836 research outputs found

    Analysis of Human Affect and Bug Patterns to Improve Software Quality and Security

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    The impact of software is ever increasing as more and more systems are being software operated. Despite the usefulness of software, many instances software failures have been causing tremendous losses in lives and dollars. Software failures take place because of bugs (i.e., faults) in the software systems. These bugs cause the program to malfunction or crash and expose security vulnerabilities exploitable by malicious hackers. Studies confirm that software defects and vulnerabilities appear in source code largely due to the human mistakes and errors of the developers. Human performance is impacted by the underlying development process and human affects, such as sentiment and emotion. This thesis examines these human affects of software developers, which have drawn recent interests in the community. For capturing developers’ sentimental and emotional states, we have developed several software tools (i.e., SentiStrength-SE, DEVA, and MarValous). These are novel tools facilitating automatic detection of sentiments and emotions from the software engineering textual artifacts. Using such an automated tool, the developers’ sentimental variations are studied with respect to the underlying development tasks (e.g., bug-fixing, bug-introducing), development periods (i.e., days and times), team sizes and project sizes. We expose opportunities for exploiting developers’ sentiments for higher productivity and improved software quality. While developers’ sentiments and emotions can be leveraged for proactive and active safeguard in identifying and minimizing software bugs, this dissertation also includes in-depth studies of the relationship among various bug patterns, such as software defects, security vulnerabilities, and code smells to find actionable insights in minimizing software bugs and improving software quality and security. Bug patterns are exposed through mining software repositories and bug databases. These bug patterns are crucial in localizing bugs and security vulnerabilities in software codebase for fixing them, predicting portions of software susceptible to failure or exploitation by hackers, devising techniques for automated program repair, and avoiding code constructs and coding idioms that are bug-prone. The software tools produced from this thesis are empirically evaluated using standard measurement metrics (e.g., precision, recall). The findings of all the studies are validated with appropriate tests for statistical significance. Finally, based on our experience and in-depth analysis of the present state of the art, we expose avenues for further research and development towards a holistic approach for developing improved and secure software systems

    Human Machine Interaction

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    In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction

    Opinion Mining for Software Development: A Systematic Literature Review

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    Opinion mining, sometimes referred to as sentiment analysis, has gained increasing attention in software engineering (SE) studies. SE researchers have applied opinion mining techniques in various contexts, such as identifying developers’ emotions expressed in code comments and extracting users’ critics toward mobile apps. Given the large amount of relevant studies available, it can take considerable time for researchers and developers to figure out which approaches they can adopt in their own studies and what perils these approaches entail. We conducted a systematic literature review involving 185 papers. More specifically, we present 1) well-defined categories of opinion mining-related software development activities, 2) available opinion mining approaches, whether they are evaluated when adopted in other studies, and how their performance is compared, 3) available datasets for performance evaluation and tool customization, and 4) concerns or limitations SE researchers might need to take into account when applying/customizing these opinion mining techniques. The results of our study serve as references to choose suitable opinion mining tools for software development activities, and provide critical insights for the further development of opinion mining techniques in the SE domain

    The Mass Housing Dilemma: An Industrial Design Process in Architecture

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    World population growth and global warming are accentuating the long recognized problem of housing for the masses; millions are homeless, live in inadequate shelter, or as in the US Manufactured Housing market that is the focus of this thesis, live in nondurable poor quality ?manufactured? houses that are detrimental to health, at best, or during extreme weather events, suffer catastrophic damages often resulting in death to occupants. In this thesis, we have reviewed the role of the architect in the US Manufactured Housing industry; additionally, we identified the major problems that plaque the US Manufactured Housing Industry. Further, we have reviewed how architects and Industrial Designers use technology in their respective fields. Our findings and analysis suggest that an Industrial Design approach, applied in architecture for mass housing, offers a means of improving the architect?s role in manufactured housing for the masses

    Creative Management: Disciplining the Neoliberal Worker

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    This integrated article dissertation examines some of the new managerial practices that have emerged to handle cognitive capitalism’s ongoing need for creative, flexible labour power. The three articles included in this dissertation offer a glimpse into the widespread processes employed by management to regulate and discipline a workforce that must also be granted a degree of relative flexibility, creativity, and autonomy in order to be effective under post-Fordist conditions of production. The first chapter looks at the emergence of corporate improvisational training at the turn of the twenty-first century as an attempt to cultivate flexible and innovative workers, a move that ultimately succumbs to what Andre Spicer (2013) calls “organizational bullshit”—the deployment of cynical and self-serving discourse that functions to build confidence and legitimacy within workplaces where a clear sense of occupational purpose is lacking. Chapter two explores the recent trend of workplace mindfulness as a specific element of the now-prevalent \u27wellness\u27 discourses, which inevitably work to align workers\u27 personal values with those of their employer. The final chapter involves an analysis of the working conditions of voice-over and motion capture actors in the video game industry and the processes of rationalization and neo-taylorization to which they are subjected

