Methodology for the Management of High Performance Teams in the
Development of Computer Applications, Using Emerging
Technologies
Christian Ovalle
1a
, Sandra Meza
2b
, Wilver Auccahuasi
3c
, Oscar Linares
4d
, Kitty Urbano
5e
,
Emilio Rosario-Pacahuala
6f
, Yoni Nicolas-Rojas
7g
, Aly Auccahuasi
8h
,
Tamara Pando-Ezcurra
9i
and Margot Corilla-Condor
10 j
1
Universidad Tecnológica del Perú, Lima, Peru
2
Universidad ESAN, Lima, Peru
3
Universidad Privada del Norte, Lima, Peru
4
Universidad Continental, Huancayo, Peru
5
Universidad Científica del Sur, Lima, Peru
6
Universidad de San Martin de Porres, Lima, Peru
7
Escuela superior la Pontificia, Ayacucho, Peru
8
Universidad de Ingeniería y Tecnología, Lima, Peru
9
Universidad Privada Peruano Alemana, Lima, Peru
10
Universidad Nacional del Callao, Lima, Peru
kurbano@cientifica.edu.pe, epacahuala@usmp.edu.pe, yoninicolas@elp.edu.pe, aly.auccahuasi@utec.edu.pe,
tamara.pando@upal.edu.pe, mccorillac@unmsm.edu.pe
Keywords: Equipment, Development, Applications, Emerging, Technology, Team, Development, Discord.
Abstract: In the development of computer systems, there are many paradigms that are presented, from collaborative
work to the implementation of high performance groups, all of them in order to maximize the capabilities of
the programmers for the benefit of the development team, in this paper we develop a method for the design
of a development environment based on emerging technologies, in order to optimize the development based
on the interaction between team members, the proposed method is the use of the virtual environment defined
by the tool DISCORD, where team members are connected for a given project, each with a specific role, the
results of the methodology, is defined from the use of line work, visualizing the progress of each and every
one of the team members, as well as allowing the project coordinator to evaluate the progress and organize
functional tests as the system develops, the method can be scaled and replicated to the development of
complex systems, can also be used in teaching programming courses such as project management where each
of the team members have a specific task.
a
https://orcid.org/0000-0002-5559-5684
b
https://orcid.org/0000-0002-4650-1340
c
https://orcid.org/0000-0001-8820-4013
d
https://orcid.org/0000-0002-7952-9518
e
https://orcid.org/0000-0003-2009-000X
f
https://orcid.org/0000-0003-2421-548X
g
https://orcid.org/0000-0001-6493-6084
h
https://orcid.org/0000-0001-5069-0415
i
https://orcid.org/0000-0003-0301-3440
j
https://orcid.org/0000-0002-1578-6558
Ovalle, C., Meza, S., Auccahuasi, W., Linares, O., Urbano, K., Rosario-Pacahuala, E., Nicolas-Rojas, Y., Auccahuasi, A., Pando-Ezcurra, T. and Corilla-Condor, M.
Methodology for the Management of High Performance Teams in the Development of Computer Applications, Using Emerging Technologies.
DOI: 10.5220/0011962600003612
In Proceedings of the 3rd International Symposium on Automation, Information and Computing (ISAIC 2022), pages 597-602
ISBN: 978-989-758-622-4; ISSN: 2975-9463
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
597
1 INTRODUCTION
The online work is based on being able to perform
daily tasks from any physical location, these theories
applied to the development of systems covers a wider
spectrum, by the optimization of time for the benefit
of the progress of projects, in order to meet these
expectations that help to organize and develop
computer projects, it is necessary to have a stable and
high speed network in order to be always connected
as well as to share resources among team members, if
you work with a wireless network it is advisable to
have a connection based on a WIFI 6 network, where
you can fully exploit the online work (Auccahuasi et
al., 2021a; Auccahuasi et al., 2021b).
