207,521 research outputs found

    Industry-academia collaborations in software testing: experience and success stories from Canada and Turkey : Special Issue Industry Academia Collaborations in Software Testing

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    Collaboration between industry and academia supports improvement and innovation in industry and helps to ensure industrial relevance in academic research. However, many researchers and practitioners believe that the level of joint industry–academia collaborations (IAC) in software engineering (SE) is still relatively very low, compared to the amount of activity in each of the two communities. The goal of the empirical study reported in this paper is to characterize a set of collaborative industry–academia R&D projects in the area of software testing conducted by the authors (based in Canada and Turkey) with respect to a set of challenges, patterns and anti-patterns identified by a recent Systematic Literature Review study, with the aim of contributing to the body of evidence in the area of IAC, for the benefit of SE researchers and practitioners in conducting successful IAC projects in software testing and in software engineering in general. To address the above goal, a pool of ten IAC projects (six completed, two failed and two ongoing) all in the area of software testing, which the authors have led or have had active roles in, were selected as objects of study and were analyzed (both quantitatively and qualitatively) with respect to the set of selected challenges, patterns and anti-patterns. As outputs, the study presents a set of empirical findings and evidence-based recommendations, e.g.: it has been observed that even if an IAC project may seem perfect from many aspects, one single major challenge (e.g., disagreement in confidentiality agreements) can lead to its failure. Thus, we recommend that both parties (academics and practitioners) consider all the challenges early on and proactively work together to eliminate the risk of challenges in IAC projects. We furthermore report correlation and interrelationship of challenges, patterns and anti-patterns with project success measures. This study hopes to encourage and benefit other SE researchers and practitioners in conducting successful IAC projects in software testing and in software engineering in general in the future

    Characterizing industry-academia collaborations in software engineering: evidence from 101 projects

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    Research collaboration between industry and academia supports improvement and innovation in industry and helps ensure the industrial relevance of academic research. However, many researchers and practitioners in the community believe that the level of joint industry-academia collaboration (IAC) projects in Software Engineering (SE) research is relatively low, creating a barrier between research and practice. The goal of the empirical study reported in this paper is to explore and characterize the state of IAC with respect to industrial needs, developed solutions, impacts of the projects and also a set of challenges, patterns and anti-patterns identified by a recent Systematic Literature Review (SLR) study. To address the above goal, we conducted an opinion survey among researchers and practitioners with respect to their experience in IAC. Our dataset includes 101 data points from IAC projects conducted in 21 different countries. Our findings include: (1) the most popular topics of the IAC projects, in the dataset, are: software testing, quality, process, and project managements; (2) over 90% of IAC projects result in at least one publication; (3) almost 50% of IACs are initiated by industry, busting the myth that industry tends to avoid IACs; and (4) 61% of the IAC projects report having a positive impact on their industrial context, while 31% report no noticeable impacts or were “not sure”. To improve this situation, we present evidence-based recommendations to increase the success of IAC projects, such as the importance of testing pilot solutions before using them in industry. This study aims to contribute to the body of evidence in the area of IAC, and benefit researchers and practitioners. Using the data and evidence presented in this paper, they can conduct more successful IAC projects in SE by being aware of the challenges and how to overcome them, by applying best practices (patterns), and by preventing anti-patterns.The authors would like to thank the researchers and practitioners who participated in this survey. João M. Fernandes was supported by FCT (Fundação para a Ciência e Tecnologia) within the Project Scope UID/CEC/00319/2013. Dietmar Pfahl was supported by the institutional research grant IUT20-55 of the Estonian Research Council. Andrea Arcuri was supported by the Research Council of Norway (grant agreement No 274385). Mika Mäntylä was partially supported by Academy of Finland grant and ITEA3 / TEKES grant

    Enablers and Impediments for Collaborative Research in Software Testing: An Empirical Exploration

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    When it comes to industrial organizations, current collaboration efforts in software engineering research are very often kept in-house, depriving these organizations off the skills necessary to build independent collaborative research. The current trend, towards empirical software engineering research, requires certain standards to be established which would guide these collaborative efforts in creating a strong partnership that promotes independent, evidence-based, software engineering research. This paper examines key enabling factors for an efficient and effective industry-academia collaboration in the software testing domain. A major finding of the research was that while technology is a strong enabler to better collaboration, it must be complemented with industrial openness to disclose research results and the use of a dedicated tooling platform. We use as an example an automated test generation approach that has been developed in the last two years collaboratively with Bombardier Transportation AB in Sweden

    Video Game Development in a Rush: A Survey of the Global Game Jam Participants

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    Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but there are few studies on the effects of time pressure. We conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour hackathon. Based on 198 responses, the results suggest that: (1) iterative brainstorming is the most popular method for conceptualizing initial requirements; (2) continuous integration, minimum viable product, scope management, version control, and stand-up meetings are frequently applied development practices; (3) regular communication, internal playtesting, and dynamic and proactive planning are the most common quality assurance activities; and (4) familiarity with agile development has a weak correlation with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc approaches to development and face-to-face communication, and recommend some complementary practices with limited overhead. Furthermore, as our findings are similar to recommendations for software startups, we posit that game jams and the startup scene share contextual similarities. Finally, we discuss the drawbacks of systemic "crunch time" and argue that game jam organizers are in a good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game

    Glitchspace:teaching programming through puzzles in cyberspace

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    There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p
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