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Jayakanth Srinivasan

dblp:48/3246 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2009
—ORCID · none

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

Software engineering, systems software and programming languages · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
educational technology
0.112007
A Constructivist Approach to Teaching Software Processes · ICSE 2007
Computing education › pedagogy
game-based learning
0.112007
A Constructivist Approach to Teaching Software Processes · ICSE 2007
Computing education
software engineering education
0.112007
A Constructivist Approach to Teaching Software Processes · ICSE 2007
Computing education › software engineering education
software process education
0.112007
A Constructivist Approach to Teaching Software Processes · ICSE 2007

Methods — techniques the papers use, named apart from their topics

constructivism · 0.1
YearPublicationVenuePosition
2009 'State of the Art' in Using Agile Methods for Embedded Systems Development
abstract
Agile methods hold a significant promise to reduce cycle times and provide greater value to all key stakeholders involved in the software ecosystem. While these methods appear to be well suited for embedded systems development, their use has not become a widespread practice. In analyzing the state-of-the-art, as captured in published literature, we found that there are technical issues (requirements management, and testing), as well as organizational issues (process tailoring, knowledge sharing & transfer, culture change, and support infrastructure). In this paper, we build preliminary guidance for firms around these six areas and presented as a framework that will enable understanding the expected adoption trajectory.
Jayakanth Srinivasan, Radu Dobrin, Kristina Lundqvist
COMPSAC (2)1
2009 Lessons Learned from a Workshop on Relationship Building
abstract
Openness and trust are key elements to sustaining any successful client-supplier relationship. When the relationship is transitioning from being arms-length to evolving into a true partnership, it is critical to establish a shared understanding of not only the current state, but also of the expected future state. A workshop organized and facilitated by a neutral party, with the senior leadership of both organizations provides an ideal means for articulating implicit assumptions and surfacing hidden challenges such that an actionable vision can be created. Using a recent workshop held with both EuroTel and IndiaCo, the key elements of the workshop are discussed, along with the lessons learned. Moreover, this workshop provides further insight into the mechanics of the evolution and governance of outsourcing relationships.
Jayakanth Srinivasan, Annika Löfgren, Christer Norström, Kristina Lundqvist
ICGSE1
2009 Organizational Enablers for Agile Adoption: Learning from GameDevCo
Jayakanth Srinivasan, Kristina Lundqvist
XP1
2007 A Constructivist Approach to Teaching Software Processes
abstract
Recreating the context in which software processes are developed is difficult in the undergraduate classroom environment. As a result, traditional lecture-based teaching approaches do not necessarily translate into long-term understanding of software processes. To give students a deeper appreciation for the strengths and weaknesses of software process models, we designed the software process simulation game using constructivism as the underlying foundation. In this paper, we discuss the challenges associated with teaching software processes models, provide an overview of the game, detail its mechanics, and discuss the lessons learned from playing the game. Since the game does not involve actual programming or design activities, it can be used effectively for teaching both novice and experienced software engineers.
Jayakanth Srinivasan, Kristina Lundqvist
ICSE1
2006 A First Course in Software Engineering for Aerospace Engineers
abstract
Software is a critical component of mission capability in all aerospace systems. This capability is realized directly through the use of onboard software, and enabled through the use of software on ground support systems. Students attending an aerospace engineering program come with a highly diversified background in software development ranging from novice user to expert programmer. A first course in software development has to account for the diversity, and as an outcome provide both a common vocabulary, as well as a common baseline of skills. This paper presents our learning from designing and teaching such a course for aerospace engineering undergraduates
Kristina Lundqvist, Jayakanth Srinivasan
CSEE&T2