542 research outputs found

    Identifying Agile Requirements Engineering Patterns in Industry

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    Agile Software Development (ASD) is gaining in popularity in today´s business world. Industry is adopting agile methodologies both to accelerate value delivery and to enhance the ability to deal with changing requirements. However, ASD has a great impact on how Requirements Engineering (RE) is carried out in agile environments. The integration of Human-Centered Design (HCD) plays an important role due to the focus on user and stakeholder involvement. To this end, we aim to introduce agile RE patterns as main objective of this paper. On the one hand, we will describe our pattern mining process based on empirical research in literature and industry. On the other hand, we will discuss our results and provide two examples of agile RE patterns. In sum, the pattern mining process identifies 41 agile RE patterns. The accumulated knowledge will be shared by means of a web application.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-RMinisterio de Economía y Competitividad TIN2016-76956-C3-2-RMinisterio de Economía y Competitividad TIN2015-71938-RED

    Gender differences in the Force Concept Inventory for different educational levels in the United Kingdom

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    The Force Concept Inventory (FCI) is widely used to investigate the effect of education level on conceptual understanding of Newtonian mechanics but has only recently been scrutinized for gender effects and retention. This study examines both the gender gap in first year physics undergraduates compared to the gap for nonphysicists and the FCI retention after three months. All participants were either studying or working at the University of Sheffield in the UK and had completed a similar compulsory level of secondary education. As expected the results show that a greater level of education in physics is associated with a larger average FCI score. However, further analysis shows that there exists a gender gap at all levels of education. The size of the effect of gender is quantified using Cohen’s d and ranges from 0.84 to 1.17 which indicates a large effect due to gender for all levels of education. Despite the FCI having been used as a tool to measure learning gains immediately following instruction in Newtonian mechanics there has been little work to investigate whether this increase in FCI score remains after some time has elapsed. Here the increase in FCI scores is found to remain increased after a three month absence of mechanics-related teaching, and that this retention of FCI scores is independent of gender. Despite this, the gender gap still remains large and statistically significant after the three month delay

    Computer Games Are Serious Business and so is their Quality: Particularities of Software Testing in Game Development from the Perspective of Practitioners

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    Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features. In software testing, for instance, studies demonstrated the hesitance of professionals to use automated testing techniques with games, due to the constant changes in requirements and design, and pointed out the need for creating testing tools that take into account the flexibility required for the game development process. Goal. This study aims to improve the current body of knowledge regarding software testing in game development and point out the existing particularities observed in software testing considering the development of a computer game. Method. A mixed-method approach based on a case study and an opinion survey was applied to collect quantitative and qualitative data from software professionals regarding the particularities of software testing in game development. Results. We analyzed over 70 messages posted on three well-established network of question-and-answer communities related to software engineering, software testing and game development and received answers of 38 professionals discussing differences between testing a computer game and a general software, and identified important aspects to be observed by practitioners in the process of planning, performing and reporting tests in this context. Conclusion. Considering computer games, software testing must focus not only on the common aspects of a general software, but also, track and investigate issues that could be related to game balance, game physics and entertainment related-aspects to guarantee the quality of computer games and a successful testing process

    Systematic literature review of prediction techniques to identify work skillset

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    A mismatch of skillsets is a main cause to the unemployment in Malaysia. It is a situation where the level and work skillset that are available do not match the market demands and the individual does not know how to identify the skills that they have. To deal with this problem, prediction techniques is used to assist in identifying work-appropriate skills for individual. Thus, a systematic literature review (SLR) on predicting work skillsets using prediction techniques is proposed. The aim of this study is to give an overview on the prediction techniques that have been used to predict work skillset and the accuracy of the techniques. We use SLR to identify 383 prediction techniques studies for identifying skills published from 2014 to 2019. As a result, 9 studies report adequate information and methodology according to our criteria and apply. From the studies, classification techniques are used for predicting work skillset. The algorithms used is Random Forest with precision is 99%. From this study, a future study will be conducted by developing a prediction model to help identifying appropriate work skillsets to meet current needs and identifying the levels of skills they have. The significant of this study is the researchers are able to understand deeply about the prediction techniques used to identify work skillset and the accuracy of the techniques used

