57 research outputs found
UMA FERRAMENTA DE ENSINO DE CIRCUITOS LÓGICOS PARA DEFICIENTES VISUAIS
Graphical representation of logical expressions is one essential part of digital circuits learning process. This kind of representation is an obstacle to teachers when it is necessary to teach blind students. The use of screen readers, a type of software that takes information delivered to the screen and redirects it to a synthetic speech, is a way to make the blind people part of the studies in a classroom. However, these softwares are not able to reproduce graphical representation. This paper presents a tool that supports digital logic teaching to blind people using non-visual mechanisms to represent digital circuits and allows non-blind and blind people to access the same content in different ways.O ensino de lógica digital inclui a representação de expressões lógicas de maneira gráfica. Este tipo de representação se torna um obstáculo quando é necessário o ensino a deficientes visuais. O uso de softwares leitores de tela, que reproduzem conteúdos textuais apresentados na tela em áudio, são uma forma de inclusão dos deficientes visuais em sala de aula. Porém, estes softwares não são capazes de reproduzir representações gráficas. Este artigo apresenta como uma ferramenta pode apoiar o ensino de lógica digital para deficientes visuais, utilizando mecanismos não visuais na representação de circuitos lógicos, possibilitando que usuários videntes e deficientes visuais acessem um mesmo conteúdo
Moving on from the software engineers' gambit: an approach to support the defense of software effort estimates
Pressure for higher productivity and faster delivery is increasingly
pervading software organizations. This can lead software engineers to act like
chess players playing a gambit -- making sacrifices of their technically sound
estimates, thus submitting their teams to time pressure. In turn, time pressure
can have varied detrimental effects, such as poor product quality and emotional
distress, decreasing productivity, which leads to more time pressure and
delays: a hard-to-stop vicious cycle. This reveals a need for moving on from
the more passive strategy of yielding to pressure to a more active one of
defending software estimates. Therefore, we propose an approach to support
software estimators in acquiring knowledge on how to carry out such defense, by
introducing negotiation principles encapsulated in a set of defense lenses,
presented through a digital simulation. We evaluated the proposed approach
through a controlled experiment with software practitioners from different
companies. We collected data on participants' attitudes, subjective norms,
perceived behavioral control, and intentions to perform the defense of their
estimates in light of the Theory of Planned Behavior. We employed a frequentist
and a bayesian approach to data analysis. Results show improved scores among
experimental group participants after engaging with the digital simulation and
learning about the lenses. They were also more inclined to choose a defense
action when facing pressure scenarios than a control group exposed to questions
to reflect on the reasons and outcomes of pressure over estimates. Qualitative
evidence reveals that practitioners perceived the set of lenses as useful in
their current work environments. Collectively, these results show the
effectiveness of the proposed approach and its perceived relevance for the
industry, despite the low amount of time required to engage with it.Comment: 12 pages, 3 figure
Can AI Serve as a Substitute for Human Subjects in Software Engineering Research?
Research within sociotechnical domains, such as Software Engineering,
fundamentally requires a thorough consideration of the human perspective.
However, traditional qualitative data collection methods suffer from challenges
related to scale, labor intensity, and the increasing difficulty of participant
recruitment. This vision paper proposes a novel approach to qualitative data
collection in software engineering research by harnessing the capabilities of
artificial intelligence (AI), especially large language models (LLMs) like
ChatGPT. We explore the potential of AI-generated synthetic text as an
alternative source of qualitative data, by discussing how LLMs can replicate
human responses and behaviors in research settings. We examine the application
of AI in automating data collection across various methodologies, including
persona-based prompting for interviews, multi-persona dialogue for focus
groups, and mega-persona responses for surveys. Additionally, we discuss the
prospective development of new foundation models aimed at emulating human
behavior in observational studies and user evaluations. By simulating human
interaction and feedback, these AI models could offer scalable and efficient
means of data generation, while providing insights into human attitudes,
experiences, and performance. We discuss several open problems and research
opportunities to implement this vision and conclude that while AI could augment
aspects of data gathering in software engineering research, it cannot replace
the nuanced, empathetic understanding inherent in human subjects in some cases,
and an integrated approach where both AI and human-generated data coexist will
likely yield the most effective outcomes
Barriers and Self-Efficacy: A Large-Scale Study on the Impact of OSS Courses on Student Perceptions
Open source software (OSS) development offers a unique opportunity for
students in Software Engineering to experience and participate in large-scale
software development, however, the impact of such courses on students'
self-efficacy and the challenges faced by students are not well understood.
