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Adopting Six Sigma approach in predicting functional defects for system testing 采用六西格玛方法预测系统测试的功能缺陷
Pub Date : 2011-12-01 DOI: 10.1109/MYSEC.2011.6140677
Muhammad Dhiauddin Mohamed Suffian, S. Ibrahim
This research focuses on constructing a mathematical model to predict functional defects in system testing by applying Six Sigma approach. The motivation behind this effort is to achieve zero known post release defects of the software delivered to end-user. Besides serving as the indicator of optimizing testing process, predicting functional defects at the start of testing allows testing team to put comprehensive test coverage, find as many defects as possible and determine when to stop testing so that all known defects are contained within testing phase. Design for Six Sigma (DfSS) is chosen as the methodology as it emphasizes on customers' requirement and systematic techniques to build the model. Historical data becomes the crucial elements in this study. Metrics related to potential predictors and their relationships for the model are identified, which focuses on metrics in phases prior to testing phase. Repeatability and capability of testers' consistency in finding defects are analyzed. Type of data required are also identified and collected. The metrics of selected predictors which incorporate testing and development metrics are measured against total functional defects using multiple regression analysis. The best and most significant mathematical model generated by the regression analysis is selected as the proposed prediction model for functional defects in system testing phase. Validation of the model is then conducted to prove the goodness for implementation. Recommendation and future research work are provided at the end of this study.
本研究着重于运用六西格玛方法建立一个数学模型来预测系统测试中的功能缺陷。这项工作背后的动机是实现交付给最终用户的软件的零已知发布后缺陷。除了作为优化测试过程的指示器之外,在测试开始时预测功能缺陷允许测试团队进行全面的测试覆盖,发现尽可能多的缺陷,并决定何时停止测试,以便所有已知的缺陷都包含在测试阶段。选择六西格玛设计(DfSS)作为方法论,因为它强调顾客的需求和系统的技术来建立模型。历史数据成为本研究的关键因素。确定了与潜在预测因子相关的度量及其与模型的关系,重点关注测试阶段之前阶段的度量。分析了测试人员发现缺陷的重复性和一致性能力。还确定和收集所需的数据类型。将测试和开发度量结合在一起的选定的预测者的度量是使用多元回归分析对全部功能缺陷进行度量的。选择回归分析生成的最优、最显著的数学模型作为系统测试阶段功能缺陷的预测模型。然后对模型进行验证,以证明其可实现性。最后,对今后的研究工作提出了建议。
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引用次数: 1
A computational system approach to develop student's based emotion system: An alternative feedback tool for lecturers to enhance teaching and learning 以计算系统方法发展以学生为本的情绪系统:教师提升教与学的另一种反馈工具
Pub Date : 2011-12-01 DOI: 10.1109/MYSEC.2011.6140695
D. A. Dewi, Premylla Jeremiah, Zaidatul Haslinda Bt Abdullah Sani
In Higher Education learning environment, managing students learning means managing emotions. This paper presents the efforts in recognizing student's emotion to promote interactive teaching learning atmosphere in a Higher Education environment. As to now not many variety of tools provided to help lecturers to assess their teaching, our research suggests a new system to help lecturers to identify whether their teaching style has positive impact on students by recognizing student's emotion in the class. This system propose the positive class emotion (as result of positive student's emotion) to encourage lecturers to retain their teaching style or vice versa. This software is considered as Emotion Based System to enhance teaching and learning. In this paper we compare some of the existing works and identify how emotions can be modeled in order to enhance the system services and response by suggesting meaningful information to users. We also define and discuss the appropriate capacity of meaningful information to generate analysis and recommendations according to theory of teaching and learning. We do our experiments in INTI International University Malaysia involving approximately 300 students from various faculties.