Making a review of the literature we found works
where the last technologies are applied for the benefit
of the development of computational systems, such as
the use of VR technology applied to different areas,
in this case it was applied to physical education where
the objective is teaching, processes and methods,
where it has combined the connotation and
characteristics of VR technology, in order to perform
the analysis on the application of physical education
in order to expand the form of teaching reaching
students directly (Han, 2020). We also found works
referred about the consistency about a 3D mobile
application used for learning the use of the Bubble
Sort sorting algorithm, increasing the interactivity
and interest of students for the use and learning for
which a Virtual Reality technology and VR headsets
are proposed, where the design is based on the
concepts of gamification applied to the easy learning
process, applied to students where effective results
have been seen about the application of this learning
methodology where it has been designed in Unity
editor with C# scripts to implement the functionality
(Nicola et al., 2018).
We found works referred about IoT applied to the
different fields such as education, where augmented
and virtual reality (AR/VR) was applied, where it is
applied to a new dimension with IoT capability in
order to connect and use a digital information to
various physical devices by using a specialized
software and hardware in AR / VR applied to the real
world without any problem, generating a unique
experience enabling a range of functions such as
R&D, manufacturing, production and field services,
with aspects of smart education helping educations in
a positive way, a prototype has been developed with
the implementation of AR in IoT used in a general
way for both students and teachers (Paul et al., 2019).
We found works referred about the emerging
development of virtual reality (VR), through a head-
mounted device (HMD) VR that is applied to various
fields, in the area of education has been applied a
multimedia design of VR, for which has been
developed a virtual reality game in real English that
is played with VR HMD, called VR Life English
(VRLE), which has 2 play modes one is played with
voice and subtitles, and the other has only voice, for
the study conducted the VRLE was analyzed about
the performance of learning, immersion and
excitement of students, where high school students
from 2 classes have been included in the experiment
individually and mixed about the design of virtual
reality serious game (Yang et al., 2018).
We found works referred about simulations
applied to undergraduate nursing education applying
low-risk experiences in order to expose pre-licensure
students to clinical environments where the
development of knowledge and skills necessary for
patient care are located, the simulation was performed
through virtual reality (VR) applied to clinical
education, so the application on epistemic network
analysis (ENA), a technique of quantitative
ethnography (QE) with which the nursing educator is
modeled facilitated clinical judgment with which has
promoted quality education and safety of nurses,
applied via the use of Simulation Learning System
with Virtual Reality (SLS with VR), the simulation
was applied from October to November 2020 to 2nd
year nursing students where they practice basic
assessment and care management (Shah et al., 2021).
We found works referred about the design,
implementation and an initial evaluation of an
edutainment application called Virtual Environment
Interactions (VEnvI), considered as an application for
students to learn computer science concepts through
the process of choreographing the movement of a
virtual character using a fun and intuitive interface,
for which an exploratory study was applied with 54
participants, applied to a summer camp in order to
promote the participation of women in science
(Parmar et al., 2016).
We found works referred about the IT tool used in
cognitive info communication which support about
educational skills starting from the mathematical
point of view with the use of edu-coaching, 3D/VR
considered as a valuable method where engineering
knowledge is applied to solve problems, where edu-
coaching is considered as an alternative with which
can improve the efficiencies about education with the
application of disruptive technology through a
cooperative learning environment 3D VR, where ICT
have improved the effectiveness of learning,
motivation and creativity (Kovari, 2018). We found
works referred about low-cost VR applications
ISAIC 2022 - International Symposium on Automation, Information and Computing
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through applications which are going to run on
inexpensive hardware, applied to mobile-based
solutions through the combination of smartphone
together with virtual reality viewers for which we will
analyze an approach of creating applications applied
to people who can use the applications in different
places and situations which meet the target challenges
(Wallgrün et al., 2019).
In this work we use the DISCORD tool as a
collaborative work environment to generate a virtual
environment for the development and
implementation of computer systems, where team
members play an important role, but the maximum
benefit is the synergy and the use of the resources
available to each team member, with which you can
get to develop high performance teams by the fact that
all team members share their progress and this
information is counted in real time, so development
times are optimized and progress is verified for the
achievement of the goals, in the development of the
work, we describe the steps necessary to replicate the
method as well as the tools and components needed
for implementation.
