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More than Code: Contributions in Scrum Software Engineering Teams 不仅仅是代码:Scrum软件工程团队中的贡献
Frederike Ramin, Christoph Matthies, Ralf Teusner
Motivated and competent team members are a vital part of Agile Software development and make or break any project's success. Motivation is fostered by continuous progress and recognition of efforts. These concepts are founding pillars of the Scrum methodology, which focuses on self-organizing teams. The types of contributions Scrum development team members make to a project's progress are not only technical. However, a comprehensive model comprising the varied contributions in modern software engineering teams is not yet established. We propose a model that incorporates contributions of all Scrum roles, explicitly including those which are not directly related to project artifacts. It improves the visibility of performed tasks, acts as a starting point for team retrospection, and serves as a foundation for discussion in the research community.
有动力和有能力的团队成员是敏捷软件开发的重要组成部分,决定着项目的成败。不断的进步和对努力的认可会培养动力。这些概念是Scrum方法论的基础支柱,它关注自组织团队。Scrum开发团队成员对项目进度的贡献类型不仅仅是技术上的。然而,包含现代软件工程团队中各种贡献的综合模型尚未建立。我们提出了一个包含所有Scrum角色贡献的模型,明确地包括那些与项目工件不直接相关的角色。它提高了已执行任务的可见性,作为团队回顾的起点,并作为研究社区讨论的基础。
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引用次数: 12
DockerKG
Jiahong Zhou, Wei Chen, Chang Liu, Jiaxin Zhu, Guoquan Wu, Jun Wei
Docker helps developers reuse software artifacts by providing a lightweight solution to the problem of operating system virtualization. A Docker image contains very rich and useful knowledge of software engineering, including the source of software packages, the correlations among software packages, the installation methods of software packages and the information on operating systems. To effectively obtain this knowledge, this paper proposes an approach to constructing a knowledge graph of Docker artifacts, named DockerKG, by analyzing a large number of Dockerfiles in Docker Hub, which contains more than 3.08 million Docker repositories (up to February 2020). Currently, DockerKG contains the domain knowledge extracted from approximately 200 thousand Dockerfiles in Docker Hub. Besides, it contains the information on Docker repositories and their semantic tags. In future work, DockerKG can be used for Docker image recommendations and online Q&A service providing software engineering domain knowledge.
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引用次数: 0
On the Engineering of IoT-Intensive Digital Twin Software Systems 物联网密集型数字孪生软件系统工程研究
Luis F. Rivera, H. Müller, Norha M. Villegas, Gabriel Tamura, Miguel A. Jiménez
Digital Twins (DT) are software systems representing different aspects of a physical or conceptual counterpart---the real twin, which is instrumented with several sensors or computing devices that generate, consume and transfer data to its DT with different purposes. In other words, DT systems are, to a large extent, IoT-intensive systems. Indeed, by exploiting and managing IoT data, artificial intelligence, and big data and simulation capabilities, DTs have emerged as a promising approach to manage the virtual manifestation of real-world entities throughout their entire lifecycle. Their proliferation will contribute to realizing the long-craved convergence of virtual and physical spaces to augment things and human capabilities. In this context, despite the proposal of noteworthy contributions, we argue that DTs have not been sufficiently investigated from a software engineering perspective. To address this, in this paper we propose GEMINIS, an architectural reference model that adopts self-adaptation, control, and model-driven engineering techniques to specify the structural and behavioural aspects of DTs and enable the evolution of their internal models. Moreover, we introduce an approach for engineering IoT-intensive Digital Twin Software Systems (DTSS) using GEMINIS' capabilities to deal with uncertain conditions that are inherent to the nature of mirrored physical environments and that might compromise the fidelity of a DT. With GEMINIS and the proposed approach, we aim to advance the engineering of DTSS as well as IoT and cyber-physical systems by providing practitioners with guidelines to model and specify inherent structural and behavioural characteristics of DTs, addressing common design concerns.
数字孪生(DT)是代表物理或概念对应物的不同方面的软件系统——真正的孪生,它配备了几个传感器或计算设备,这些传感器或计算设备生成、使用数据并将数据传输到具有不同目的的数字孪生。换句话说,DT系统在很大程度上是物联网密集型系统。事实上,通过利用和管理物联网数据、人工智能、大数据和模拟功能,DTs已经成为一种有前途的方法,可以在整个生命周期中管理现实世界实体的虚拟表现。它们的扩散将有助于实现人们渴望已久的虚拟空间和物理空间的融合,以增强事物和人类的能力。在这种情况下,尽管提出了值得注意的贡献,我们认为从软件工程的角度来看,dt还没有得到充分的研究。为了解决这个问题,我们在本文中提出了gemini,这是一个架构参考模型,它采用自适应、控制和模型驱动的工程技术来指定dt的结构和行为方面,并使其内部模型能够进化。此外,我们引入了一种物联网密集型数字孪生软件系统(DTSS)的工程方法,利用gemini的能力来处理镜像物理环境固有的不确定条件,这些不确定条件可能会损害DT的保真度。通过gemini和提议的方法,我们的目标是通过为从业者提供指导方针来建模和指定dt的固有结构和行为特征,解决常见的设计问题,从而推进DTSS以及物联网和网络物理系统的工程。
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引用次数: 14
Research Idea on How Language and Symbols (Semantics and Semiotics) Affect Emotions of Software Engineers 语言和符号(语义学和符号学)如何影响软件工程师情绪的研究思路
Mahesh Venkataraman, Kishore P. Durg
This is essentially a 'call for research' and collaboration between industry and academia to improve the motivation and performance of software engineers through use of language, words and symbols. How languages and symbols shape the way people think, feel and behave has been a topic of wide research. Words have powerful association with perception and cognition and throughout history, language has been used as a medium for influencing minds and for mass propaganda. While this is widely understood in politics, psychology and sociology, very little research has been to study the implicit and explicit impact of words, phrases and language on the way software engineers think, feel, behave and perform. While software engineering could be seen as a science that lends itself to a formal process and methods, it can also be seen as a craft and art which needs imagination and creativity which in turn are influenced by emotions. We propose some hypotheses, research questions and ideas to trigger formal studies of deeper connections between language/ symbols and software engineers' performance. We also draw inspiration from a wide body of research already conducted in this area which have influenced the field of psychology, sociology and mass communication. This is essentially a 'call for research' and collaboration between industry and academia to improve the motivation and performance of software engineers through use of language, words and symbols.
