137 research outputs found

    Highly-cited papers in software engineering: The top 100

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    Context: According to the search reported in this paper, as of this writing (May 2015), a very large number of papers (more than 70,000) have been published in the area of Software Engineering (SE) since its inception in 1968. Citations are crucial in any research area to position the work and to build on the work of others. Identification and characterization of highly-cited papers are common and are regularly reported in various disciplines. Objective: The objective of this study is to identify the papers in the area of SE that have influenced others the most as measured by citation count. Studying highly-cited SE papers helps researchers to see the type of approaches and research methods presented and applied in such papers, so as to be able to learn from them to write higher quality papers which will likely receive high citations. Method: To achieve the above objective, we conducted a study, comprised of five research questions, to identify and classify the top-100 highly-cited SE papers in terms of two metrics: total number of citations and average annual number of citations. Results: By total number of citations, the top paper is "A metrics suite for object-oriented design", cited 1,817 times and published in 1994. By average annual number of citations, the top paper is "QoS-aware middleware for Web services composition", cited 154.2 times on average annually and published in 2004. Conclusion: It is concluded that it is important to identify the highly-cited SE papers and also to characterize the overall citation landscape in the SE field. We hope that this paper will encourage further discussions in the SE community towards further analysis and formal characterization of the highly-cited SE papers.Vahid Garousi was partially supported by several internal grants provided by the Hacettepe University. The authors would like to thank the anonymous reviewers for their insightful comments

    Quantity versus impact of software engineering papers: a quantitative study

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    According to the data from the Scopus publication database, as analyzed in several recent studies, more than 70,000 papers have been published in the area of Software Engineering (SE) since late 1960’s. According to our recent work, 43% of those papers have received no citations at all. Since citations are the most commonly used metric for measuring research (academic) impact, these figures raise questions (doubts) about the (non-existing) impact of such a large set of papers. It is a reality that typical academic reward systems encourage researchers to publish more papers and do not place a major emphasis on research impact. To shed light on the issue of volume (quantity) versus citation-based impact of SE research papers, we conduct and report in this paper a quantitative bibliometrics assessment in four aspects: (1) quantity versus impact of different paper types (e.g., conference versus journal papers), (2) ratios of uncited (non-impactful) papers, (3) quantity versus impact of papers originating from different countries, and (4) quantity versus impact of papers by each of the top-10 authors (in terms of number of papers). To achieve the above objective, we conducted a quantitative exploratory bibliometrics assessment, comprised of four research questions, to assess quantity versus impact of SE papers with respect to the aspects discussed above. We extracted the data through a systematic, automated and repeatable process from the Scopus paper database, which we also used in two previous papers. Our results show that the distribution of SE publications has a major inequality in terms of impact overall, and also when categorized in terms of the above four aspects. The situation in the SE literature is similar to the other areas of science as studied by previous bibliometrics studies. Also, among our results is the fact that journal articles and conference papers have been cited 12.6 and 3.6 times on average, confirming the expectation that journal articles have more impact, in general, than conference papers. Also, papers originated from English-speaking countries have in general more visibility and impact (and consequently citations) when compared to papers originated from non-English-speaking countries. Our results have implications for improvement of academic reward systems, which nowadays mainly encourage researchers to publish more papers and usually neglect research impact. Also, our results can help researchers in non-English-speaking countries to consider improvements to increase their research impact of their upcoming papers.Vahid Garousi was partially supported by several internal grants provided by the Hacettepe University and the Scientific and Technological Research Council of Turkey (TUBITAK). Joao M. Fernandes was supported by FCT - Fundacao para a Ciencia e Tecnologia within the Project Scope UID/CEC/00319/2013

    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

    Closing the gap between software engineering education and industrial needs

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    According to different reports, many recent software engineering graduates often face difficulties when beginning their professional careers, due to misalignment of the skills learnt in their university education with what is needed in industry. To address that need, many studies have been conducted to align software engineering education with industry needs. To synthesize that body of knowledge, we present in this paper a systematic literature review (SLR) which summarizes the findings of 33 studies in this area. By doing a meta-analysis of all those studies and using data from 12 countries and over 4,000 data points, this study will enable educators and hiring managers to adapt their education / hiring efforts to best prepare the software engineering workforce

    Investigating the impact of networking capability on firm innovation performance:using the resource-action-performance framework

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    The author's final peer reviewed version can be found by following the URI link. The Publisher's final version can be found by following the DOI link.Purpose The experience of successful firms has proven that one of the most important ways to promote co-learning and create successful networked innovations is the proper application of inter-organizational knowledge mechanisms. This study aims to use a resource-action-performance framework to open the black box on the relationship between networking capability and innovation performance. The research population embraces companies in the Iranian automotive industry. Design/methodology/approach Due to the latent nature of the variables studied, the required data are collected through a web-based cross-sectional survey. First, the content validity of the measurement tool is evaluated by experts. Then, a pre-test is conducted to assess the reliability of the measurement tool. All data are gathered by the Iranian Vehicle Manufacturers Association (IVMA) and Iranian Auto Parts Manufacturers Association (IAPMA) samples. The power analysis method and G*Power software are used to determine the sample size. Moreover, SmartPLS 3 and IBM SPSS 25 software are used for data analysis of the conceptual model and relating hypotheses. Findings The results of this study indicated that the relationships between networking capability, inter-organizational knowledge mechanisms and inter-organizational learning result in a self-reinforcing loop, with a marked impact on firm innovation performance. Originality/value Since there is little understanding of the interdependencies of networking capability, inter-organizational knowledge mechanisms, co-learning and their effect on firm innovation performance, most previous research studies have focused on only one or two of the above-mentioned variables. Thus, their cumulative effect has not examined yet. Looking at inter-organizational relationships from a network perspective and knowledge-based view (KBV), and to consider the simultaneous effect of knowledge mechanisms and learning as intermediary actions alongside, to consider the performance effect of the capability-building process, are the main advantages of this research

    A survey on software testability

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    Context: Software testability is the degree to which a software system or a unit under test supports its own testing. To predict and improve software testability, a large number of techniques and metrics have been proposed by both practitioners and researchers in the last several decades. Reviewing and getting an overview of the entire state-of-the-art and state-of-the-practice in this area is often challenging for a practitioner or a new researcher. Objective: Our objective is to summarize the body of knowledge in this area and to benefit the readers (both practitioners and researchers) in preparing, measuring and improving software testability. Method: To address the above need, the authors conducted a survey in the form of a systematic literature mapping (classification) to find out what we as a community know about this topic. After compiling an initial pool of 303 papers, and applying a set of inclusion/exclusion criteria, our final pool included 208 papers. Results: The area of software testability has been comprehensively studied by researchers and practitioners. Approaches for measurement of testability and improvement of testability are the most-frequently addressed in the papers. The two most often mentioned factors affecting testability are observability and controllability. Common ways to improve testability are testability transformation, improving observability, adding assertions, and improving controllability. Conclusion: This paper serves for both researchers and practitioners as an "index" to the vast body of knowledge in the area of testability. The results could help practitioners measure and improve software testability in their projects
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