42,573 research outputs found

    Transferring Interactive Search-Based Software Testing to Industry

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    Search-Based Software Testing (SBST) is the application of optimization algorithms to problems in software testing. In previous work, we have implemented and evaluated Interactive Search-Based Software Testing (ISBST) tool prototypes, with a goal to successfully transfer the technique to industry. While SBSE solutions are often validated on benchmark problems, there is a need to validate them in an operational setting. The present paper discusses the development and deployment of SBST tools for use in industry and reflects on the transfer of these techniques to industry. In addition to previous work discussing the development and validation of an ISBST prototype, a new version of the prototype ISBST system was evaluated in the laboratory and in industry. This evaluation is based on an industrial System under Test (SUT) and was carried out with industrial practitioners. The Technology Transfer Model is used as a framework to describe the progression of the development and evaluation of the ISBST system. The paper presents a synthesis of previous work developing and evaluating the ISBST prototype, as well as presenting an evaluation, in both academia and industry, of that prototype's latest version. This paper presents an overview of the development and deployment of the ISBST system in an industrial setting, using the framework of the Technology Transfer Model. We conclude that the ISBST system is capable of evolving useful test cases for that setting, though improvements in the means the system uses to communicate that information to the user are still required. In addition, a set of lessons learned from the project are listed and discussed. Our objective is to help other researchers that wish to validate search-based systems in industry and provide more information about the benefits and drawbacks of these systems.Comment: 40 pages, 5 figure

    IMC customer-based perception: strategic antecedents and consequences on post-purchase customer behaviour

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    Last decades Integrated Marketing Communications (IMC) have been mainly analysed from a managerial perspective, overlooking the customer opinion. Thus, this research studies IMC customer-based perception, its strategic antecedents and consequences on post-purchase customer behaviour (satisfaction, word-of-mouth recommendations, and repurchase intention), from a multi-country perspective. The structural equation modelling and multi-group analysis are based on the customersÂŽ survey data in Belarus and Spain. The results suggest that technology orientation positively affects IMC, and, customer orientation does not. IMC positively affects customer satisfaction, which in turn positively impacts on WOM and repurchase intention. WOM does not influence on repurchase intention. IMC directly affects WOM and repurchase intention in Spain and does not in Belarus, which is the significant country difference

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Globalisation of Knowledge Production and Regional Innovation Policy: Supporting Specialized Hubs in the Bangalore Software Industry

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    This paper is concerned with the changing role of regional innovation systems and regional policies in supporting the transition of indigenous firms in developing countries from competing on low costs towards becoming knowledge providers in global value chains. Special attention is paid to policies supporting the emergence and development of the regional innovation system in this transition process. Regional innovation systems in developing countries have very recently started to be conceptualised as specialized hubs in global innovation and production networks (Asheim, B., Coenen, L., Vang-Lauridsen, J.,2007. Face to- face, buzz and knowledge bases: socio-spatial implications for learning,innovation and innovation policy. Environment and Planning C: Government and Policy 25(5), 655–670; Chaminade, C., Vang, J., 2006a. Innovation policy for small andmedium size SMEs in Asia: an innovation systems perspective. In:Yeung, H. (Ed.), Handbook of Research on Asian Business. Edward Elgar, Cheltenham; Maggi, C., 2007. The salmon farming and processing cluster in Southern Chile. In: Pietrobello, C., Rabellotti, R. (Eds.), Upgrading and Governance in Clusters and Value Chains in Latin America. Harvard University Press). A specialized hub refers to a node in a global value chain that mainly undertakes one or a few of the activities required for the production and development of a given good or service or serves a particular segment of the global market. In global value chains, firms in developing countries have traditionally been responsible for the lowest added-value activities. However, a few emerging regional innovation systems in developing countries are beginning to challenge this scenario by rapidly upgrading in the value chain. There is, however, still only a poorly developed understanding of how the system of innovation emerges and evolves to support this transition process and what the role of regional innovation policy is in building the regional conditions that support indigenous small and medium size enterprises (SMEs) in this transition process. This paper aims at reducing this omission by analyzing the co-evolution of the strategies of indigenous SMEs and the regional innovation system of Bangalore (India).Regional innovation systems; Evolution; Globalization of innovation; Software industry; Bangalore

    Evidence in Practice – A Pilot Study Leveraging Companion Animal and Equine Health Data from Primary Care Veterinary Clinics in New Zealand