在高等教育的学习环境中,管理学生的学习就是管理学生的情绪。本文介绍了在高等教育环境中,如何认识学生的情感,促进互动性的教与学氛围。鉴于目前帮助讲师评估其教学的工具并不多,我们的研究提出了一个新的系统,通过识别学生在课堂上的情绪来帮助讲师识别他们的教学风格是否对学生产生了积极的影响。该系统提出了积极的课堂情绪(作为积极的学生情绪的结果)来鼓励讲师保持他们的教学风格,反之亦然。该软件被认为是基于情感的系统,以提高教学和学习。在本文中,我们比较了一些现有的工作,并确定了如何通过向用户提供有意义的信息来建模情绪,以增强系统服务和响应。我们还定义和讨论了根据教与学的理论,有意义的信息产生分析和建议的适当能力。我们在马来西亚英迪国际大学进行实验,涉及来自不同院系的大约300名学生。
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引用次数: 1
Development of network management system for network services provider 网络服务提供商网络管理系统的开发
Pub Date : 2011-12-01 DOI: 10.1109/MYSEC.2011.6140713
Chakrit Wannachakrit, T. Anwar
Network management system (NMS) is important both in ensuring the correct operation of network devices and in maintaining the services that run on them. However, the relentless growth of DSL's users, meaning that IP traffic volumes nearly double every two years, renders real-time monitoring and analysis of every customer's service parameter is a very challenging problem. The most important problem is the bottleneck in centralized NMS which most of services provider use as SNMP-based system. This paper presents a new model which will be able to ease the problem from bandwidth consumption of SNMP-based by two main methods. Firstly, to ease the problem from bandwidth consumption of SNMP-based, this model will use the probabilistic data structure to decrease the number of packets of monitoring network device's parameter. Secondly, to ease the problem from the relentless growth of the number of the network's devices, this model is designed to support distributed network devices' operations in a distributed NMS fashion. Meaning that, the number of NMS's devices can be increased with the number of network's devices if it is necessary. By using both of two methods, customer expectations with bandwidth requirements and reliability requirements can be improved with this model.
网络管理系统(NMS)对于保证网络设备的正常运行和维护网络设备上运行的业务具有重要的作用。然而,DSL用户的持续增长,意味着IP流量几乎每两年翻一番,使得实时监控和分析每个客户的服务参数成为一个非常具有挑战性的问题。集中式网管存在的瓶颈问题是目前大多数服务提供商采用的基于snmp的网管系统。本文提出了一种新的模型,通过两种主要方法来缓解基于snmp的带宽消耗问题。首先,为了缓解基于snmp的带宽消耗问题,该模型将使用概率数据结构来减少监控网络设备参数的数据包数量。其次,为了缓解网络设备数量不断增长带来的问题,该模型以分布式NMS的方式支持分布式网络设备的运行。这意味着,如果有必要,NMS的设备数量可以随着网络设备数量的增加而增加。通过两种方法的结合,该模型可以提高客户对带宽需求和可靠性需求的期望。
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引用次数: 2
Comparison study between traditional and object-oriented approaches to develop all projects in software engineering 软件工程中开发所有项目的传统方法与面向对象方法的比较研究
Pub Date : 2011-12-01 DOI: 10.1109/MYSEC.2011.6140642
Nabil Mohammed Ali Munassar, A. Govardhan
Here in this paper we explore comparative study to analyze the performance differences between Traditional software development models and Object-Oriented approach. Traditional approaches like waterfall, spiral lack flexibility to deal with object oriented models. The approach of using object — oriented techniques for designing a system is referred to as object oriented design. Object oriented development approaches are best suited to projects that will imply systems using emerging object technologies to construct, manage, and assemble those objects into useful computer applications. Object oriented design is the continuation of object-oriented analysis, continuing to center the development focus on object modeling techniques.
