Araştırma Makalesi
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SCRUM TASK BOARD APPLICATION WITH AUGMENTED REALITY

Yıl 2020, , 1 - 12, 29.06.2020
https://doi.org/10.33461/uybisbbd.652366

Öz

Developments in
software development technologies, software life cycle used in the development
of software cycles, shortening of the scope of the software and with the
increase in the requirements of different agile software development approaches
have emerged. In this study, SCRUM method, which is an agile software
development method, is explained in detail and the results obtained with the
use of web and augmented reality based two SCRUM task board application
according to different technologies are given. The augmented reality based
Scrum Task Board application can do the same operations as the web-based
application. When both applications were compared, it was seen that web-based
Scrum Task Board application was easier to use than augmented reality based
Scrum Task Board application and required less technology and technical
knowledge.

Kaynakça

  • Agile Business Consortium (2019). What is DSDM?. https://www.agilebusiness.org/what-is-dsdm. (Erişim Tarihi: 13.04.2019).
  • Agilens (2019). Atlassian JIRA Agile. https://agilens.wordpress.com/blog/agile- tools/atlassian-jira-agile/. (Erişim Tarihi: 26.04.2019).
  • Arockia Panimalar S., Tamilselvi K., Vani K., Pattabi M., Roodiet V., Nandhini S., Muthumeenal L. (2017). Google Glass Technology. International Research Journal of Engineering and Technology, 4(8), 1121-1124.
  • Arslan S., Yücalar F. (2016). Bir elektronik tasarım firmasında hata takip ve proje yönetim sistemi uygulaması. Pamukkale University Journal of Engineering Sciences, 22(2), 85–93.
  • Asproni G. (2006). An Introduction to Scrum. Software Developer’s Journal, 1-10.
  • Atlassian (2019). Jira Software. https://www.atlassian.com/software/jira. (Erişim Tarihi: 15.04.2019).
  • Ausburn L. J., Ausburn F. B. (2004). Desktop Virtual Reality: A Powerful New Technology for Teaching and Research in Industrial Teacher Education, Journal of Industrial Teacher Education, 41(4), 1-16.
  • Basecamp (2019). https://basecamp.com/. (Erişim Tarihi: 16.04.2019).
  • Beck K., Andres C. (2004). Extreme Programming Explained: Embrace Change, 2nd Edition, Addison- Wesley.
  • Blossom (2019). Project tracking for distributed companies. https://www.blossom.co/. (Erişim Tarihi: 16.04.2019).
  • Bray B., Mcculloch J., Schonning N., Zeller M. (2018). What is mixed reality?. https://docs.microsoft.com/en-us/windows/mixed-reality/mixed-reality. (Erişim Tarihi: 04.05.2019).
  • Carbotte K. (2018). Lenovo Explorer Windows Mixed Reality Headset Review: A Low-Cost VR On-Ramp. https://www.tomshardware.com/reviews/lenovo-explorer-windows-mixed-reality-vr,5468.html. (Erişim Tarihi: 04.05.2019).
  • Carbotte K. (2018). Samsung HMD Odyssey Windows Mixed Reality Headset Review. https://www.tomshardware.co.uk/samsung-odyssey-windows-mixed-reality-hmd-vr,review-34278-2.html. (Erişim Tarihi: 04.05.2019).
  • Chittaro L., Ranon R. (2007). Web 3D technologies in learning, education and training: Motivations, issues, opportunities. Computers & Education, 49(1), 3-18.
  • Codebase (2019). https://startupstash.com/project-management/codebase/. (Erişim Tarihi: 16.04.2019).
