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OOPSLA 2001


Submission Process | Examples To Emulate

Chair: Craig Larman, tutorials@oopsla.acm.org
Submissions due date: 23 March 2001
Notification of acceptance or rejection: 8 May 2001

OOPSLA is a special and singular event for those passionate about learning or sharing object technologies and related software engineering practices. Since 1986, it has upheld a tradition as the premier venue for education with real depth and quality, presented by world-class experts. Students both novice and expert come with the hope to be enriched and inspired by the finest offering of tutorials, masterfully taught.

With the goal of upholding this tradition of excellence in object-oriented education and presentation, OOPSLA is pleased to announce this call for participation in tutorials.

With the overarching goal of tutorials of the highest quality, greatest relevance and insight, presented with skill, OOPSLA tutorials can range across all aspects of object technology—from introductions to applied software engineering practices to leading edge research topics. We encourage proposals for innovative tutorials—those that depart from lecture style delivery, or tutorials on highly advanced topics in object technology. In addition, we encourage the application of skillful teaching techniques in order to enhance the learning experience.

Tutorials are presented in half-day (3 contact hours) or full-day (6 contact hours) sessions throughout the conference week, primarily during the first two days of the conference. Popular subjects are sometimes repeated.

Tutorial proposals will be evaluated by the OOPSLA 2001 Tutorial Committee, which is composed of people from industry, academia, and industrial research, with extensive experience in object technologies and related software engineering practices. Submissions will be evaluated on the following criteria:

  • Value and relevance of the topic to OOPSLA attendees
  • Completeness and quality of tutorial proposal
  • Expertise of the presenter(s)
  • Presentation ability of the presenter(s)
  • Innovation in topic or proposed presentation approach.

Proposals are due by 23 March 2001. The Tutorial Chair will send notification of acceptance or rejection by 8 May 2001. Accepted tutorials will become part of the OOPSLA 2001 Tutorial Program and will be described in the Advance Program using the text submitted in the tutorial proposal. Camera ready and electronic tutorial notes for participants are due by 19 July 2001. Please be sure to thoroughly complete all of the required portions on the online submission form. In order to make informed decisions, the Tutorial Committee members will need to find sufficient information in the proposal to clearly understand the intended audience, the tutorial objectives for this audience, the technical content plan and the tutorial organization and approach that will be used to achieve the objectives. Incomplete submissions will not be evaluated.

Tutorial participants receive the following compensations:

  • Maximum of 1 free conference registration per tutorial. Therefore, for example, if 2 speakers share duty on a tutorial, only 1 free conference registration is available.
  • Honorarium compensation according to the following formula.

Amount per tutorial = $1000*u*n + $600*t

Where:
u = number of units per tutorial (1 unit per each half day)
t = 1 for North America, 2 for non-North America
(t = 0 if your travel is covered by another tutorial you're giving)
n = number of times tutorial is given

Note that the second term in the formula ($600*t) is intended to cover travel expenses and as such, will not be duplicated to cover the travel expenses for the same person more than once. In other words, if you are giving more than one tutorial, then t = 0 for tutorials other than the first one.

If the tutorial is accepted, submitters will be able asked to complete a reimbursement form. Note that for those subject to USA income tax, the honorarium is reported to the IRS. Tutorial compensation checks will be available at the conference as soon as the tutorial is complete.

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Submission Process

Proposals must be submitted no later than 23 March 2001, but earlier is better. We will read early proposals and work with the submitter(s) to further develop proposals that need additional information or to identify possible innovative techniques for delivery.

Note that proposals may be modified up until the deadline

Acceptance and rejection notifications will be emailed by 8 May 2001.

For additional information, clarification, or questions please feel free to contact the Tutorial Chair at tutorials@oopsla.acm.com

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Examples To Emulate

Below are some examples of the essential and required three pieces, abstracts, objectives, and attendee background, of good tutorial descriptions. These are good examples of the information requested. No endorsement on contents or topic is implied by the use of these examples; they are merely for illustration purposes.

Example Abstracts

Abstract: When the performance penalty of object-oriented systems is mentioned, a common response is to blame antiquated hardware designs for not supporting object-oriented languages as they deserve. To what extent can the performance gap between conventional languages and object-oriented languages be closed using hardware? What architectural changes benefit object-oriented systems, and by how much? There have been many attempts to make hardware that better supports object-oriented programming. This tutorial describes some of these systems, and the extent that they have succeeded or failed in their aims. These systems include the iAPX432, SOAR, Rekursiv, and MUSHROOM, as well as some features from mainstream architectures such as SPARC.