2 MATERIALS AND METHODS
The method we present, consists of a description of
the problem where we describe the main problems
when working in teams and online, then we continue
with the description of the method we propose where
we describe how we can exploit the benefits provided
by the DISCORD application, and end with a
description of uses and applications of the proposed
method (Figure 1).
Figure 1: Block diagram of the proposal.
2.1 Description of the Problem
The description of the problem, is focused on the
multiple problems that we have when working in
teams, from the realization of a joint work, to the
execution of a project of great dimension, where there
are many collaborators and it is required the
verification of the deliverables as well as an analysis
of the deliverables; in a project of development of a
computer system or information system, we have
collaborators that develop different roles, like the one
in charge of the design of the database, the one in
charge of the analysis, the one in charge of the user
interfaces, the one that implements the programming
of the interface with the database, the ones that
develop the reports and the ones in charge of
documenting the implementation, depending on the
dimension of the project, the number of collaborators
can increase.
One of the classic problems that we have is the
administration of the advances, as well as of the
deliverables, where the tasks are configured in series,
with this logic we cannot start a task without the
previous task is not finished, this type of organization
generates delays in the development, because we
must wait that the analysis finishes to begin with the
design, to improve this process it is necessary to have
a mechanism that allows the integration of the team
and to be able to share resources, as well as the
verification of the advances to optimize the time of
development.
2.2 Description of the Method
The method we present is related to the optimization
of resources as well as the use of the time dedicated
to the development and implementation of computer
and information systems, these features are achieved
thanks to the DISCORD tools, which provides us with
a development environment where you can integrate
several participants, where you can share screen,
files, videos, among all participants, where you can
label the participants to know what their role in the
project is, where we can configure an administrator or
team coordinator who can interact with each and
every one of the participants, in real time. All these
features are achieved thanks to the customized
configuration of the DISCORD tools, which can be
seen in the following figure.
Figure 2: Architecture of the proposal.
Methodology for the Management of High Performance Teams in the Development of Computer Applications, Using Emerging
Technologies
599
In Figure 2, you can see the diagram of the
architecture of the method, where the heart is the
DISCORD application, which allows connectivity
with various devices, whether computers,
workstations, mobile devices, among others, as
additional configuration can exploit the different
resources that have the devices, such as the ability to
share screen, to make recordings, share files, all in
real time, also when one of the devices makes a video
transmission, all collaborators can observe them, In
order to achieve these configurations, it is necessary
that all devices are connected to the same network and
connected to the main device where the DISCORD
application is installed and configured as a server, in
the other devices the DISCORD application is
configured as a client.
Figure 3: DISCORD allows connection to multiple devices.
One of the advantages provided by the DISCORD
application is the multiple connectivity, with which
we can configure a device as a server and several
devices as a client, the advantage of this configuration
is the integration and availability of resources, this
configuration can be exploited in environments where
a team is required to work on the development and
implementation of software applications, can also be
applied in the implementation of tasks between
students in order to perform a single job and all
contribute to its development.
Figure 4: DISCORD allows connection with multiple
operative systems.
In Figure 4, it can be seen that the DISCORD
application is multiplatform, where multiple devices
can be connected, such as computers, mobile
equipment, of all brands, as well as there is no limit
to the number of devices that can be in a development
environment, this multiplatform feature is important
because the development team is always connected,
by any means or device.
3 RESULTS
After having made the explanation of the method,
which has as main actor the DISCORD application,
we can indicate multiple applications, where it is
required that the team members are always
connected, that consultations can be made and with
assistance in real time by all team members as well as
having a project coordinator who can at all times
verify the progress of each of the team members, we
can apply the method in the design of information
systems where it is required to meet specific times,
and the verification of progress is one of the primary
tasks, which ensures the development, maintaining an
idea of revised process, tested and finalized process;
This task of approval and verification of progress is
performed by the project coordinator or leader, who
is verifying the activities of each one, thus ensuring
compliance with the work plan.
