19,229 research outputs found

    Combining configuration and recommendation to enable an interactive guidance of product line configuration

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    This paper is interested in e-commerce for complex configurable products/systems. E-commerce makes a wide use of recommendation techniques to help customers identify relevant products or services in large collections of offers. One particular way to achieve this is to offer customers a panel of options among which they can select their preferred ones. A trend in the industry is to go a step further, beyond the selection of pre-defined products from a catalogue by handling products customization. The systems engineering community has shown that, based on product line engineering methods, techniques and tools, it is possible to produce customized products efficiently and at low cost. The problem is that there are usually so many products in a PL that it is impossible to specify all of them explicitly, and therefore traditional recommendation techniques cannot be simply applied. This paper proposes an approach that combines two complementary forms of guidance: configuration and recommendation, to help customers define their own products out of a product line specification. The proposed approach, called interactive configuration supports the combination by organizing the configuration process in a series of partial configurations where decisions are made by the recommendation. This paper illustrates this process by applying it to an example with the content based method for recommendation and the a priori configuration approach

    Selection of Software Product Line Implementation Components Using Recommender Systems: An Application to Wordpress

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    In software products line (SPL), there may be features which can be implemented by different components, which means there are several implementations for the same feature. In this context, the selection of the best components set to implement a given configuration is a challenging task due to the high number of combinations and options which could be selected. In certain scenarios, it is possible to find information associated with the components which could help in this selection task, such as user ratings. In this paper, we introduce a component-based recommender system, called (REcommender System that suggests implementation Components from selecteD fEatures), which uses information associated with the implementation components to make recommendations in the domain of the SPL configuration. We also provide a RESDEC reference implementation that supports collaborative-based and content-based filtering algorithms to recommend (i.e., implementation components) regarding WordPress-based websites configuration. The empirical results, on a knowledge base with 680 plugins and 187 000 ratings by 116 000 users, show promising results. Concretely, this indicates that it is possible to guide the user throughout the implementation components selection with a margin of error smaller than 13% according to our evaluation.Ministerio de Economía y Competitividad RTI2018-101204-B-C22Ministerio de Economía y Competitividad TIN2014-55894-C2-1-RMinisterio de Economía y Competitividad TIN2017-88209-C2-2-RMinisterio de Economía, Industria y Competitividad MCIU-AEI TIN2017-90644-RED

    Enforcing Customization in e-Learning Systems: an ontology and product line-based approach

