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Explaining how to play real-time strategy games
Real-time strategy games share many aspects with real situations in domains such as battle planning, air traffic control, and emergency response team management which makes them appealing test-beds for Artificial Intelligence (AI) and machine learning. End-user annotations could help to provide supplemental information for learning algorithms, especially when training data is sparse. This paper presents a formative study to uncover how experienced users explain game play in real-time strategy games. We report the results of our analysis of explanations and discuss their characteristics that could support the design of systems for use by experienced real-time strategy game users in specifying or annotating strategy-oriented behavior
The effects of change decomposition on code review -- a controlled experiment
Background: Code review is a cognitively demanding and time-consuming
process. Previous qualitative studies hinted at how decomposing change sets
into multiple yet internally coherent ones would improve the reviewing process.
So far, literature provided no quantitative analysis of this hypothesis.
Aims: (1) Quantitatively measure the effects of change decomposition on the
outcome of code review (in terms of number of found defects, wrongly reported
issues, suggested improvements, time, and understanding); (2) Qualitatively
analyze how subjects approach the review and navigate the code, building
knowledge and addressing existing issues, in large vs. decomposed changes.
Method: Controlled experiment using the pull-based development model
involving 28 software developers among professionals and graduate students.
Results: Change decomposition leads to fewer wrongly reported issues,
influences how subjects approach and conduct the review activity (by increasing
context-seeking), yet impacts neither understanding the change rationale nor
the number of found defects.
Conclusions: Change decomposition reduces the noise for subsequent data
analyses but also significantly supports the tasks of the developers in charge
of reviewing the changes. As such, commits belonging to different concepts
should be separated, adopting this as a best practice in software engineering
A Task-based Evaluation of French Morphological Resources and Tools
Morphology is a key component for many Language Technology applications. However, morphological relations, especially those relying on the derivation and compounding processes, are often addressed in a superficial manner. In this article, we focus on assessing the relevance of deep and motivated morphological knowledge in Natural Language Processing applications. We first describe an annotation experiment whose goal is to evaluate the role of morphology for one task, namely Question Answering (QA). We then highlight the kind of linguistic knowledge that is necessary for this particular task and propose a qualitative analysis of morphological phenomena in order to identify the morphological processes that are most relevant. Based on this study, we perform an intrinsic evaluation of existing tools and resources for French morphology, in order to quantify their coverage. Our conclusions provide helpful insights for using and building appropriate morphological resources and tools that could have a significant impact on the application performance
An Introduction to 3D User Interface Design
3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article
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