We can use the method in other activities where
teamwork is required, such as school activities,
university student projects, or any type of task that
requires a group of people.
The results presented are related to the use and
exploitation of the method. The previous chapters
describe the configuration of the DISCORD tool,
which is the fundamental part, where the use of its
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connectivity and resource sharing features is used,
optimizing the development environment generated
with the tool. Next, we present the characteristics of
the method and what tasks we can perform.
Figure 5: Distribution of the development team.
Figure 5 shows the work mode in a high-
performance team configuration for the development
of computer systems or information systems, where a
DISCORD environment is configured and different
users are associated to the environment to perform
different functions.
A high performance development team is
characterized by the high specialization of each of the
team members, with the characteristic that the work
of the team is superior to the sum of individual work,
in this sense to demonstrate and improve
performance, the use of the DISCORD platform is
used to create a development environment, one of the
characteristics of the method is to have a coordinator,
who has the function to analyze the progress of each
of the team members, so that the tasks can be
performed in parallel.
The distribution of the roles of the team where you
can see the components of a programming team,
where we have the first place the team coordinator,
who can enter each session of the members, then we
have the responsible for the database, which is
responsible for the administration and organization of
data, handles data modeling tools and applications
such as MYSQL and others, we also have the team
members who programming interfaces, are those who
program the visual part of the systems, They handle
programs such as PHP among others, among the team
members who are responsible for the part of the
complex algorithms for calculation, who work with
programming languages such as C, C++, Python
among others, complementing the development team,
we have those responsible for performing the
documentation, as the team progresses the project, the
documentation must be accompanied to finish in the
estimated time, so we can configure the tasks that can
be executed in parallel.
In figure 6, a description of the architecture of
the development team is presented, where the
coordinator is evidenced and how he influences the
development of the team where he can visualize and
control the progress of each of the collaborators, in
this way the virtual development environment helps
in the administration and collaboration of the
members of the team in improvement of its results
that is evaluated with the fulfillment of the
objectives and delivery times.
Figure 6: Development team task.
4 CONCLUSIONS
The conclusions we reached at the end of this
research, is related to indicate the best conditions and
development environments for teams that implement
software-based applications, one of the daily tasks is
the use of physical spaces for the team to perform
their tasks. In these times where telework arises,
where people can develop their work from places
other than offices, new ways to manage these
development teams arise, in order to continue and
improve the development as well as the performance
of the development team, here are some of the
benefits of the proposed methodology.
From the aspect of being able to manage the team,
the DISCORD platform provides the mechanisms for
the creation of virtual environments, where you can
integrate several users in order to share information
and resources, in order to manage the team, manage
progress, measure and evaluate the results as well as
functional tests and to submit for discussion of the
entire team the likely changes in order to approve
them, thus improving the performance of the team.
From the aspect of usability, the DISCORD
platform can be easily installed and configured work
groups without much difficulty, we can also indicate
Methodology for the Management of High Performance Teams in the Development of Computer Applications, Using Emerging
Technologies
601
that it has no license, so we can use it without access
problems, this feature is important in addition to the
fact that it is multiplatform, where it can be installed
on different operating systems and devices, so we can
use them on cell phones, tablets, computers, as well
as Windows, Linux, Android, IOS operating systems
among others. With which it is demonstrated that the
system that the method can be applied and scaled.
As a mechanism for discussion, we can indicate
that the review of the literature presented shows that
simulation techniques, virtual reality, as well as the
application of different methodologies, show that as
technology improves, experimentation shows an
increase of these, in the market there are many
applications related to provide interaction between
different development teams, The method presented
here is related to exploit the benefits of the DISCORD
application, taking it from a highly demanding
environment such as video games, to an environment
of systems and applications development, through the
interaction of the development team, in order to meet
the objectives as well as compliance with the
established standards and times.
After having carried out the experimentation,
through the implementation of the methodology,
having carried out tests with development teams, we
recommend it as a working method, added to the fact
that the tool has a free use license and is easy to use,
which allows integrating the team in the shortest time
possible while maintaining its development
standards.
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