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    In the era of e-Learning, educational materials are considered a crucial point for all the stakeholders. On the one hand, instructors aim at creating learning materials that meet the needs and expectations of learners easily and effec-tively; On the other hand, learners want to acquire knowledge in a way that suits their characteristics and preferences. Consequently, the provision and customization of educational materials to meet the needs of learners is a constant challenge and is currently synonymous with technological devel-opment. Promoting the personalization of learning materials, especially dur-ing their development, will help to produce customized learning materials for specific learners' needs. The main objective of this thesis is to reinforce and strengthen Reuse, Cus-tomization and Ease of Production issues in e-Learning materials during the development process. The thesis deals with the design of a framework based on ontologies and product lines to develop customized Learning Objects (LOs). With this framework, the development of learning materials has the following advantages: (i) large-scale production, (ii) faster development time, (iii) greater (re) use of resources. The proposed framework is the main contribution of this thesis, and is char-acterized by the combination of three models: the Content Model, which addresses important points related to the structure of learning materials, their granularity and levels of aggregation; the Customization Model, which con-siders specific learner characteristics and preferences to customize the learn-ing materials; and the LO Product Line (LOPL) model, which handles the subject of variability and creates matter-them in an easy and flexible way. With these models, instructors can not only develop learning materials, but also reuse and customize them during development. An additional contribution is the Customization Model, which is based on the Learning Style Model (LSM) concept. Based on the study of seven of them, a Global Learning Style Model Ontology (GLSMO) has been con-structed to help instructors with information on the apprentice's characteris-tics and to recommend appropriate LOs for customization. The results of our work have been reflected in the design of an authoring tool for learning materials called LOAT. They have described their require-ments, the elements of their architecture, and some details of their user inter-face. As an example of its use, it includes a case study that shows how its use in the development of some learning components.En la era del e¿Learning, los materiales educativos se consideran un punto crucial para todos los participantes. Por un lado, los instructores tienen como objetivo crear materiales de aprendizaje que satisfagan las necesidades y ex-pectativas de los alumnos de manera fácil y efectiva; por otro lado, los alumnos quieren adquirir conocimientos de una manera que se adapte a sus características y preferencias. En consecuencia, la provisión y personaliza-ción de materiales educativos para satisfacer las necesidades de los estudian-tes es un desafío constante y es actualmente sinónimo de desarrollo tecnoló-gico. El fomento de la personalización de los materiales de aprendizaje, es-pecialmente durante su desarrollo, ayudará a producir materiales de aprendi-zaje específicos para las necesidades específicas de los alumnos. El objetivo fundamental de esta tesis es reforzar y fortalecer los temas de Reutilización, Personalización y Facilidad de Producción en materiales de e-Learning durante el proceso de desarrollo. La tesis se ocupa del diseño de un marco basado en ontologías y líneas de productos para desarrollar objetos de aprendizaje personalizados. Con este marco, el desarrollo de materiales de aprendizaje tiene las siguientes ventajas: (i) producción a gran escala, (ii) tiempo de desarrollo más rápido, (iii) mayor (re)uso de recursos. El marco propuesto es la principal aportación de esta tesis, y se caracteriza por la combinación de tres modelos: el Modelo de Contenido, que aborda puntos importantes relacionados con la estructura de los materiales de aprendizaje, su granularidad y niveles de agregación, el Modelo de Persona-lización, que considera las características y preferencias específicas del alumno para personalizar los materiales de aprendizaje, y el modelo de Línea de productos LO (LOPL), que maneja el tema de la variabilidad y crea ma-teriales de manera fácil y flexible. Con estos modelos, los instructores no sólo pueden desarrollar materiales de aprendizaje, sino también reutilizarlos y personalizarlos durante el desarrollo. Una contribución adicional es el modelo de personalización, que se basa en el concepto de modelo de estilo de aprendizaje. A partir del estudio de siete de ellos, se ha construido una Ontología de Modelo de Estilo de Aprendiza-je Global para ayudar a los instructores con información sobre las caracterís-ticas del aprendiz y recomendarlos apropiados para personalización. Los resultados de nuestro trabajo se han plasmado en el diseño de una he-rramienta de autor de materiales de aprendizaje llamada LOAT. Se han des-crito sus requisitos, los elementos de su arquitectura, y algunos detalles de su interfaz de usuario. Como ejemplo de su uso, se incluye un caso de estudio que muestra cómo su empleo en el desarrollo de algunos componentes de aprendizaje.En l'era de l'e¿Learning, els materials educatius es consideren un punt crucial per a tots els participants. D'una banda, els instructors tenen com a objectiu crear materials d'aprenentatge que satisfacen les necessitats i expectatives dels alumnes de manera fàcil i efectiva; d'altra banda, els alumnes volen ad-quirir coneixements d'una manera que s'adapte a les seues característiques i preferències. En conseqüència, la provisio' i personalitzacio' de materials edu-catius per a satisfer les necessitats dels estudiants és un desafiament constant i és actualment sinònim de desenvolupament tecnològic. El foment de la personalitzacio' dels materials d'aprenentatge, especialment durant el seu desenvolupament, ajudarà a produir materials d'aprenentatge específics per a les necessitats concretes dels alumnes. L'objectiu fonamental d'aquesta tesi és reforçar i enfortir els temes de Reutilització, Personalització i Facilitat de Producció en materials d'e-Learning durant el procés de desenvolupament. La tesi s'ocupa del disseny d'un marc basat en ontologies i línia de productes per a desenvolupar objec-tes d'aprenentatge personalitzats. Amb aquest marc, el desenvolupament de materials d'aprenentatge té els següents avantatges: (i) produccio' a gran esca-la, (ii) temps de desenvolupament mes ràpid, (iii) major (re)ús de recursos. El marc proposat és la principal aportacio' d'aquesta tesi, i es caracteritza per la combinacio' de tres models: el Model de Contingut, que aborda punts im-portants relacionats amb l'estructura dels materials d'aprenentatge, la se-ua granularitat i nivells d'agregació, el Model de Línia de Producte, que ges-tiona el tema de la variabilitat i crea materials d'aprenentatge de manera fàcil i flexible. Amb aquests models, els instructors no solament poden desenvolu-par materials d'aprenentatge, sinó que també poden reutilitzar-los i personalit-zar-los durant el desenvolupament. Una contribucio' addicional és el Model de Personalitzacio', que es basa en el concepte de model d'estil d'aprenentatge. A partir de l'estudi de set d'ells, s'ha construït una Ontologia de Model d'Estil d'Aprenentatge Global per a ajudar als instructors amb informacio' sobre les característiques de l'aprenent i recomanar els apropiats per a personalitzacio'. Els resultats del nostre treball s'han plasmat en el disseny d'una eina d'autor de materials d'aprenentatge anomenada LOAT. S'han descrit els seus requi-sits, els elements de la seua arquitectura, i alguns detalls de la seua interfície d'usuari. Com a exemple del seu ús, s'inclou un cas d'estudi que mostra com és el desenvolupament d'alguns components d'aprenentatge.Ezzat Labib Awad, A. (2017). Enforcing Customization in e-Learning Systems: an ontology and product line-based approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90515TESI

