6 research outputs found
E-learning systems for teaching industrial automatism
The examples of e-learning systems have been successfully tested in a number of international engineering college and innovative industry and make it possible to improve performance of production by raising the professional level of the students and staff. E-learning can directly tie education to the formation of tutorial for teaching industrial automatism, the purpose of this study is to discuss strategies for developing integrated e-learning courseware based on instructional design and technology models. The essential of this methodological approach is to specify the composition of the various teaching modules in industrial automatism to be accessible to the students with a system modeling method and to develop a digital support that can be exploited in distance learning. E-learning systems aims at a two-way knowledge, communication between academia and industry. E-learning systems provides a real-life environment for engineers to develop their skills and comprehend the challenges involved in everyday industrial practice. This paper describes the challenges for using automates in the industry, It presents the fully application of system analysis for the design of a tutorial for teaching industrial automatism
Exploring the Applicability of Low‑Shot Learning in Mining Software Repositories
Background: Despite the well-documented and numerous recent successes of deep learning, the application of standard deep architectures to many classification problems within empirical software engineering remains problematic due to the large volumes of labeled data required for training. Here we make the argument that, for some problems, this hurdle can be overcome by taking advantage of low-shot learning in combination with simpler deep architectures that reduce the total number of parameters that need to be learned.
Findings: We apply low-shot learning to the task of classifying UML class and sequence diagrams from Github, and demonstrate that surprisingly good performance can be achieved by using only tens or hundreds of examples for each category when paired with an appropriate architecture. Using a large, off-the-shelf architecture, on the other hand, doesn’t perform beyond random guessing even when trained on thousands of samples.
Conclusion: Our findings suggest that identifying problems within empirical software engineering that lend themselves to low-shot learning could accelerate the adoption of deep learning algorithms within the empirical software engineering community
Mining and linking crowd-based software engineering how-to screencasts
In recent years, crowd-based content in the form of screencast videos has gained in popularity among software engineers. Screencasts are viewed and created for different purposes, such as a learning aid, being part of a software project’s documentation, or as a general knowledge sharing resource. For organizations to remain competitive in attracting and retaining their workforce, they must adapt to these technological and social changes in software engineering practices.
In this thesis, we propose a novel methodology for mining and integrating crowd-based multi- media content in existing workflows to help provide software engineers of different levels of experience and roles access to a documentation they are familiar with or prefer. As a result, we first aim to gain insights on how a user’s background and the task to be performed influence the use of certain documentation media. We focus on tutorial screencasts to identify their important information sources and provide insights on their usage, advantages, and disadvantages from a practitioner’s perspective. To that end, we conduct a survey of software engineers. We discuss how software engineers benefit from screencasts as well as challenges they face in using screencasts as project documentation.
Our survey results revealed that screencasts and question and answers sites are among the most popular crowd-based information sources used by software engineers. Also, the level of experience and the role or reason for resorting to a documentation source affects the types of documentation used by software engineers. The results of our survey support our motivation in this thesis and show that for screencasts, high quality content and a narrator are very important components for users.
Unfortunately, the binary format of videos makes analyzing video content difficult. As a result, dissecting and filtering multimedia information based on its relevance to a given project is an inherently difficult task. Therefore, it is necessary to provide automated approaches for mining and linking this crowd-based multimedia documentation to their relevant software artifacts. In this thesis, we apply LDA-based (Latent Dirichlet Allocation) mining approaches that take as input a set of screencast artifacts, such as GUI (Graphical User Interface) text (labels) and spoken words, to perform information extraction and, therefore, increase the availability of both textual and multimedia documentation for various stakeholders of a software product. For example, this allows screencasts to be linked to other software artifacts such as source code to help software developers/maintainers have access to the implementation details of an application feature.
We also present applications of our proposed methodology that include: 1) an LDA-based mining approach that extracts use case scenarios in text format from screencasts, 2) an LDA-based approach that links screencasts to their relevant artifacts (e.g., source code), and 3) a Semantic Web-based approach to establish direct links between vulnerability exploitation screencasts and their relevant vulnerability descriptions in the National Vulnerability Database (NVD) and indirectly link screencasts to their relevant Maven dependencies. To evaluate the applicability of the proposed approach, we report on empirical case studies conducted on existing screencasts that describe different use case scenarios of the WordPress and Firefox open source applications or vulnerability exploitation scenarios
Image-based Communication on Social Coding Platforms
Visual content in the form of images and videos has taken over
general-purpose social networks in a variety of ways, streamlining and
enriching online communications. We are interested to understand if and to what
extent the use of images is popular and helpful in social coding platforms. We
mined nine years of data from two popular software developers' platforms: the
Mozilla issue tracking system, i.e., Bugzilla, and the most well-known platform
for developers' Q/A, i.e., Stack Overflow. We further triangulated and extended
our mining results by performing a survey with 168 software developers. We
observed that, between 2013 and 2022, the number of posts containing image data
on Bugzilla and Stack Overflow doubled. Furthermore, we found that sharing
images makes other developers engage more and faster with the content. In the
majority of cases in which an image is included in a developer's post, the
information in that image is complementary to the text provided. Finally, our
results showed that when an image is shared, understanding the content without
the information in the image is unlikely for 86.9\% of the cases. Based on
these observations, we discuss the importance of considering visual content
when analyzing developers and designing automation tools
A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness
People increasingly use videos on the Web as a source for learning. To
support this way of learning, researchers and developers are continuously
developing tools, proposing guidelines, analyzing data, and conducting
experiments. However, it is still not clear what characteristics a video should
have to be an effective learning medium. In this paper, we present a
comprehensive review of 257 articles on video-based learning for the period
from 2016 to 2021. One of the aims of the review is to identify the video
characteristics that have been explored by previous work. Based on our
analysis, we suggest a taxonomy which organizes the video characteristics and
contextual aspects into eight categories: (1) audio features, (2) visual
features, (3) textual features, (4) instructor behavior, (5) learners
activities, (6) interactive features (quizzes, etc.), (7) production style, and
(8) instructional design. Also, we identify four representative research
directions: (1) proposals of tools to support video-based learning, (2) studies
with controlled experiments, (3) data analysis studies, and (4) proposals of
design guidelines for learning videos. We find that the most explored
characteristics are textual features followed by visual features, learner
activities, and interactive features. Text of transcripts, video frames, and
images (figures and illustrations) are most frequently used by tools that
support learning through videos. The learner activity is heavily explored
through log files in data analysis studies, and interactive features have been
frequently scrutinized in controlled experiments. We complement our review by
contrasting research findings that investigate the impact of video
characteristics on the learning effectiveness, report on tasks and technologies
used to develop tools that support learning, and summarize trends of design
guidelines to produce learning video