Abstract: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.
12. Jaccheri, Letizia; Osterlie, Thomas; Open source software:
A source of possibilities for software engineering education
and empirical software engineering,"Emerging Trends in FLOSS Research and Development, 2007.
13. Berg, V., Birkeland, J., Nguyen-Duc, A., Pappas, I., & Jaccheri, L. (2018).
Software Startup Engineering: A Systematic Mapping Study. Journal of Systems and Software.
Berg, V., Birkeland, J., Pappas, I. O., & Jaccheri, L.
The Role of Data Analytics in Startup Companies: Exploring Challenges and Barriers, to be presented at 17th
IFIP WG 6.11 Conference on e-Business, e-Services, and e-Society, I3E 2018
14. Design Science
Build
Reflect
Contribute to theory Empirical
Literature review
Experiment (Hypothesis, experimental design, statistical analysis)
Case study (Follow one or several groups in depth)
15. Carver, Jeffrey C; Jaccheri, Letizia; Morasca, Sandro; Shull, Forrest; ,
A checklist for integrating student empirical studies with research
and teaching goals, Empirical Software Engineering,15,1,35-59,2010,Springer U
Jaccheri, Letizia; Sindre, Guttorm;
Software engineering students meet interdisciplinary project work and art,
Information Visualization, 2007. IV'07. 11th International Conference“, 925-934, 2007, IEEE
17. Art and Technlogy have been in contact for centuries https://www.youtube.com/watch?v=4nj0vEO4Q6s&t=54s
18. 1965 First Computer Art Exhibition
Trifonova, Anna; Jaccheri, Letizia; Bergaust, Kristin; ,Software engineering issues in interactive installation art,
International Journal of Arts and Technology,1,1,43-65,2008,Inderscience Publishers
20. Ahmed, Salah Uddin; Jaccheri, Letizia;
M’kadmi, Samir;
Sonic onyx: Case study of an interactive
artwork,
International Conference on Arts and
Technology,
40-47,2009,Springer, Berlin, Heidelberg
23. Pappas, Ilias; Jaccheri, Letizia; Mikalef, Patrick;
Giannakos, Michail; Social Innovation and Social Entrepreneurship through Big Data:
Developing a Research Agenda, 11th Mediterranean Conference on Information Systems (MCIS), Genoa, Italy,
2017
https://www.youtube.com/watch?v=iV5YKmvAjYE
24. Empowering Social Innovators through
Collaborative and Experiential Learning
IO Pappas, S Mora, L Jaccheri, P Mikalef
EDUCON2018 – IEEE Global Engineering Education Conference
25. Using Eye-Tracking to Unveil Differences Between
Kids and Teens in Coding Activities
S Papavlasopoulou,
K Sharma, M Giannakos, L Jaccheri
Proceedings of the 2017 Conference on
Interaction Design and Children, 171-181
26.
27. Hagen, Kristoffer; Weie, Stian; Chorianopoulos, Konstantinos; Wang, Alf Inge; Jaccheri, Letizia;
Pedal tanks,International Conference on Entertainment Computing,539-544,2015,Springer, Cham
30. 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
Qualitative & quantitative analysis of
sound and text
31.
32. Results. EQ vs Storytelling
correlation = - 0.25; n = 33; p = 0.15
33.
34.
35.
36. WANG, Alf Inge. The wear out effect of a game-based student response system.
Computers & Education, 2015, 82: 217-227.