    Synthesis of Attributed Feature Models From Product Descriptions: Foundations

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    Feature modeling is a widely used formalism to characterize a set of products (also called configurations). As a manual elaboration is a long and arduous task, numerous techniques have been proposed to reverse engineer feature models from various kinds of artefacts. But none of them synthesize feature attributes (or constraints over attributes) despite the practical relevance of attributes for documenting the different values across a range of products. In this report, we develop an algorithm for synthesizing attributed feature models given a set of product descriptions. We present sound, complete, and parametrizable techniques for computing all possible hierarchies, feature groups, placements of feature attributes, domain values, and constraints. We perform a complexity analysis w.r.t. number of features, attributes, configurations, and domain size. We also evaluate the scalability of our synthesis procedure using randomized configuration matrices. This report is a first step that aims to describe the foundations for synthesizing attributed feature models

    Searching, Selecting, and Synthesizing Source Code Components

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    As programmers develop software, they instinctively sense that source code exists that could be reused if found --- many programming tasks are common to many software projects across different domains. oftentimes, a programmer will attempt to create new software from this existing source code, such as third-party libraries or code from online repositories. Unfortunately, several major challenges make it difficult to locate the relevant source code and to reuse it. First, there is a fundamental mismatch between the high-level intent reflected in the descriptions of source code, and the low-level implementation details. This mismatch is known as the concept assignment problem , and refers to the frequent case when the keywords from comments or identifiers in code do not match the features implemented in the code. Second, even if relevant source code is found, programmers must invest significant intellectual effort into understanding how to reuse the different functions, classes, or other components present in the source code. These components may be specific to a particular application, and difficult to reuse.;One key source of information that programmers use to understand source code is the set of relationships among the source code components. These relationships are typically structural data, such as function calls or class instantiations. This structural data has been repeatedly suggested as an alternative to textual analysis for search and reuse, however as yet no comprehensive strategy exists for locating relevant and reusable source code. In my research program, I harness this structural data in a unified approach to creating and evolving software from existing components. For locating relevant source code, I present a search engine for finding applications based on the underlying Application Programming Interface (API) calls, and a technique for finding chains of relevant function invocations from repositories of millions of lines of code. Next, for reusing source code, I introduce a system to facilitate building software prototypes from existing packages, and an approach to detecting similar software applications

    Recommending software features to designers: From the perspective of users

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    With lots of public software descriptions emerging in the application market, it is significant to extract common software features from these descriptions and recommend them to new designers. However, existing approaches often recommend features according to their frequencies which reflect designers’ preferences. In order to identify those users’ favorite features and help design more popular software, this paper proposes to make use of the public data of users’ ratings and products’ downloads which reflect users’ preferences to recommend extracted features. The proposed approach distinguishes users’ perspective from designers’ perspective and argues that users’ perspective is better for recommending features because most products are designed for users and expect to be popular among users. Based on the lasso regression to estimate the relationship between the extracted features and the users’ ratings, it proposes to first distinguish the extracted features to identify those rec- ommendable and undesirable features. By treating each download as a support from users to the product features, it further mines the feature association rules from users’ perspective for recommending features. By taking the public data on the market of SoftPedia.com for evaluation, our empirical studies indicate that: (1) selecting recommendable features by lasso regression is better than that by feature frequencies in terms of F1 measure; and (2) recommending features based on the feature association rules mined from users’ perspective is not only feasible but also has competitive performance compared with that based on the rules mined from designs’ perspective in terms of F1 measure

    Combining configuration and recommendation to define an interactive product line configuration approach

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    This paper is interested in e-commerce for complex configurable products/systems. In e-commerce, satisfying the customer needs is a vital concern. One particular way to achieve this is to offer customers a panel of options among which they can select their preferred ones. While solution exists, they are not adapted for highly complex configurable systems such as product lines. This paper proposes an approach that combines two complementary forms of guidance: configuration and recommendation, to help customers define their own products out of a product line specification. The proposed approach, called interactive configuration supports the combination by organizing the configuration process in a series of partial configurations where decisions are made by the recommendation.Comment: arXiv admin note: text overlap with arXiv:1108.5586 by other author

    Automated analysis of feature models: Quo vadis?

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    Feature models have been used since the 90's to describe software product lines as a way of reusing common parts in a family of software systems. In 2010, a systematic literature review was published summarizing the advances and settling the basis of the area of Automated Analysis of Feature Models (AAFM). From then on, different studies have applied the AAFM in different domains. In this paper, we provide an overview of the evolution of this field since 2010 by performing a systematic mapping study considering 423 primary sources. We found six different variability facets where the AAFM is being applied that define the tendencies: product configuration and derivation; testing and evolution; reverse engineering; multi-model variability-analysis; variability modelling and variability-intensive systems. We also confirmed that there is a lack of industrial evidence in most of the cases. Finally, we present where and when the papers have been published and who are the authors and institutions that are contributing to the field. We observed that the maturity is proven by the increment in the number of journals published along the years as well as the diversity of conferences and workshops where papers are published. We also suggest some synergies with other areas such as cloud or mobile computing among others that can motivate further research in the future.Ministerio de Economía y Competitividad TIN2015-70560-RJunta de Andalucía TIC-186
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