regulated learning in technical domains. Additionally, we support our position with a case-study concerning the domain of Compiler Construction in Computer Science Advanced Education.
Daniel Rodriguez-Cerezo, Mercedes Gómez-Albarrán, José Luis Sierra
ICALT3
2010 Managing the Production and Evolution of e-learning Tools with Attribute Grammars
abstract
Many e-learning tools are based on domain-specific languages (DSLs) targeted to the educational domain. Thus, methods and techniques from the programming language community can help in developing these tools. In this paper, we show how attribute grammars, a well-known declarative specification method for the syntax and semantics of programming languages, can facilitate the production and subsequent evolution of e-learning tools. We also describe how we produced and extended, a courseware system supporting an XML-based DSL, by using XLOP (XML Language-Oriented Processing), a meta-tool supporting attribute grammars for the development of XML processing applications.
Bryan Temprado-Battad, Antonio Sarasa-Cabezuelo, José Luis Sierra
ICALT3
2009 Language-Driven, Technology-Enhanced Instructional Systems Design
Iván Martínez-Ortiz, José Luis Sierra, Baltasar Fernández-Manjón
EC-TEL2
2009 Processing Learning Objects with Attribute Grammars
abstract
The services provided by learning object repositories are usually enabled by the processing of the metadata documents associated with these learning objects. This paper proposes a way to process these metadata documents, which are usually encoded in XML, through a framework called XLOP. XLOP is based on attribute grammars, a well-known technique used in the development of language processors. XLOP makes the automatic generation of efficient XML processing components from high-level specifications possible, enhancing the maintainability of the aforementioned services. The technique is illustrated in the context of Chasqui, a system for building repositories of learning objects in specialized domains.
Antonio Sarasa-Cabezuelo, José Luis Sierra, Alfredo Fernández-Valmayor
ICALT2
2009 Enhancing IMS LD Units of Learning Comprehension
abstract
IMS Learning Design (IMS LD) is a powerful and expressive educational modeling language, which is becoming a “de facto” encoding and interchange standard for activity-based courses. IMS LD expressivity includes functionalities such as the adaptation of the runtime behavior of the courses according to the performance and the specific needs of the learners. But these formally described courses, called Units of Learning (UoLs) in IMS LD, are difficult to understand and reuse by instructors, hindering IMS LD adoption. In this paper we describe how these shortcomings are resolved in e-LD, a flow-oriented authoring tool for IMS LD. In e-LD preexisting designs encoded in IMS LD are automatically processed to produce a more understandable presentation with different views, such as a browse-able hyper-textual view or a graphical representation of the dependencies between UoL conditions and other components of the learning design. These views help to enhance UoLs’ comprehension by instructors.
Iván Martínez-Ortiz, José Luis Sierra, Baltasar Fernández-Manjón
ICIW2
2009 Model-checking for adventure videogames
Pablo Moreno-Ger, Rubén Fuentes-Fernández, José Luis Sierra, Baltasar Fernández-Manjón
Inf. Softw. Technol.3
2009 Language engineering techniques for the development of e-learning applications
Iván Martínez-Ortiz, José Luis Sierra, Baltasar Fernández-Manjón, Alfredo Fernández-Valmayor
J. Netw. Comput. Appl.2
2008 Enhancing Reusability of IMS LD Units of Learning: The e-LD Approach
abstract
In this paper we describe the e-LD approach for the design and repurposing of Units of Learning (UoLs). This approach is centered in domain-specific Educational Modeling Languages (EMLs) built with the close collaboration between instructors and developers. The products of this collaboration are: (i) the definition of a suitable authoring EML, and (ii) the construction of software tools to allow the importation and authoring of UoLs. The domain-specific authoring EMLs and tools simplify the production and repurposing of UoLs.
Iván Martínez-Ortiz, José Luis Sierra, Baltasar Fernández-Manjón
ICALT2
2008 Tagging Learning Objects with Evolving Metadata Schemas
abstract
This paper describes a social approach to tagging learning objects with metadata. In this approach learning objects’ creators use a metadata schema that is extended with new categories as more and more learning objects are tagged. These new categories are made available for the rest of the creators’ community. The approach also lets creators restructure metadata schemas. The mechanism is also powerful enough to reify (and therefore to interoperate with) existing metadata specifications (e.g. LOM). We have tested this approach in Chasqui, a system for the production and deployment of repositories of learning objects in specialized domains, where metadata are exploited during navigation and search.