    Blockchain Value Creation Logics and Financial Returns

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    With its complexities and portfolio-nature, the advent of blockchain technology presents several use cases to stakeholders for business value appropriation and financial gains. This 3-essay dissertation focuses on three exemplars and research approaches to understanding the value creation logics of blockchain technology for financial gains. The first essay is a conceptual piece that explores five main affordances of blockchain technology and how these can be actualized and assimilated for business value. Based on the analysis of literature findings, an Affordance-Experimentation-Actualization-Assimilation (AEAA) model is proposed. The model suggests five affordance-to-assimilation value chains and eight value interdependencies that firms can leverage to optimize their value creation and capture during blockchain technology implementation. The second essay empirically examines the financial returns of public firms\u27 blockchain adoption investments at the level of the three main blockchain archetypes (private-permissioned, public-permissioned and permissionless. Drawing upon Fichman\u27s model of the option value of innovative IT platform investments, the study examines business value creation through firm blockchain strategy (i.e., archetype instances, decentralization, and complementarity), learning (i.e., blockchain patents and event participation), and bandwagon effects using quarterly data of firm archetype investments from 2015 to 2020. The study\u27s propensity score matching utilization and fixed-effects modeling provide objective quantification of how blockchain adoption leads to increases in firm value (performance measured by Tobin\u27s q) at the archetype level (permissionless, public permissioned, and private permissioned). Surprisingly, a more decentralized archetype and a second different archetype implementation are associated with a lower Tobin\u27s q. In addition, IT-option proxy parameters such as blockchain patent originality, participation in blockchain events, and network externality positively impact firm performance, whereas the effect of blockchain patents is negative. As the foremost and more established use case of blockchain technology whose business value is accessed in either of the five affordances and exemplifies a permissionless archetype for financial gains, bitcoin cryptocurrency behavior is studied through the lens of opinion leaders on Twitter. The third essay this relationship understands the hourly price returns and volatility shocks that sentiments from opinion leaders generate and vice-versa. With a dynamic opinion leader identification strategy, lexicon and rule-based sentiment analytics, I extract sentiments of the top ten per cent bitcoin opinion leaders\u27 tweets. Controlling for various economic indices and contextual factors, the study estimates a vector autoregression model (VAR) and finds that finds that Bitcoin return granger cause Polarity but the influence of sentiment subjectivity is marginal and only stronger on bitcoin price volatility. Several key implications for blockchain practitioners and financial stakeholders and suggestions for future research are discussed

    Software Usability

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    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users

    A Player’s Sense of Place: Computer Games as Anatopistic Medium

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    This project works to understand how open-world computer games help generate a sense of place from the player. Since their development over a half century ago, computer games have primarily been discussed in terms of space. Yet the way we think about space today is much different than how those scientists calculated space as a construction of time, mass, and location. But as computer games have evolved, the language has failed to accommodate the more nuanced qualities of game spaces. This project aims at articulating the nuances of place through phenomenological methods to objectively analyze the player experience as performed through various behaviors. Using a conceptual model that partially illustrates sense of place, I demonstrate how players create out of place—or anatopistic—places through play. After a historical survey of play as it is manifested through interaction with miniaturized environments, I turn to computer games as they have helped embody their creators’ sense of place. The third and fourth chapters offer a pair of case studies that reflect upon the experiences of the individual player and player groups. First, I compare virtual photography with tourism to reveal an array of sensibilities suggestive of the pursuit of place. This is followed with a look at Niantic’s PokĂ©mon Go and how player groups use the game to act out ritualistic forms of play. Positioning the player as a “ludopilgrim,” I demonstrate how players perform individual or intersubjectively meaningful places as a form of transgressive placemaking

    24th International Conference on Information Modelling and Knowledge Bases

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    In the last three decades information modelling and knowledge bases have become essentially important subjects not only in academic communities related to information systems and computer science but also in the business area where information technology is applied. The series of European – Japanese Conference on Information Modelling and Knowledge Bases (EJC) originally started as a co-operation initiative between Japan and Finland in 1982. The practical operations were then organised by professor Ohsuga in Japan and professors Hannu Kangassalo and Hannu Jaakkola in Finland (Nordic countries). Geographical scope has expanded to cover Europe and also other countries. Workshop characteristic - discussion, enough time for presentations and limited number of participants (50) / papers (30) - is typical for the conference. Suggested topics include, but are not limited to: 1. Conceptual modelling: Modelling and specification languages; Domain-specific conceptual modelling; Concepts, concept theories and ontologies; Conceptual modelling of large and heterogeneous systems; Conceptual modelling of spatial, temporal and biological data; Methods for developing, validating and communicating conceptual models. 2. Knowledge and information modelling and discovery: Knowledge discovery, knowledge representation and knowledge management; Advanced data mining and analysis methods; Conceptions of knowledge and information; Modelling information requirements; Intelligent information systems; Information recognition and information modelling. 3. Linguistic modelling: Models of HCI; Information delivery to users; Intelligent informal querying; Linguistic foundation of information and knowledge; Fuzzy linguistic models; Philosophical and linguistic foundations of conceptual models. 4. Cross-cultural communication and social computing: Cross-cultural support systems; Integration, evolution and migration of systems; Collaborative societies; Multicultural web-based software systems; Intercultural collaboration and support systems; Social computing, behavioral modeling and prediction. 5. Environmental modelling and engineering: Environmental information systems (architecture); Spatial, temporal and observational information systems; Large-scale environmental systems; Collaborative knowledge base systems; Agent concepts and conceptualisation; Hazard prediction, prevention and steering systems. 6. Multimedia data modelling and systems: Modelling multimedia information and knowledge; Contentbased multimedia data management; Content-based multimedia retrieval; Privacy and context enhancing technologies; Semantics and pragmatics of multimedia data; Metadata for multimedia information systems. Overall we received 56 submissions. After careful evaluation, 16 papers have been selected as long paper, 17 papers as short papers, 5 papers as position papers, and 3 papers for presentation of perspective challenges. We thank all colleagues for their support of this issue of the EJC conference, especially the program committee, the organising committee, and the programme coordination team. The long and the short papers presented in the conference are revised after the conference and published in the Series of “Frontiers in Artificial Intelligence” by IOS Press (Amsterdam). The books “Information Modelling and Knowledge Bases” are edited by the Editing Committee of the conference. We believe that the conference will be productive and fruitful in the advance of research and application of information modelling and knowledge bases. Bernhard Thalheim Hannu Jaakkola Yasushi Kiyok
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