  • Çamoğlu K., Akbayir D., Yücalar F., Bayrakli S. (2010). Bir Çevik Yazılım Geliştirme Sürecinin Uyarlanması ve Uygulanması. Havacılık ve Uzay Teknolojileri Dergisi, 4(3), 57–67.
  • Deemer P., Benefield G., Larman C., VODDE B. (2012). The Scrum Primer: A Lightweight Guide to the Theory and Practice of Scrum. http://scrumprimer.org/scrumprimer20.pdf. (Erişim Tarihi: 26.04.2019).
  • Dijital Maden (2019). Asana Nedir? Nasıl Kullanılır?. https://dijitalmaden.com/asana-nedir-nasil- kullanilir. (Erişim Tarihi: 15.04.2019).
  • Freeman R., Steed A., Zhou B. (2005). Rapid scene modelling, registration and specification for mixed reality systems. Proceedings of the ACM symposium on Virtual reality software and technology. Monterey, CA, USA, 147-150.
  • Karthika S., Praveena P., Gokilamani M. (2017). HoloLens. International Journal of Computer Science and Mobile Computing, 6(2), 41-50.
  • Kruchten P. (2003). The Rational Unified Process: An Introduction. 3rd edition, Addison-Wesley Professional.
  • Lacey M. (2012). The Scrum Field Guide: Practical Advice for Your First Year. 1st Edition. Agile Software Development Series. Addison-Wesley Professional.
  • Lin T. J., Lan, Y. J. (2015). Language Learning in Virtual Reality Environments: Past, Present, and Future. Educational Technology & Society, 18(4), 486–497.
  • Palmer S. R., Felsing J. M. (2002). A Practical Guide to Feature-Driven Development. 1st Edition. Prentice Hall.
  • Paranj B. (2017). Test-Driven Development in Ruby: A Practical Introduction to TDD Using Problem and Solution Domain Analysis. 1st Edition, Apress.
  • Pivotal TrackER (2019). Pivotal Tracker: Agile Project Management. https://www.pivotaltracker.com/. (Erişim Tarihi: 16.04.2019).
  • Poppendieck M., Poppendieck, T. (2003). Lean Software Development: An Agile Toolkit. Addison-Wesley Professional.
  • Rubin K. S. (2012). Essential Scrum: A Practical Guide to the Most Popular Agile Process. 1st Edition. Addison- Wesley Professional.
  • Schach S. R. (2011). Object–Oriented and Classical Software Engineering, 8th Edition, McGraw-Hill.
  • Schwaber K. (2004). Agile Project Management with Scrum. Microsoft Press.
  • Sendtask (2019). https://sendtask.io/. (Erişim Tarihi: 16.04.2019).
  • Sprinthly (2019). Agile issue tracking - sprint.ly. https://sprint.ly/. (Erişim Tarihi: 16.04.2019).
  • Sutherland J. (2014). Scrum: The Art of Doing Twice the Work in Half the Time. 1st Edition. Currency.
  • Taiga Agile (2019). Why We Did It?. https://taiga.io/. (Erişim Tarihi: 15.04.2019).
  • Tozkoparan G., Ernur O. (2018). Dijital Dönüşüm Perspektifinde Endüstri 4.0 Sürecindeki İşletmelerin Karşılaştığı Durumlar Üzerine Bir Vaka Çalışması. Uluslararası Sosyal Bilimler ve İnovasyon Kongresi, 385-397. Antalya, Turkey.
  • Turner M. (2006). Microsoft Solutions Framework Essentials. 1st Edition. Microsoft Press.
  • Vivify Scrum (2019). Agile Project Management Software. https://www.vivifyscrum.com/. (Erişim Tarihi: 16.04.2019).
  • Writtenhouse S. (2016). A Guide to Trello for Life and Project Management. MakeUseOf. https://www.makeuseof.com/tag/guide-trello-life-project-management/. (Erişim Tarihi: 15.04.2019).
  • Yücalar F., Borandağ E. (2019). Yazılım Mühendisliğinde Modern Yaklaşımlar. 1. Baskı, Nobel Akademik Yayıncılık, Ankara. ISBN: 978-605-7928-99-3.