José Luis Sierra, Alfredo Fernández-Valmayor
ICALT1
2008 Instructor-Oriented Authoring Tools for Educational Videogames
abstract
Digital games are becoming a rising trend in e-Learning due to their potential educational benefits. However, their application is hindered by issues such as their high production costs and the difficulty of getting instructors involved in the development process, a required aspect in order to achieve educational value. In this paper we propose to tackle those issues by developing new, instructor-oriented, authoring tools for educational videogames. These principles are carried out in the platform: a complete instructor-oriented authoring toolkit for educational point-and-click adventure videogames.
Javier Torrente, Pablo Moreno-Ger, Baltasar Fernández-Manjón, José Luis Sierra
ICALT4
2008 An environment for supporting active learning in courses on language processing
abstract
PAG (Prototyping with Attribute Grammars) is an environment that promotes active learning in courses on language processing (e.g. compiler construction and computational linguistics). In PAG, learners can specify the syntax and the semantics of their languages with attribute grammars. Then, the environment generates prototypes of processors for the languages specified which learners can test with different inputs. For each valid input the prototypes produce one or more decorated syntax trees, which learners can navigate using the semantic equations in the original grammar. In this paper we describe the environment and we report its educational uses.
José Luis Sierra, Ana M. Fernández-Pampillón Cesteros, Alfredo Fernández-Valmayor
ITiCSE1
2008 A language-driven approach for the design of interactive applications
abstract
In this paper we propose a language-driven approach for the high-level design of interactive applications architected according to the model-view-controller pattern. The approach is especially well-suited for applications that incorporate contents with sophisticated structures, and whose interactive behavior is driven by these structures. In our approach we characterize the structure of the contents stored in the applications’ models with suitable domain-specific languages. Then we characterize the interactive behavior of these applications by assigning suitable operational semantics to these languages. The resulting designs are amenable to support rapid prototyping, exploration and early discovery of application features, systematic implementation using standard web-based technologies, and rational collaboration processes between domain experts and developers during production and maintenance. We exemplify the approach in the e-learning domain with a system for the production of Socratic tutors.
José Luis Sierra, Baltasar Fernández-Manjón, Alfredo Fernández-Valmayor
Interact. Comput.1
2008 Characterizing navigation maps for web applications with the NMM approach
Antonio Navarro 0001, Alfredo Fernández-Valmayor, Baltasar Fernández-Manjón, José Luis Sierra
Sci. Comput. Program.4
2007 A Game-Based Adaptive Unit of Learning with IMS Learning Design and <e-Adventure>
Pablo Moreno-Ger, Daniel Burgos, José Luis Sierra, Baltasar Fernández-Manjón
EC-TEL3
2007 A documental approach to adventure game development
Pablo Moreno-Ger, José Luis Sierra, Iván Martínez-Ortiz, Baltasar Fernández-Manjón
Sci. Comput. Program.2
2007 A highly modular and extensible architecture for an integrated IMS-based authoring system: the <e-Aula> experience
abstract
Abstract The platform is a new experimental e‐learning environment that adheres closely to IMS Global Learning Consortium, Inc. e‐learning standards in order to facilitate their applicability in different learning scenarios. is equipped with an integrated modular and extensible architecture for the authoring of IMS‐compliant learning materials focused on the IMS manifest. This manifest‐driven architecture facilitates maintenance and promotes the evolution of the authoring system in , both of which are mandatory requirements in the successful production and maintenance of content for many different specialized learning domains. In this paper, we describe this authoring system, its manifest‐driven architecture and its implementation using well‐known and robust Java‐based Web technologies. Copyright © 2006 John Wiley & Sons, Ltd.