This paper aims to address this gap by analyzing data from multiple instances
of OSS development courses at universities in different countries and reporting
on how students' self-efficacy changed as a result of taking the course, as
well as the barriers and challenges faced by students
Comparing communication and development networks for predicting file change proneness: An exploratory study considering process and social metrics
Previous studies have shown that social factors of software engineering influence software quality. Communication and development networks represent the interactions among software developers. We explored the statistical relationships between file change proneness and a set metrics extracted from the issue tracker and version control system data to find the relative importance of each metric inunderstanding the evolution of file changes in the Rails project. Using hierarchical analysis, we found that code churn, number of past changes, and number of developers explain the evolution of changes in the Rails project better than Social NetworkAnalysis (SNA) metrics. Considering the relative importance of each predictor, wegot the same results. We also conducted a factor analysis and found that social metrics contribute to explain a group of files different from those explained by process metrics
Extensão da UML para modelagem orientada a aspectos baseada em aspectj
A Programação Orientada a Aspectos (AOP) visa reduzir algumas limitações encontradas na orientação a objetos, como o espalhamento e entrelaçamento de código. Isto é feito através do encapsulamento das preocupações ortogonais (crosscutting concerns) em módulos chamados aspectos. O uso de um modelo gráfico traria as facilidades da AOP para a fase de modelagem, além de, é claro, facilitar a fase de implementação. A proposta deste trabalho é estender o diagrama de classes da UML para apoiar o desenvolvimento de sistemas orientados a aspectos, com base na linguagem AspectJ.Eje: I - Workshop de Ingeniería de Software y Base de DatosRed de Universidades con Carreras en Informática (RedUNCI
Anticipating User Needs: Insights from Design Fiction on Conversational Agents for Computational Thinking
Computational thinking, and by extension, computer programming, is
notoriously challenging to learn. Conversational agents and generative
artificial intelligence (genAI) have the potential to facilitate this learning
process by offering personalized guidance, interactive learning experiences,
and code generation. However, current genAI-based chatbots focus on
professional developers and may not adequately consider educational needs.
Involving educators in conceiving educational tools is critical for ensuring
usefulness and usability. We enlisted \numParticipants{} instructors to engage
in design fiction sessions in which we elicited abilities such a conversational
agent supported by genAI should display. Participants envisioned a
conversational agent that guides students stepwise through exercises, tuning
its method of guidance with an awareness of the educational background, skills
and deficits, and learning preferences. The insights obtained in this paper can
guide future implementations of tutoring conversational agents oriented toward
teaching computational thinking and computer programming.Comment: 17 pages, three figures, accepted at Conversations 2023 but not yet
published in workshop proceeding
Google Summer of Code: Student Motivations and Contributions
Several open source software (OSS) projects expect to foster newcomers'
onboarding and to receive contributions by participating in engagement
programs, like Summers of Code. However, there is little empirical evidence
showing why students join such programs. In this paper, we study the
well-established Google Summer of Code (GSoC), which is a 3-month OSS
engagement program that offers stipends and mentors to students willing to
contribute to OSS projects. We combined a survey (students and mentors) and
interviews (students) to understand what motivates students to enter GSoC. Our
results show that students enter GSoC for an enriching experience, not
necessarily to become frequent contributors. Our data suggest that, while the
stipends are an important motivator, the students participate for work
experience and the ability to attach the name of the supporting organization to
their resum\'es. We also discuss practical implications for students, mentors,
OSS projects, and Summer of Code programs.Comment: 30 page
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