ARTTIRILMIŞ GERÇEKLİK İLE SCRUM TASK BOARD UYGULAMASI

Yıl 2020, , 1 - 12, 29.06.2020
https://doi.org/10.33461/uybisbbd.652366

Öz



Yazılım geliştirme teknolojilerinde yaşanan
gelişmeler, yazılımların geliştirilmesinde kullanılan yazılım yaşam
döngülerinin sürelerinin kısalması, yazılımlardaki kapsamın ve gereksinimlerin
artması ile beraber farklı çevik yazılım geliştirme yaklaşımlarını ortaya çıkarmıştır.
Çalışmada bir çevik yazılım geliştirme yöntemi olan SCRUM detaylı olarak
anlatılmış ve farklı teknolojilere göre geliştirilen web ve arttırılmış
gerçeklik temelli iki SCRUM Görev Tahtası uygulamasının kullanımı ile elde
edilen sonuçlara yer verilmiştir. Geliştirilen arttırılmış gerçeklik temelli Scrum
Görev Tahtası uygulaması, web-tabanlı Scrum uygulamasının gerçekleştirdiği
işlemleri yapabilmektedir. Geliştirilen her iki uygulama karşılaştırıldığında,
web-tabanlı Scrum Görev Tahtası uygulamasının AR tabanlı Scrum Görev Tahtası
uygulamasına göre kullanımının daha kolay olduğu, daha az teknoloji ve teknik
bilgi gerektirdiği görülmüştür.




