Aplicación de las metodologías ágiles en el proceso de producción de piezas de arte de nuevos medios: Bio-lencia como caso de estudio

AUTOR(ES)
FONTE

JISTEM - Journal of Information Systems and Technology Management

DATA DE PUBLICAÇÃO

2011

RESUMO

Inspired on the original idea by plastic artist Alfredo Salomón and using the title Bio-lencia, real-time system merging the knowledge areas of computing and art was created. In this paper we will analyze the piece's characteristics as a software product and the challenges this tipe of products present from a software engineering point of view. We present a classification for unstable media art, highlighting its characteristics as software products, and demonstrate the production of such a piece by using agile development methodology. We particularly discuss the utilization of Extreme Programming, which allowed a correct interaction with the artist and main developer in this particular case. We also emphasize how the characteristics of trustworthiness, strength and rapid response time were of particular importance for the proper evaluation and functioning of the software used in Bio-lencia. Finally, as a part of the conclusions we discuss the problems we had to solve and the lessons we learned during the development of Bio-lencia

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