本文通过比较研究,分析了传统软件开发模型与面向对象方法在性能上的差异。瀑布式、螺旋式等传统方法在处理面向对象模型时缺乏灵活性。使用面向对象技术设计系统的方法称为面向对象设计。面向对象的开发方法最适合于这样的项目,即系统将使用新兴的对象技术来构造、管理和将这些对象组装成有用的计算机应用程序。面向对象设计是面向对象分析的延续,继续将开发重点集中在对象建模技术上。
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引用次数: 4
Agile testing with Selenium 使用Selenium进行敏捷测试
Pub Date : 2011-12-01 DOI: 10.1109/MYSEC.2011.6140672
Rosnisa Abdull Razak, F. R. Fahrurazi
A good tool for testing is the ability to be part of automation and its capabilities to enhance the testing performance. This paper will explain on how Selenium tool will accelerate the test execution process and cut the cost of the whole test execution process. In this paper, we will emphasize test as early as possible with less cost and the focus should be against integration which is the main ingredients in agile. Automated testing can be made to be cost-effective, however, if some common sense is applied to the process.
一个好的测试工具是成为自动化的一部分的能力,以及增强测试性能的能力。本文将解释Selenium工具如何加速测试执行过程并降低整个测试执行过程的成本。在本文中,我们将以更少的成本强调尽可能早的测试,并将重点放在集成上,而集成是敏捷的主要组成部分。然而,如果将一些常识应用到过程中,自动化测试可以是具有成本效益的。
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引用次数: 27
Ontology-based knowledge model for virtual communities profile 基于本体的虚拟社区概况知识模型
Pub Date : 2011-12-01 DOI: 10.1109/MYSEC.2011.6140657
Z. D. Eri, R. Abdullah, M. Jabar, Masrah Azrifah Azmi Murad
Knowledge management (KM) system is develop to support the organizational knowledge process of knowledge acquisition, knowledge organization, knowledge dissemination and knowledge application. The KM system must be able to support virtual communities (VC) of an organization. In order to determine the potential member of VC, the KM system should define, identify and structure VC based on its profile and knowledge. The process of VC classification based on knowledge and profile are not an easy process. The ontology based knowledge model will become essential in classifying and structuring knowledge of VC in an organization and many organizations has recognized that knowledge is a powerful asset. The aim of the paper is to analyze and promote the ontology based knowledge model VC profile in KM system so that the process of VC classification can be done. And later, the ontology based knowledge model VC profile can be use to standardize the classification of VC in KM system. The model can be reused and shared for other purposes. The knowledge models were developed and applied in the research and development (R&D) as a case study. Finally, the study will provide a holistic view that combines both usability and sociability factors in which often isolated when developing a KM system.
知识管理系统是为支持组织知识获取、知识组织、知识传播和知识应用的知识过程而开发的。KM系统必须能够支持组织的虚拟社区(VC)。为了确定风险投资的潜在成员,知识管理系统应该根据风险投资的概况和知识来定义、识别和构建风险投资。基于知识和轮廓的VC分类过程并不简单。基于本体的知识模型将成为组织风险投资知识分类和结构的关键,许多组织已经认识到知识是一种强大的资产。本文的目的是对基于本体的知识模型VC profile在KM系统中的应用进行分析和推广,从而实现VC的分类过程。在此基础上,基于本体的知识模型VC profile可用于规范KM系统中VC的分类。该模型可以用于其他目的而被重用和共享。并以企业研发为例,对知识模型进行了开发和应用。最后,该研究将提供一个整体的观点,将可用性和社交性因素结合起来,这两个因素在开发KM系统时通常是孤立的。
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引用次数: 6
Personalisation as a tool for improving usability of a higher educational website 个性化作为提高高等教育网站可用性的工具
Pub Date : 2011-08-01 DOI: 10.1109/MYSEC.2011.6140683
Faduma Ali Nuradin, T. Chiew
Efficient navigation and easy access to the contents make the Web a popular platform for disseminating information. Nevertheless, users of a website may have different interests towards the website contents. Thus, a standardised contents organization will not help smooth navigation and quick information access for different users. This research has reviewed the website of the Faculty of Computer Science and Information Technology (FCSIT), University of Malaya and found the website faced the problem indeed. A prototype for the personalised FCSIT website is proposed. The website allows users to view information in categories identified based on functions carried out by different users. The position of the categories can be customised by the users themselves for their convenient access. In addition, quick information access can be defined for each user and arranged according to the user's preference. The evaluation results showed that personalisation features have enhanced usability and derived user satisfaction.