Kaynakça

  • Agile Business Consortium (2019). What is DSDM?. https://www.agilebusiness.org/what-is-dsdm. (Erişim Tarihi: 13.04.2019).
  • Agilens (2019). Atlassian JIRA Agile. https://agilens.wordpress.com/blog/agile- tools/atlassian-jira-agile/. (Erişim Tarihi: 26.04.2019).
  • Arockia Panimalar S., Tamilselvi K., Vani K., Pattabi M., Roodiet V., Nandhini S., Muthumeenal L. (2017). Google Glass Technology. International Research Journal of Engineering and Technology, 4(8), 1121-1124.
  • Arslan S., Yücalar F. (2016). Bir elektronik tasarım firmasında hata takip ve proje yönetim sistemi uygulaması. Pamukkale University Journal of Engineering Sciences, 22(2), 85–93.
  • Asproni G. (2006). An Introduction to Scrum. Software Developer’s Journal, 1-10.
  • Atlassian (2019). Jira Software. https://www.atlassian.com/software/jira. (Erişim Tarihi: 15.04.2019).
  • Ausburn L. J., Ausburn F. B. (2004). Desktop Virtual Reality: A Powerful New Technology for Teaching and Research in Industrial Teacher Education, Journal of Industrial Teacher Education, 41(4), 1-16.
  • Basecamp (2019). https://basecamp.com/. (Erişim Tarihi: 16.04.2019).
  • Beck K., Andres C. (2004). Extreme Programming Explained: Embrace Change, 2nd Edition, Addison- Wesley.
  • Blossom (2019). Project tracking for distributed companies. https://www.blossom.co/. (Erişim Tarihi: 16.04.2019).
  • Bray B., Mcculloch J., Schonning N., Zeller M. (2018). What is mixed reality?. https://docs.microsoft.com/en-us/windows/mixed-reality/mixed-reality. (Erişim Tarihi: 04.05.2019).
  • Carbotte K. (2018). Lenovo Explorer Windows Mixed Reality Headset Review: A Low-Cost VR On-Ramp. https://www.tomshardware.com/reviews/lenovo-explorer-windows-mixed-reality-vr,5468.html. (Erişim Tarihi: 04.05.2019).
  • Carbotte K. (2018). Samsung HMD Odyssey Windows Mixed Reality Headset Review. https://www.tomshardware.co.uk/samsung-odyssey-windows-mixed-reality-hmd-vr,review-34278-2.html. (Erişim Tarihi: 04.05.2019).
  • Chittaro L., Ranon R. (2007). Web 3D technologies in learning, education and training: Motivations, issues, opportunities. Computers & Education, 49(1), 3-18.
  • Codebase (2019). https://startupstash.com/project-management/codebase/. (Erişim Tarihi: 16.04.2019).
  • Çamoğlu K., Akbayir D., Yücalar F., Bayrakli S. (2010). Bir Çevik Yazılım Geliştirme Sürecinin Uyarlanması ve Uygulanması. Havacılık ve Uzay Teknolojileri Dergisi, 4(3), 57–67.
  • Deemer P., Benefield G., Larman C., VODDE B. (2012). The Scrum Primer: A Lightweight Guide to the Theory and Practice of Scrum. http://scrumprimer.org/scrumprimer20.pdf. (Erişim Tarihi: 26.04.2019).
  • Dijital Maden (2019). Asana Nedir? Nasıl Kullanılır?. https://dijitalmaden.com/asana-nedir-nasil- kullanilir. (Erişim Tarihi: 15.04.2019).
  • Freeman R., Steed A., Zhou B. (2005). Rapid scene modelling, registration and specification for mixed reality systems. Proceedings of the ACM symposium on Virtual reality software and technology. Monterey, CA, USA, 147-150.
  • Karthika S., Praveena P., Gokilamani M. (2017). HoloLens. International Journal of Computer Science and Mobile Computing, 6(2), 41-50.
  • Kruchten P. (2003). The Rational Unified Process: An Introduction. 3rd edition, Addison-Wesley Professional.
  • Lacey M. (2012). The Scrum Field Guide: Practical Advice for Your First Year. 1st Edition. Agile Software Development Series. Addison-Wesley Professional.
  • Lin T. J., Lan, Y. J. (2015). Language Learning in Virtual Reality Environments: Past, Present, and Future. Educational Technology & Society, 18(4), 486–497.
  • Palmer S. R., Felsing J. M. (2002). A Practical Guide to Feature-Driven Development. 1st Edition. Prentice Hall.
  • Paranj B. (2017). Test-Driven Development in Ruby: A Practical Introduction to TDD Using Problem and Solution Domain Analysis. 1st Edition, Apress.
  • Pivotal TrackER (2019). Pivotal Tracker: Agile Project Management. https://www.pivotaltracker.com/. (Erişim Tarihi: 16.04.2019).
  • Poppendieck M., Poppendieck, T. (2003). Lean Software Development: An Agile Toolkit. Addison-Wesley Professional.
  • Rubin K. S. (2012). Essential Scrum: A Practical Guide to the Most Popular Agile Process. 1st Edition. Addison- Wesley Professional.
  • Schach S. R. (2011). Object–Oriented and Classical Software Engineering, 8th Edition, McGraw-Hill.
  • Schwaber K. (2004). Agile Project Management with Scrum. Microsoft Press.
  • Sendtask (2019). https://sendtask.io/. (Erişim Tarihi: 16.04.2019).
  • Sprinthly (2019). Agile issue tracking - sprint.ly. https://sprint.ly/. (Erişim Tarihi: 16.04.2019).
  • Sutherland J. (2014). Scrum: The Art of Doing Twice the Work in Half the Time. 1st Edition. Currency.
  • Taiga Agile (2019). Why We Did It?. https://taiga.io/. (Erişim Tarihi: 15.04.2019).
  • Tozkoparan G., Ernur O. (2018). Dijital Dönüşüm Perspektifinde Endüstri 4.0 Sürecindeki İşletmelerin Karşılaştığı Durumlar Üzerine Bir Vaka Çalışması. Uluslararası Sosyal Bilimler ve İnovasyon Kongresi, 385-397. Antalya, Turkey.
  • Turner M. (2006). Microsoft Solutions Framework Essentials. 1st Edition. Microsoft Press.
  • Vivify Scrum (2019). Agile Project Management Software. https://www.vivifyscrum.com/. (Erişim Tarihi: 16.04.2019).
  • Writtenhouse S. (2016). A Guide to Trello for Life and Project Management. MakeUseOf. https://www.makeuseof.com/tag/guide-trello-life-project-management/. (Erişim Tarihi: 15.04.2019).
  • Yücalar F., Borandağ E. (2019). Yazılım Mühendisliğinde Modern Yaklaşımlar. 1. Baskı, Nobel Akademik Yayıncılık, Ankara. ISBN: 978-605-7928-99-3.
Toplam 39 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Bilgisayar Yazılımı
Bölüm Makaleler
Yazarlar

Emin Borandag 0000-0001-5553-2707

Fatih Yücalar 0000-0002-1006-2227

Yayımlanma Tarihi 29 Haziran 2020
Yayımlandığı Sayı Yıl 2020

Kaynak Göster

APA Borandag, E., & Yücalar, F. (2020). ARTTIRILMIŞ GERÇEKLİK İLE SCRUM TASK BOARD UYGULAMASI. International Journal of Management Information Systems and Computer Science, 4(1), 1-12. https://doi.org/10.33461/uybisbbd.652366