• Title/Summary/Keyword: Developers

Search Result 1,742, Processing Time 0.024 seconds

Protecting Game Developers Under the Works-for-hire Clause of Copyright Law (게임개발자 창작 권리보호 방안에 관한 소고 -저작권법의 업무상저작물제도를 중심으로)

  • Choi, Ji-Sun
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.73-91
    • /
    • 2011
  • This paper investigates the possibilities of protecting game developers under the work-for-hire provision of copyright law. Fundamentally, the work-for-hire clause provides the authorship status to companies, not to game developers. Some argue that the clause is especially appropriate in software industries including game industries because they are new and different from typical types of copyright industries. However, game industries are different from software industries as well as typical types of copyright industries in that they have both cultural (artistic) as well as industrial characteristics. Game developers not being provided with the authorship status may be one of the reasons for the disputes related to turnover and knowledge leakage. This paper mainly suggests three kinds of solutions: first, protecting the moral right even in the work-for-hire provision; second, protecting game developers as coauthorship; and third, providing monetary compensation as it is in employee invention.

The Advent of Korean Developers during the 1920s (1920년대 근대적 디벨로퍼의 등장과 그 배경)

  • Koo, Kyoung-Ha;Kim, Kyung-Min
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.17 no.4
    • /
    • pp.675-687
    • /
    • 2014
  • After colonization by the Japanese Empire, Seoul had experienced structural changes during the 1920s. As the number of residents increased dramatically, the land price of Seoul began to skyrocket, bringing about a new type of real estate developers. They invented a new type of hanok, which is very small compared to a traditional hanok, by dividing a large parcel of land into several small pieces. These hanoks were built by Korean developers who ran their business like modern developers today-acquiring large piece of land, developing and selling the property, and even providing financing schemes to buyers in some cases. However, the Korean developers mainly provided housing to the poor Koreans suffering from housing shortage. At the time, many Koreans worried that the City of Seoul would turn into a Japanese city, since the Japanese were trying to expand their real estate development to the north of Cheonggyecheon. However, their development plans have been neglected, as a result of the development activity of the Korean Jerry-builders in the north. The purpose of this paper is to reevaluate the role of the Korean developers in real estate development during the colonization period, especially in the 1920s.

  • PDF

Representation, Management and Sharing of Reuse-related Knowledge for Improving Software Reusability (소프트웨어 재사용성 증대를 위한 재사용 관련 지식의 표현, 관리 및 공유 방법)

  • Koo, Hyung-Min;Ko, In-Y oung
    • Journal of Software Engineering Society
    • /
    • v.24 no.1
    • /
    • pp.9-17
    • /
    • 2011
  • Software reuse the concept of developing software by using existing software assets, rather than developing it from scratch. Developers may face difficulties of reusing existing software assets because existing assets are normally developed by other developers for different purposes. Developers tend to seek appropriate knowledge about effectively reusing software assets from the developers who have faced and solved similar problems in reusing software assets previously. In other words, the reuse-related knowledge of domain experts or other developers usually provides important clues to solve reuse-related problems. Such reuse-relalted knowledge can help developers to reduce the time and effort to identify and solve the difficulties and problems that may arise in reusing software assets and in minimizing the risks of reusing them by allowing them to reuse reliable software assets in an appropriate way and by recognizing similar requirements or constraints of resuing the assets. In this paper, we describe a model to represent reuse-related knowledge in a formal way, and explain the architecture and a prototype implementation of Software Reuse Wiki (SRW) that enables collaborative organization and sharing of software reuse-related knowledge. We have conducted an experiment pertaining to problem solving in reusing assets based on reuse-related knowledge. We also discuss about our evaluation plan for showing the benefits and contributions of reuse knowledge representation model and management methods in SRW. We expect that SRW can contribute to facilitate users' participations and make efficient sharing and growing of reuse-related knowledge. In addition, the representation model of reuse-related knowledge and management methods can make developers acquire more reliable and useful reuse-related knowledge in a straightforward manner without spending additional efforts to find solutions to solve reuse-related problems.

  • PDF

An iPhone Game Application Development Methodology for WIPI Developer (위피 개발자를 위한 아이폰 게임 애플리케이션 개발 방법론)

  • Yu, Hyun-Seong;Rhee, Dae-Woong
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.139-150
    • /
    • 2009
  • The abolition of WIPI installation duty makes domestic WIPI developers get a chance to enter into smartphone development environment. Specially, iPhone has a big possibility for a new game application market but traditional domestic WIPI developers have difficulties to get in because there are no standard game development methodology. Therefore, a method is necessary to develop iPhone game application effectively for traditional domestic WIPI developers. In this paper, we compare and analyze development methodology of WIPI and iPhone application and suggest a new methodology for iPhone application development with adaptation of WIPI architectures. Using this methodology, traditional domestic WIPI developers can develop iPhone game applications with ease.

