Abstract. [Context and motivation] i* is one of the most popular modelling languages in Requirements Engineering. i* models are meant to support communication between technical and non-technical stakeholders about the goals of the future system. Recent research has established that the effectiveness of modelmediated communication heavily depends on the visual syntax of the modelling language. A number of flaws in the visual syntax of i* have been uncovered and possible improvements have been suggested. [Question/problem] Producing effective visual notations is a complex task that requires taking into account various interacting quality criteria. In this paper, we focus on one of those criteria: Semantic Transparency, that is, the ability of notation symbols to suggest their meaning. [Principal ideas/results] Complementarily to previous research, we take an empirical approach. We give a preview of a series of experiments designed to identify a new symbol set for i* and to evaluate its semantic transparency.[Contribution] The reported work is an important milestone on the path towards cognitively effective requirements modelling notations. Although it does not solve all the problems in the i* notation, it illustrates the usefulness of an empirical approach to visual syntax definition. This approach can later be transposed to other quality criteria and other notations.
Abstract. Conviviality is a mechanism to reinforce social cohesion and a tool to reduce mis-coordination between individuals, groups and institutions in web communities, for example in digital cities. We use a two-fold definition of conviviality as a condition for social interactions and an instrument for the internal regulation of social systems. In this paper we discuss the use of normative multi-agent systems to analyze the use of conviviality for digital cities, by contrasting norms for conviviality with legal and institutional norms in digital cities. We show the role of the distinction among various kinds of norms, the explicit representation of norms, the violability of norms, the dynamics of norms and the creation of norms in the context of conviviality.
Conviviality is a mechanism to reinforce social cohesion and a tool to reduce mis-coordination between individuals, groups and institutions in web communities, for example in digital cities. We use a two-fold definition of conviviality as a condition for social interactions and an instrument for the internal regulation of social systems. In this paper we discuss the use of social intelligence design to model conviviality for digital cities, by first contrasting commercial with public digital cities, ergonomics with intelligent agents and then, social norms for conviviality with legal and institutional norms in digital cities. We show the role of the distinction among various kinds of use of conviviality, the positive aspects of conviviality and the negative aspects that emergent when conviviality becomes the instrument of power relations or in the absence of conviviality.
In this paper we discuss the use of the social concept 'conviviality' for computer science in general, and for the development of ambient technologies in particular. First, we give a survey of the use of the concept 'conviviality' in the social sciences. Conviviality is usually considered a positive concept related to sociability. However, further analysis reveals a negative side related to lack of diversity, privacy and ethical issues. Second, we argue that conviviality requirements for ambient intelligence are challenging, because ambient technologies give rise to a new virtual and social reality, and conviviality issues play a central role in applications that are concerned with the interaction of material, virtual and social realities. Conviviality highlights an important challenge that we illustrate with examples that emphasize ethical issues, such as privacy threats, surveillance of users and identity theft. Intelligent interfaces, for example, allow instant interactions and thereby create strong needs for coordination and regulation mechanisms that have to be addressed to ensure the safeguard of individuals against abuses, such as privacy intrusions and identity manipulations. Third, we propose a conviviality ontology by operationalizing the fuzzy concept of 'conviviality,' such that it can be used in computer science in the same way as other social concepts such as 'service,' 'contract' or 'trust' are used in this area. Conviviality is defined using dependence networks, and tools for conviviality are based on, what we call, conviviality masks. Fourth, we illustrate how convivial ambient intelligence applications can be designed using our operationalized concept of conviviality. We illustrate our arguments and contributions with a running example on the use of ambient technologies in digital cities, as a prototypical example where material reality such as ambient technologies interacts with virtual and social realities.
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