José Luis Sierra, Pablo Moreno-Ger, Iván Martínez-Ortiz, Baltasar Fernández-Manjón
Softw. Pract. Exp.1
2007 Erratum: A highly modular and extensible architecture for an integrated IMS-based authoring system: the <e-Aula> experience
José Luis Sierra, Pablo Moreno-Ger, Iván Martínez-Ortiz, Baltasar Fernández-Manjón
Softw. Pract. Exp.1
2006 Production and Deployment of Educational Videogames as Assessable Learning Objects
Iván Martínez-Ortiz, Pablo Moreno-Ger, José Luis Sierra, Baltasar Fernández-Manjón
EC-TEL3
2006 A Descriptive Markup Approach to Facilitate the Production of e-Learning Contents
abstract
In this paper we show how descriptive markup technologies can help teachers in the production of learning content that later could be used for many different purposes with different pedagogical approaches and for many different platforms. Our approach is illustrated using a manual-writing metaphor for the production of learning contents in the Computer Science domain.
Pablo Moreno-Ger, Iván Martínez-Ortiz, José Luis Sierra, Baltasar Fernández-Manjón
ICALT3
2006 Exploiting Author-Designed Domain-Specific Descriptive Markup Languages in the Production of Learning Content
abstract
In this paper we describe an approach to the production of learning resources where authors (students and instructors) are actively involved in the production process. This active involvement is achieved by using descriptive markup technologies. Authors are compelled to produce learning resources in the form of documents, and to make the structure of these documents explicit by creating and using descriptive markup languages. This lets developers formalize these author-designed markup languages and provide suitable transformation specifications for translating these marked documents into their final presentations. We exemplify this approach with the production of DHTML pages by Ph.D. students in archaeology, oriented to be used as resources owned by reusable learning objects in Chasqui, an authoring and deployment tool used in the virtualization of academic museums at the Complutense University of Madrid (Spain)
José Luis Sierra, Alfredo Fernández-Valmayor, Mercedes Guinea
ICALT1
2006 Language-Driven Development of Videogames: The e-Game Experience
Pablo Moreno-Ger, Iván Martínez-Ortiz, José Luis Sierra, Baltasar Fernández-Manjón
ICEC3
2006 A Document-Oriented Paradigm for the Construction of Content-Intensive Applications
abstract
In this paper we describe our work on the formulation of a document-oriented paradigm for improving the construction and maintenance of content-intensive applications (i.e. applications that make intensive use of the information provided by the experts in a given domain: the contents). According to this paradigm, the development of a content-intensive application must be the result of close collaboration between two kinds of actors: domain experts and developers. The goal of this collaboration is the authoring of (i) a set of documents describing the most relevant aspects of the application (i.e. the contents and other relevant customizable features); (ii) a grammar describing a domain-specific markup language that will be used to make the structure and the data in these documents explicit and (iii) a suitable processor for this language. The final running application will be automatically produced by processing the marked documents with this processor. The use of this paradigm in the development of content-intensive applications can increase the initial cost of application production, but in the long run it can substantially improve maintenance and portability, and promote information and software reuse as well. We have successfully applied this paradigm to the development of educational and hypermedia applications, and knowledge-based systems. From these experiences, we have found that the feasibility of the paradigm depends to a
José Luis Sierra, Alfredo Fernández-Valmayor, Baltasar Fernández-Manjón
Comput. J.1
2005 Building Repositories of Learning Objects in Specialized Domains: The Chasqui Approach
abstract
In this paper we describe the Chasqui approach to the construction of repositories of learning objects (LO) in specific knowledge areas. This approach is the result of our experiences in the virtualization of academic museums at the Complutense University of Madrid (Spain) as well as of some experiences in the visualization of the campus of this university. This approach promotes a close collaboration between two kinds of actors: domain experts (e.g., researchers and lecturers) and developers. This collaboration results in (i) the definition of a suitable model for the LO in the domain of interest, (ii) the construction by developers of a domain-specific tool for authoring LO conforming this model, and (iii) the population of the repository by domain experts using this tool. The domain specific LO models and the domain specific tools based on these models facilitate the production and maintenance of the repositories and the exploitation of the educational potential of the resources used by the experts in their daily work.