  • PDF

Valuation of Online Game Developers Using Real Options Analysis: the Case of Korea (실물옵션을 이용한 온라인게임 개발사 가치평가 사례연구)

  • Yoo, Chang-Sok;Heo, Eunn-Yeong;Kim, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.11 no.5
    • /
    • pp.31-41
    • /
    • 2011
  • To sustain the competitive edges in the online game industry, many publishers invest online game developers at early stages. However, the fair value of online game developers at early stages cannot be calculated with traditional valuation methods due to the high level of uncertainties in technology and market. Based on the literature reviews, we recommended real options analysis for the proper valuation methods of online game developers at early stages, and compared it with other methods using "Bluehole Studio" investment case. The case study result showed that real options analysis is better in explaining the market value as expected.

Task Assignment Model for Crowdsourcing Software Development: TAM

  • Tunio, Muhammad Zahid;Luo, Haiyong;Wang, Cong;Zhao, Fang;Gilal, Abdul Rehman;Shao, Wenhua
    • Journal of Information Processing Systems
    • /
    • v.14 no.3
    • /
    • pp.621-630
    • /
    • 2018
  • Selection of a suitable task from the extensively available large set of tasks is an intricate job for the developers in crowdsourcing software development (CSD). Besides, it is also a tiring and a time-consuming job for the platform to evaluate thousands of tasks submitted by developers. Previous studies stated that managerial and technical aspects have prime importance in bringing success for software development projects, however, these two aspects can be more effective and conducive if combined with human aspects. The main purpose of this paper is to present a conceptual framework for task assignment model for future research on the basis of personality types, that will provide a basic structure for CSD workers to find suitable tasks and also a platform to assign the task directly. This will also match their personality and task. Because personality is an internal force which whittles the behavior of developers. Consequently, this research presented a Task Assignment Model (TAM) from a developers point of view, moreover, it will also provide an opportunity to the platform to assign a task to CSD workers according to their personality types directly.

Building Custom Development Environment for Improving the Utilization Efficiency of Embedded Software Development Tools (임베디드 소프트웨어 개발 도구의 활용 편의 향상을 위한 맞춤형 개발 환경 구축)

  • Kim, Jeong-Si;Lim, ChaeDeok
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.6 no.3
    • /
    • pp.183-189
    • /
    • 2011
  • For the rapid development of embedded software, a variety of development tools have been developed. But, the embedded software developers do not use the available tools fluently and do not improve software productivity as expect because there are short of supporting utilization convenience of development tools. In this paper, we suggest a tool of building custom development environment for improving the utilization convenience of embedded software development tools. The custom development environment helps developers to rapid selection and access of appropriate tools required to develop the embedded software on the specific embedded system. In addition, it enables developers to handle the outputs from development tools associatively. Moreover it is very flexible in extension and integration because it's implementation based on Eclipse technology. We also perform the evaluation of our tool and successfully validate the utilization convenience of embedded development tools. Therefore, we expect that this tool enables developers to use the embedded development tools efficiently, and then it help improving embedded software productivity.

Reciprocal Job and Role Assessments of Planners, Designers, and System Developers of IT Services (IT서비스에 있어서 기획자, 디자이너, 개발자의 업무 및 역할 상호 평가 비교 연구)

  • Lee, Donghee;Lee, Jungwoo
    • Journal of Information Technology Services
    • /
    • v.21 no.1
    • /
    • pp.61-79
    • /
    • 2022
  • In the rapidly changing era of knowledge revolution, user-centered IT services are emerging as a very important component of modern business. However, in order to lead IT services into success, traditional capabilities and competences are not good enough. Development of IT services involve service planners and designers as well as traditional systems developers. This detailed segmentation of job and corresponding competences among involved in IT service development brings in new type of conflicts and contradictions that may require special attention for IT services to be properly development and implemented. This study aims to explore and define competences and roles of newly emerging job groups in IT services: planners, designers, and developers. In order to identify underlying competences of these emergeing groups, two stage interviews were conducted. At the first stage, general competence framework is developed across these groups with different skills for similar competence catogories. Using the categories developed at the first stage, members of each groups were asked to rate and assess the competences of other groups. Comparisons of these reciprocal assessment revealed the conceptual differences and biases across these groups. Detail differences are discussed and implications are discussed.

Bridging the Gap: Follow-up Strategies for Effective Software Architecture Implementation

  • Abdullah A H Alzahrani
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.7
    • /
    • pp.1-10
    • /
    • 2024
  • Software architecture are High-level design decisions shaping a software system's components, structure, and interactions. It can be a blueprint for development, evolution, and ongoing maintenance. This research investigates the communication practices employed by software architects and developers to ensure adherence to the designed software architecture. It explores the factors influencing the selection of follow-up methods and the impact of follow-up frequency on successful implementation. Findings reveal that formalized follow-up procedures are not yet a ubiquitous element within the software development lifecycle. While electronic communication, particularly email, appears to be the preferred method for both architects and developers, physical and online meetings are utilized less frequently. Interestingly, the study suggests a potential confidence gap, with architects expressing concerns about developers' ability to faithfully implement the architecture. This may lead to architects providing additional clarification. Conversely, while most developers reported confidence in their software knowledge, overly detailed architecture documentation may pose challenges, highlighting the need for architects to consider alternative communication strategies. A key limitation of this study is the sample size, restricting the generalizability of the conclusions. However, the research offers valuable preliminary insights into the communication practices employed for architecture implementation, paving the way for further investigation with a larger and more diverse participant pool.