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    Veterinary practitioners have extensive knowledge of animal health from their day-to-day observations of clinical patients. There have been several recent initiatives to capture these data from electronic medical records for use in national surveillance systems and clinical research. In response, an approach to surveillance has been evolving that leverages existing computerized veterinary practice management systems to capture animal health data recorded by veterinarians. Work in the United Kingdom within the VetCompass program utilizes routinely recorded clinical data with the addition of further standardized fields. The current study describes a prototype system that was developed based on this approach. In a 4-week pilot study in New Zealand, clinical data on presentation reasons and diagnoses from a total of 344 patient consults were extracted from two veterinary clinics into a dedicated database and analyzed at the population level. New Zealand companion animal and equine veterinary practitioners were engaged to test the feasibility of this national practice-based health information and data system. Strategies to ensure continued engagement and submission of quality data by participating veterinarians were identified, as were important considerations for transitioning the pilot program to a sustainable large-scale and multi-species surveillance system that has the capacity to securely manage big data. The results further emphasized the need for a high degree of usability and smart interface design to make such a system work effectively in practice. The geospatial integration of data from multiple clinical practices into a common operating picture can be used to establish the baseline incidence of disease in New Zealand companion animal and equine populations, detect unusual trends that may indicate an emerging disease threat or welfare issue, improve the management of endemic and exotic infectious diseases, and support research activities. This pilot project is an important step toward developing a national surveillance system for companion animals and equines that moves beyond emerging infectious disease detection to provide important animal health information that can be used by a wide range of stakeholder groups, including participating veterinary practices

    Topic driven testing

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    Modern interactive applications offer so many interaction opportunities that automated exploration and testing becomes practically impossible without some domain specific guidance towards relevant functionality. In this dissertation, we present a novel fundamental graphical user interface testing method called topic-driven testing. We mine the semantic meaning of interactive elements, guide testing, and identify core functionality of applications. The semantic interpretation is close to human understanding and allows us to learn specifications and transfer knowledge across multiple applications independent of the underlying device, platform, programming language, or technology stack—to the best of our knowledge a unique feature of our technique. Our tool ATTABOY is able to take an existing Web application test suite say from Amazon, execute it on ebay, and thus guide testing to relevant core functionality. Tested on different application domains such as eCommerce, news pages, mail clients, it can trans- fer on average sixty percent of the tested application behavior to new apps—without any human intervention. On top of that, topic-driven testing can go with even more vague instructions of how-to descriptions or use-case descriptions. Given an instruction, say “add item to shopping cart”, it tests the specified behavior in an application–both in a browser as well as in mobile apps. It thus improves state-of-the-art UI testing frame- works, creates change resilient UI tests, and lays the foundation for learning, transfer- ring, and enforcing common application behavior. The prototype is up to five times faster than existing random testing frameworks and tests functions that are hard to cover by non-trained approaches.Moderne interaktive Anwendungen bieten so viele Interaktionsmöglichkeiten, dass eine vollstĂ€ndige automatische Exploration und das Testen aller Szenarien praktisch unmöglich ist. Stattdessen muss die Testprozedur auf relevante KernfunktionalitĂ€t ausgerichtet werden. Diese Arbeit stellt ein neues fundamentales Testprinzip genannt thematisches Testen vor, das beliebige Anwendungen u ̈ber die graphische OberflĂ€che testet. Wir untersuchen die semantische Bedeutung von interagierbaren Elementen um die Kernfunktionenen von Anwendungen zu identifizieren und entsprechende Tests zu erzeugen. Statt typischen starren Testinstruktionen orientiert sich diese Art von Tests an menschlichen AnwendungsfĂ€llen in natĂŒrlicher Sprache. Dies erlaubt es, Software Spezifikationen zu erlernen und Wissen von einer Anwendung auf andere zu ĂŒbertragen unabhĂ€ngig von der Anwendungsart, der Programmiersprache, dem TestgerĂ€t oder der -Plattform. Nach unserem Kenntnisstand ist unser Ansatz der Erste dieser Art. Wir prĂ€sentieren ATTABOY, ein Programm, das eine existierende Testsammlung fĂŒr eine Webanwendung (z.B. fĂŒr Amazon) nimmt und in einer beliebigen anderen Anwendung (sagen wir ebay) ausfĂŒhrt. Dadurch werden Tests fĂŒr Kernfunktionen generiert. Bei der ersten AusfĂŒhrung auf Anwendungen aus den DomĂ€nen Online Shopping, Nachrichtenseiten und eMail, erzeugt der Prototyp sechzig Prozent der Tests automatisch. Ohne zusĂ€tzlichen manuellen Aufwand. DarĂŒber hinaus interpretiert themen- getriebenes Testen auch vage Anweisungen beispielsweise von How-to Anleitungen oder Anwendungsbeschreibungen. Eine Anweisung wie "FĂŒgen Sie das Produkt in den Warenkorb hinzu" testet das entsprechende Verhalten in der Anwendung. Sowohl im Browser, als auch in einer mobilen Anwendung. Die erzeugten Tests sind robuster und effektiver als vergleichbar erzeugte Tests. Der Prototyp testet die ZielfunktionalitĂ€t fĂŒnf mal schneller und testet dabei Funktionen die durch nicht spezialisierte AnsĂ€tze kaum zu erreichen sind

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
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