José Luis Sierra, Alfredo Fernández-Valmayor, Mercedes Guinea, Héctor Hernanz, Antonio Navarro 0001
ICALT1
2005 A First Step Towards the Web Engineering Body of Knowledge
Antonio Navarro 0001, José Luis Sierra, Alfredo Fernández-Valmayor, Baltasar Fernández-Manjón
ICWE2
2005 Document-oriented Development of Content-intensive Applications
abstract
In this paper we promote a document-oriented approach to the development of content-intensive applications (i.e., applications that critically depend on the informational contents and on the characterization of the contents' structure). This approach is the result of our experience as developers in the educational and in the hypermedia domains, as well as in the domain of knowledge-based systems. The main reason for choosing the document-oriented approach is to make it easier for domain experts to comprehend the elements that represent the main application's features. Among these elements are: the application's contents, the application's customizable properties including those of its interface, and the structure of all this information. Therefore, in our approach, these features are represented by means of a set of application documents, which are marked up using a suitable descriptive Domain-Specific Markup Language (DSML). If this goal is fully accomplished, the application itself can be automatically produced by processing those documents with a suitable processor for the DSML defined. The document-oriented development enhances the production and maintenance of content-intensive applications, because the applications' features are described in the form of human-readable and editable documents, understandable by domain experts and suitable for automatic processing. Nevertheless, the main drawbacks of the approach are the planning overload of the whole production process and the costs of the provision and maintenance of the DSMLs and their processors. These drawbacks can be palliated by adopting an incremental strategy for the production and maintenance of the applications and also for the definition and the operationalization of the DSMLs.
José Luis Sierra, Baltasar Fernández-Manjón, Alfredo Fernández-Valmayor, Antonio Navarro 0001
Int. J. Softw. Eng. Knowl. Eng.1
2004 Conceptualization, Prototyping And Process Of Hypermedia Applications
abstract
Latest-generation hypermedia applications represent a new challenge in traditional design and development software engineering techniques. Although there is an impressive array of models to design hypertext applications, these models may not be specially suited for conceptualization-prototyping stages. In this paper, we provide a comprehensive software engineering approach for dealing with the conceptualization, prototyping, and process of hypermedia applications. This approach uses the Pipe Model to characterize hypermedia applications during the conceptualization stage, while prototyping is accomplished using XML and Java technologies. An XML-based representation of the Pipe structures is the input for a Java application that automatically builds the prototypes of the hypermedia application. This XML representation may reference to Subordinate Processes, i.e. compiled Java classes that implement a predefined interface and can be executed in the hypermedia application without interacting with the navigation. We also present the Plumbing and PlumbingXJ process models, two specializations of a well-known hypermedia process model, which integrate and manage the use of the Pipe model and its associated XML and Java technologies.
Antonio Navarro 0001, Alfredo Fernández-Valmayor, Baltasar Fernández-Manjón, José Luis Sierra
Int. J. Softw. Eng. Knowl. Eng.4
2003 An XML-Based Approach for Fast Prototyping of Web Applications
Antonio Navarro 0001, Baltasar Fernández-Manjón, Alfredo Fernández-Valmayor, José Luis Sierra
ICWE4
2003 Building Applications with Domain-Specific Markup Languages: A Systematic Approach to the Development of XML-Based Software
José Luis Sierra, Alfredo Fernández-Valmayor, Baltasar Fernández-Manjón, Antonio Navarro 0001
ICWE1
2002 Formal-Driven Conceptualization and Prototyping of Hypermedia Applications
Antonio Navarro 0001, Baltasar Fernández-Manjón, Alfredo Fernández-Valmayor, José Luis Sierra
FASE4
2001 Operationalizing Application Descriptions in DTC: Building Applications with Generalized Markup Technologies
José Luis Sierra, Alfredo Fernández-Valmayor, Baltasar Fernández-Manjón, Antonio Navarro 0001
SEKE1
1999 Reusable Knowledge-Based Components for Building Software Applications: A Knowledge Modelling Approach
abstract
In computer science, different types of reusable components for building software applications were proposed as a direct consequence of the emergence of new software programming paradigms. The success of these components for building applications depends on factors such as the flexibility in their combination or the facility for their selection in centralised or distributed environments such as internet. In this article, we propose a general type of reusable component, called primitive of representation, inspired by a knowledge-based approach that can promote reusability. The proposal can be understood as a generalisation of existing partial solutions that is applicable to both software and knowledge engineering for the development of hybrid applications that integrate conventional and knowledge based techniques. The article presents the structure and use of the component and describes our recent experience in the development of real-world applications based on this approach.
Martin Molina, José Luis Sierra, José Cuena
Int. J. Softw. Eng. Knowl. Eng.2