高效的导航和对内容的轻松访问使Web成为传播信息的流行平台。然而,一个网站的用户可能对网站内容有不同的兴趣。因此,标准化的内容组织将无法为不同的用户提供顺畅的导航和快速的信息访问。本研究审查了马来亚大学计算机科学与信息技术学院(FCSIT)的网站,发现该网站确实面临这个问题。提出了一个个性化FCSIT网站的原型。该网站允许用户根据不同用户的功能进行分类查看信息。类别的位置可以由用户自己定制,方便用户访问。此外,可以为每个用户定义快速信息访问,并根据用户的偏好进行安排。评价结果表明,个性化功能增强了系统的可用性,提高了用户满意度。
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引用次数: 1
Gamification towards sustainable mobile application 面向可持续移动应用的游戏化
Pub Date : 1900-01-01 DOI: 10.1109/MYSEC.2011.6140696
Foong Li Law, Z. M. Kasirun, Chun Kiat Gan
Gamification is not a newly emerging concept. Perhaps, it is a new term to some people. Gamification is a powerful new strategy to influence and motivate groups of people. It applies game mechanics to non-game activities to change the user's behavior of an application. It improves the engagement of user by keeping score of points earned through various activities on the application. The recent gamified websites or a related service such as Foursquare is a location-based application that pinpoints where you are and your activities. Users of the Foursquare can “check in” to various locations on their mobile phones and gain incentives like badges or deals. Gamification is utilised as a mean to build up user loyalty, and not so much to gain their long-term engagement. This article discusses how the gamification can help to drive the sustainability after a mobile application has been delivered and is in use. It is important to make mobile application continuously visible and sustainable if the concept of gamification has been used correctly. The more users can gain from the virtual and tangible rewards of using our application, the more we can be rewarded from our users. It also discusses how adding a “game layer” has improved the basic functions in society like educating people to become more responsible and helpful and use badges as virtual reward to users who contribute photos. Interactive mobile application designed to change the way of people report road accident cases with applying a simplicity and convenience principles. For instance, user just needs to snap photo and touch on screen to report a road accident case.
游戏化并不是一个新兴的概念。也许,这对一些人来说是一个新术语。游戏化是一种影响和激励群体的强大新策略。它将游戏机制应用于非游戏活动,以改变用户在应用程序中的行为。它通过记录用户在应用程序上的各种活动所获得的积分来提高用户的参与度。最近的游戏化网站或相关服务,如Foursquare,是一个基于位置的应用程序,可以确定你在哪里和你的活动。Foursquare的用户可以在手机上“签到”不同的地点,并获得徽章或交易等奖励。游戏化被用作建立用户忠诚度的手段,而不是获得他们的长期粘性。本文将讨论游戏化如何帮助推动手机应用交付和使用后的可持续性。如果游戏化的概念被正确使用,那么让手机应用持续可见和可持续发展是很重要的。用户从使用我们的应用程序的虚拟和有形奖励中获得的越多,我们从用户那里得到的奖励也就越多。文章还讨论了添加“游戏层”如何改善了社会的基本功能,比如教育人们变得更负责任、更乐于助人,以及对贡献照片的用户使用徽章作为虚拟奖励。交互式移动应用程序旨在改变人们报告道路交通事故的方式,应用简单和方便的原则。例如,用户只需要拍照并触摸屏幕就可以报告交通事故。
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引用次数: 79
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2011 Malaysian Conference in Software Engineering
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