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edge computing

459 papers

#computer vision Open access Jul 2014

Microblogging in Open Source Software Development: The Case of Drupal and Twitter

Microblogging is a popular form of social media that has quickly permeated both enterprise and open source software development communities. However, how exactly open source communities can leverage microblogging isn't yet well understood.

Xiaofeng Wang, Ilona Kuzmickaja, Klaas-Jan Stol et al. · 37 citations · ⚡2
#computer vision Open access Aug 2014

Do feelings matter? On the correlation of affects and the self‐assessed productivity in software engineering

Software engineering (SE) research lacks theory and methodologies for addressing human aspects in software development. Development tasks are undertaken through cognitive processing activities. Affects (emotions, moods, and feelings) have a linkage to cognitive processing activities and the productivity of individuals. SE research needs to incorporate affect measurements to valorize human factors and to enhance management styles.

D. Graziotin, Xiaofeng Wang, P. Abrahamsson · 121 citations · ⚡8
#computer vision Open access Jul 2015

In Need of Creative Mobile Service Ideas? Forget Adults and Ask Young Children

It is well acknowledged that innovation is a key success factor in the mobile service domain. Having creative ideas is the first critical step in the innovation process. Many studies suggest that customers are a valuable source of creative ideas. However, the literature also shows that adults may be constrained by existing technology frames, which are known to hinder creativity. Instead young children (aged 7-12) are considered digital natives yet are free from existing technology frames. This led us to study them as a potential source for creative mobile service ideas. A set of 41,000 mobile ideas obtained from a research project in 2006 granted us a unique opportunity to study the mobile service ideas from young children. We randomly selected two samples of ideas (N = 400 each); one contained the ideas from young children, the other from adults (aged 17-50). These ideas were evaluated by several evaluators using an existing creativity framework. The results show that the mobile service ideas from the young children are significantly more original, transformational, implementable, and relevant than those from the adults. Therefore, this study shows that young children are better sources of novel and quality ideas than adults in the mobile services domain. This study bears significant contributions to the creativity and innovation research. It also indicates a new and valuable source for the companies that seek creative ideas for innovative products and services.

Ilona Kuzmickaja, Xiaofeng Wang, D. Graziotin et al. · 16 citations
#machine learning Open access Sep 2015

A Simultaneous, Multidisciplinary Development and Design Journey - Reflections on Prototyping

This paper proposes a wayfaring approach for the early concept creation stage of development projects that have a very high degree of intended innovation and thus uncertainty. The method is supported by a concrete game design example involving the development of a tangible programming interface for virtual car racing games. We focus onto projects that not only have high degrees of freedom, for example in terms of reframing the problem or iterating the final project vision, but are also complex in nature. For example, these can be projects that allow for the exploration and exploitation of unknown unknowns and serendipity findings. Process wise we are primarily focusing onto the early stage that precedes the requirement fixation, which we see as more dynamic and evolutionary in nature. The core conceptual elements that we have derived from the development experiences are: simultaneous prototyping in multiple disciplines (such as computer science, electronics and mechanics and engineering in general, abductive learning based on the outcome of rapid cycles of designing, building and testing prototypes (probing), and the importance of includingall the involved disciplines (knowledge domains) from the beginning of the project on.

Achim Gerstenberg, Heikki Sjöman, Thov Reime et al. · 36 citations · ⚡4
#computer vision Review Feb 2015

The Contemporary Understanding of User Experience in Practice

User Experience (UX) has been a buzzword in agile literature in recent years. However, often UX remains as a vague concept and it may be hard to understand the very nature of it in the context of agile software development. This paper explores the multifaceted UX literature, emphasizes the multi-dimensional nature of the concept and organizes the current state-of-the-art knowledge. As a starting point to better understand the contemporary meaning of UX assigned by practitioners, we selected four UX blogs and performed an analysis using a framework derived from the literature review. The preliminary results show that the practitioners more often focus on interaction between product and user and view UX from design perspective predominantly. While the economical perspective receives little attention in literature, it is evident in practitioners writings. Our study opens up a promising line of request of the contemporary meaning of UX in practice.

Stefan Hellweger, Xiaofeng Wang, P. Abrahamsson · 5 citations
#computer vision May 2016

Bringing the Cloud to Rural and Remote Areas - Cloudlet by Cloudlet

Instead of relying on huge and expensive data centers for rolling out cloudbased services to rural and remote areas, we propose a hardware platform based on small single-board computers. The role of these micro-data centers is twofold. On the one hand, they act as intermediaries between cloud services and clients, improving availability in the case of network or power outages. On the other hand, they run community-based services on local infrastructure. We illustrate how to build such a system without incurring high costs, high power consumption, or single points of failure. Additionally, we opt for a system that is extendable and scalable as well as easy to deploy, relying on an open design.

P. Abrahamsson, S. Helmer, Tosin Daniel Oyetoyan et al. · 2 citations

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Microsoft Research Blog Aug 31, 2026

GigaPath-Flash and GigaTIME-Flash: Toward population-scale discovery with efficient pathology foundation models

What if pathology foundation models could do more with less? GigaPath-Flash and GigaTIME-Flash cut computational demands while maintaining strong performance, opening the door to larger studies and broader exploration. The post GigaPath-Flash and GigaTIME-Flash: Toward population-scale discovery with efficient pathology foundation models appeared first on Microsoft Research.

MIT News · Artificial Intelligence Aug 27, 2026

Looking beyond natural sequences

A new machine-learning framework aims to improve the success rate of computational protein design while moving away from results that reproduce sequences found in nature.