    Conceptualizing Quality in Software Industry

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    This paper investigates the different software quality perceptions from the different stakeholders’ perspectives and presents a critique to previously developed quality models and measurement theory frameworks associated. It emphasizes the rationale beyond the selection of the Goal Question Metric (GQM) as an evaluation method for the development of the software project with the desired quality needs satisfying the software system. Then it ends up with several concluding remarks that pinpoint the main discussion points and offers guidance for further research

    What Developers Want and Need from Program Analysis: An Empirical Study

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    Program Analysis has been a rich and fruitful field of research for many decades, and countless high quality program analysis tools have been produced by academia. Though there are some well-known examples of tools that have found their way into routine use by practitioners, a common challenge faced by researchers is knowing how to achieve broad and lasting adoption of their tools. In an effort to understand what makes a program analyzer most attractive to developers, we mounted a multi-method investigation at Microsoft. Through interviews and surveys of developers as well as analysis of defect data, we provide insight and answers to four high level research questions that can help researchers design program analyzers meeting the needs of software developers. First, we explore what barriers hinder the adoption of program analyzers, like poorly expressed warning messages. Second, we shed light on what functionality developers want from analyzers, including the types of code issues that developers care about. Next, we answer what non-functional characteristics an analyzer should have to be widely used, how the analyzer should fit into the development process, and how its results should be reported. Finally, we investigate defects in one of Microsoft's flagship software services, to understand what types of code issues are most important to minimize, potentially through program analysis

    A Case Study Evaluation of the Guideline-Supported QUPER Model for Elicitation of Quality Requirements

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    [Context & motivation] For market-driven software product developing organizations operating on a competitive open market, it is important to plan the product’s releases so that they can reach the market as early as possible with a competitive level of quality compared to its competitors' products. Hence, quality requirements can be seen as a key competitive advantage. The QUPER model was developed with the aim to support high-level decision-making in release planning of quality requirements. [Question/problem] As a follow up on previous studies on QUPER, this study investigates: What are practitioner's views on the utilities of QUPER extended with guidelines including domain-specific examples? [Principal ideas/results] In the presented case study, a set of detailed guidelines of how to apply QUPER in practice, including how to handle cost dependencies between quality requirements, was evaluated at a case company in the mobile handset domain with 24 professionals using real quality requirements. [Contribution] The results point to the importance of having concrete guidelines combined with instructive examples from real practice, while it is not always obvious for a practitioner to transfer cost-dependency examples into the domains that are different from the example domain. The transferability of guidelines and examples to support methodology adoption is an interesting issue for further research

    Enabling High-Level Application Development in the Internet of Things

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    International audienceThe sensor networking field is evolving into the Internet of Things~(IoT), owing in large part to the increased availability of consumer sensing devices, including modern smart phones. However, application development in the IoT still remains challenging, since it involves dealing with several related issues, such as lack of proper identification of roles of various stakeholders, as well as lack of suitable (high-level) abstractions to address the large scale and heterogeneity in IoT systems. Although the software engineering community has proposed several approaches to address the above in the general case, existing approaches for IoT application development only cover limited subsets of above mentioned challenges. In this paper, we propose a multi-stage model-driven approach for IoT application development based on a precise definition of the role to be played by each stakeholder involved in the process -- domain expert, application designer, application developer, device developer, and network manager. The abstractions provided to each stakeholder are further customized using the inputs provided in the earlier stages by other stakeholders. We have also implemented code-generation and task-mapping techniques to support our approach. Our initial evaluation based on two realistic scenarios shows that the use of our techniques/framework succeeds in improving productivity in the IoT application development process
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