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From Software through Art to Social Entrepreneurship

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The main goal of my research through 30 years is to understand software by empirical studies. While researchers traditionally use students as subjects to pilot studies before they are carried out in industrial environments, the supporting pillar of my working method is to set up studies with students that go beyond the contribution to scientific literature and identify benefits for other stakeholders. The four primary actors are: students, instructors, industry, and researchers Later, in our studies we have identified issues that appear at the intersection between art and software. Artistic software projects have often a social goal and are highly innovative. Our studies in art and software have given the ground for two research directions. The first is maker movement and its role in educational practices. Typical topics of interest vary from engineering -oriented pursuits such as electronics, robotics, 3D printing to the use of art and craft. Leveraging the beneficial outcomes from the Maker Movement approach and programming languages designed for children, together with a group of researchers, and artists we have designed, implemented and evaluated workshop programs. In our studies we have identified the important factors that characterize the design of the activities and the main aspects of children's engagement in such software intensive activities The second research direction is to harness the power of big data, increase collective and individual awareness about societal problems and ultimately create the needed intelligence that will lead entrepreneurs and policy makers to innovative solutions for societal challenges towards a sustainable society.

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From Software through Art to Social Entrepreneurship

  1. 1. Letizia Jaccheri From Software through Art to Social Entrepreneurship letiziajaccheri.org
  2. 2. Pisa, Italy, 1960’s The first Italian computer is build 2
  3. 3. 41 971 students in 3 cities: Trondheim, Ålesund, Gjøvik Nine faculties and 55 departments Budget: NOK 9,4 billion, of which NOK 2 billion from external sources (2018) 7401 employees two of three (4794) work with teaching, research Close cooperation with SINTEF, an R&D organization with 1800 employees
  4. 4. 2013 played in meeting room 2016 out of Univ All countries in the worls 2019 Stock Exchange > 5 Billions NOK Search engine 1997 2008 Microsoft 6,6 Billions NOK for Fast Department of Computer Science • Several study programs: • 500 students each year • 350 employees including PhDs
  5. 5. Jostein Child Marriage Ida, Ingrid, Jens - Adolescents with Mental Disabilities Ina-Marie Empathy Farzana Big Data SI Eirik Blockchain & Sustainability Kshitiz Girls and CS
  6. 6. #grateful @unipi 7
  7. 7. Understand the relationship between art and software 8 tappetina.com
  8. 8. Menti – three questions about the audience
  9. 9. Structure •Research • software • art • social
  10. 10. On the importance of good research and role models
  11. 11. Video Telenor-NTNU AI-Lab on Vimeo https://www.youtube.com/watch?v=avag7C4vKic
  12. 12. software
  13. 13. Carver, Jeffrey C; Jaccheri, Letizia; Morasca, Sandro; Shull, Forrest; A checklist for integrating student empirical studies with research and teaching goals, Empirical Software Engineering 15.1 (2010): 35-59.
  14. 14. Berg, V., Birkeland, J., Nguyen-Duc, A., Pappas, I., & Jaccheri, L. (2018). Software Startup Engineering: A Systematic Mapping Study Journal of Systems and Software 144 (2018): 255-274.
  15. 15. Menti – three questions about software
  16. 16. art
  17. 17. Art and Technology have been in contact for centuries Video The Lumiere Brothers' - First films (1895) on youtube Between 1800 and 1900: camera, film, and telephone Romanticism (Goethe and Beethoven) After 1900 Modernism Filippo Tommaso Marinetti Futurist Duchamp
  18. 18. 1965 First Computer Art Exhibition Trifonova, Anna; Jaccheri, Letizia; Bergaust, Kristin; Software engineering issues in interactive installation art, 2008International Journal of Arts and Technology 1.1 (2008): 43-65.
  19. 19. Ahmed, Salah Uddin; Jaccheri, Letizia; M’kadmi, Samir; Sonic onyx: Case study of an interactive artwork, 2009International Conference on Arts and Technology. Springer, Berlin, Heidelberg, 2009. How can we improve the development process of software dependent artworks and projects, in terms of software development, maintenance, upgrade and usability of the artwork?
  20. 20. • https://julianoliver.com/output/harvest
  21. 21. Menti – three questions about art
  22. 22. Social
  23. 23. Liv Arnesen How can we design and evaluate software that becomes a medium to engage and inform the user?
  24. 24. Hagen, K., Chorianopoulos, K., Wang, A. I., Jaccheri, L., & Weie, S. (2016, May). Gameplay as exercise. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1872-1878). ACM.
  25. 25. Exploring children’s learning experience in constructionism-based coding activities through design-based research S Papavlasopoulou, MN Giannakos, L Jaccheri Computers in Human Behavior 2019 From players to makers: An empirical examination of factors that affect creative game development MN Giannakos, L Jaccheri International Journal of Child-Computer Interaction 18, 27-36
  26. 26. RQ: How to Analyze Digital Stories for Social Good? • Goal: predict empathy quotient from storytelling features RQ: How to facilitate Digital Stories for Social Good? • Goal: predict stories from Emotions and Roles Tappetina's empathy game: a playground of storytelling and emotional understanding SB Skaraas, J Gomez, L Jaccheri 2018 Proceedings of the 17th ACM Conference on Interaction Design and Children …
  27. 27. Menti – three questions about SI and everything
  28. 28. Education University & Soft Eng. Center Excited https://www.ntnu.edu/excited Sindre (L.), Divitini, Krogstie B., Madeleine Lorås ++ NFR INTPART IPIT https://ipit.network/ Jaccheri (L.) Jingyue Li, Giannakos, Cico (PhD), Fufen IT – STEM & Children Kodeløypa https://www.ntnu.no/kodeloypa + Security Jaccheri (L), Papavlasopoulou, Karlsen, Farzana (PhD) Tappetina https://tappetina.com/ Jaccheri (L.), Gomez, Sharma, Cico, Rubegni NFR KreTek 2022 Creativity Schools Bungum (L.) ++ EU Horizon 2020 CoM_n_Play-Science https://comnplayscience.eu/ Giannakos (L.) ++ Social Innovation EU Horizon 2020 Initiate http://initiate2020.eu/ Jaccheri (L.), Pappas, Opland (PhD) NFR IDUN 2022 From PhD to Professor ntnu.edu/idun Jaccheri (L.), S. Fast NFR? Physical activity for individuals with intellectual disability Anke (L.), Michalsen, Hartvigsen ++ MyDentist Pelagatti, Chessa, ++ Projects
  29. 29. Other activities • Evaluation and Assessment in Software Engineering (EASE) Trondheim ease2020.org • All female keynotes • 15-17 april 2019 • Lead Wire of Informatics Europe from 2020 COST ACTION Gender • IFIP ICEC Conference 2015 • Board Reply 2015-2018 • ACM IDC 2017 • Informatics Europe ECSS 2018 • I3E Conference 2019
  30. 30. About this lecture Distinguished Speaker Association for Computing Machinery (ACM). https://speakers.acm.org/speakers/ ACM 100,000 members ACM Speakers: IBM, Microsoft, Stanford University, Carnegie Mellon, University of British Columbia, Tsinghua University Two ACM Distinguished Speakers in Norway Letizia with her lecture From Software through Art to Social Entrepreneurship. There are a total of 130 distinguished speakers world wide.

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