Abstract: This tutorial presents techniques for improving, understanding, and expressing object analysis and design models. These techniques include development of: Use Case Conversations, User Navigation Models, CRC cards, object behavior stereotypes, control style analysis, behavior refactoring worksheets, hot spot cards, and flexibility design. These techniques can be successfully applied to augment your analysis and design toolkit, regardless of methodology. This tutorial will be conducted as a hands-on-workshop where we review guidelines and examples to illustrate key techniques, and use the techniques to develop the artifacts.

Abstract: There are many issues that need to be addressed before a truly reusable C++ class library can be built. This tutorial will examine these issues from both an abstract perspective (design) and a pragmatic perspective (code).

Abstract: As Smalltalk projects grow, they tend to hit the Smalltalk productivity wall - the point at which added resources do not contribute proportionately to project progress. This can happen at any point between three to six or more developers. This tutorial defines the problem, surveys available products, and provides generic and customized practical solutions using Object Technology's ENVY/Developer as a model.

Abstract: A project that is using object technology and an iterative development process faces a number of unique issued in order to deal with the project's entire life cycle. This tutorial presents a process framework that can be tailored to a specific project's situation. The tutorial follows a logical order of topics facing projects. Topics include estimating, scheduling, methodology selection, iterative development, and reuse. Specific advice derived from multiple project experiences is given during the discussion of each topic area.

Example Tutorial Objectives

Objective: The intermediate level C++ programmer who attends this tutorial will gain experience in the following areas: the design of a minimal public interface; the handling of variable-sized object; the avoidance of memory leakage; the construction of optimally reusable base classes; heuristics for efficient operator overloading; the roles of containment, inheritance, and multiple inheritance in C++ programming; the use of polymorphic vs. monomorphic functions.

Objective: This tutorial is intended to prepare the participant (1) to determine whether an object DBMS is appropriate technology for his or her database needs (2) to understand the technical tradeoffs between relational and object DBMS technologies, and (3) to evaluate the commercially available object DBMS products.

Objective: Participants will acquire experience using design patterns to solve real problems. This experience will enhance participants' design abilities by teaching them how to apply design patterns to their own object-oriented systems.

Objective: Participants will be acquainted with a comprehensive test plan that integrates the construction process and the testing process, and will be provided with a scalable total process that can be tailored to the size of a project and the degree of coverage required by the application.

Example Attendee Backgrounds

Background: Participants should be experienced Smalltalk programmers

Background: Participants should have a general familiarity with the object-oriented paradigm, preferably being fluent in one or more object-oriented languages. Familiarity with Smalltalk will be useful, but not required. The intended audience is professionals charged with developing or managing instruction in object-oriented techniques, either in a university or industry context.

Background: The tutorial is targeted to those individuals interested in the managerial issues that influence the success of object -oriented software development efforts. It is assumed that the audience has some familiarity with the basic concepts of object technology and have begun to worry about how to effectively employ the technology.

Background: Basic knowledge of the operational behavior of languages, particularly inheritance and polymorphism, but with no formal theoretical understanding. Only a knowledge of simple set theory will be required; and a willingness to perform certain mathematical substitutions. The tutorial is aimed at software professionals wanting to write type-correct software; language designers wanting to understand type issues in OOP; final year undergraduates and first year graduate students wanting to relate traditional notions of type to OOP.

Example Presentation Format

Presentation Format: This tutorial will be presentation based.

Presentation Format: This tutorial will be 70% lecture and 30% individual paper exercises.

Presentation Format: This tutorial will offer only a minimum amount of lecture, with the majority of time spent in small groups trying to solve specific problems. Lectures will be used to deliver the key points but after approximately every 30 minutes of lecture, participants will complete a set of short exercises to reinforce the lecture material. Solutions to the exercises will be presented and discussed.

Presentation Format: After a brief introduction by the presenter to set the scope and objectives for the session, participants will be divided into groups, and each group given one of four different problems to solve. Then two groups that have tackled different problems will swap members to compare solutions and prepare a poster that explains how the differences in the problems affected the solution approaches taken. There will then be an opportunity for all participants to view and discuss the posters. In the second half of the session the process will be repeated but with different group memberships and different problems. The session will end with the presenter drawing together the results of the exercises and explaining how they compare with recently published research results.


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