从本质上讲,这是一项“研究呼吁”,以及工业界和学术界之间的合作,通过使用语言、文字和符号来提高软件工程师的动机和表现。语言和符号如何塑造人们的思维、感觉和行为方式一直是一个广泛研究的话题。语言与感知和认知有着强大的联系,纵观历史,语言一直被用作影响思想和大众宣传的媒介。虽然这在政治学、心理学和社会学中被广泛理解,但很少有研究研究单词、短语和语言对软件工程师思考、感受、行为和执行方式的隐性和显性影响。虽然软件工程可以被看作是一门科学,它借给自己一个正式的过程和方法,它也可以被看作是一门工艺和艺术,需要想象力和创造力,反过来又受情感的影响。我们提出了一些假设、研究问题和想法,以引发对语言/符号与软件工程师表现之间更深层次联系的正式研究。我们还从这一领域已经开展的广泛研究中获得灵感,这些研究影响了心理学、社会学和大众传播学领域。从本质上讲,这是一项“研究呼吁”,以及工业界和学术界之间的合作,通过使用语言、文字和符号来提高软件工程师的动机和表现。
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引用次数: 1
OffSide 越位
Jón Arnar Briem, Jordi Smit, Hendrig Sellik, Pavel Rapoport, Georgios Gousios, M. Aniche
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引用次数: 16
Improving Engagement Assessment in Gameplay Testing Sessions using IoT Sensors 使用物联网传感器改善游戏玩法测试环节的粘性评估
Cristiano Politowski, Fábio Petrillo, Yann-Gaël Guéhéneuc
The video game industry is a multimillionaire market, which makes solo indie developers millionaire in one day. However, success in the game industry is not a coincidence. Video game development is an unusual kind of software that mix multidisciplinary teams: software engineers, designers, and artists. Also, for a video game to become popular, it must be fun and polished: exhaustively well tested. Testing in video game development encompasses different types of tests at different moments of the development process. In particular, assessing the players' gameplay in a test session can drive the development drastically. The designers analyze the players' actions and behaviour in the game. They can then decide if a feature/level requires rework. They often spend many man/work hours reworking a feature just because it is not engaging. As the designers (usually) assess the gameplay session by hand, they cannot be sure that a specific feature is engaging enough. They would benefit from meaningful data that would help them better assess the gameplay and take the decision to keep, rework, or remove a feature. Consequently, we describe the need for an IoT framework to assess players' gameplay using IoT sensors together with game devices which will produce a rich output for the game designers.
电子游戏行业是一个百万富翁市场,这使得独立开发者在一天之内就成为百万富翁。然而,游戏行业的成功并非巧合。电子游戏开发是一种不同寻常的软件,它混合了多学科团队:软件工程师、设计师和美工。此外,一款电子游戏要想大受欢迎,它必须有趣且经过精心测试。电子游戏开发中的测试包括在开发过程的不同阶段进行的不同类型的测试。特别是,在测试阶段评估玩家的游戏玩法可以极大地推动开发。设计师分析玩家在游戏中的行动和行为。然后他们可以决定某个功能/关卡是否需要返工。他们经常花费大量人力/工作时间去重做一个不吸引人的功能。因为设计师(通常)会手动评估游戏过程,所以他们无法确定某个特定功能是否足够吸引人。他们将从有意义的数据中受益,这些数据将帮助他们更好地评估游戏玩法,并决定是否保留、重做或删除某个功能。因此,我们描述了物联网框架的需求,使用物联网传感器和游戏设备来评估玩家的游戏玩法,这将为游戏设计师产生丰富的输出。
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引用次数: 1
Improving Code Recommendations by Combining Neural and Classical Machine Learning Approaches 结合神经和经典机器学习方法改进代码推荐
M. Schumacher, K. T. Le, A. Andrzejak
Code recommendation systems for software engineering are designed to accelerate the development of large software projects. A classical example is code completion or next token prediction offered by modern integrated development environments. A particular challenging case for such systems are dynamic languages like Python due to limited type information at editing time. Recently, researchers proposed machine learning approaches to address this challenge. In particular, the Probabilistic Higher Order Grammar technique (Bielik et al., ICML 2016) uses a grammar-based approach with a classical machine learning schema to exploit local context. A method by Li et al., (IJCAI 2018) uses deep learning methods, in detail a Recurrent Neural Network coupled with a Pointer Network. We compare these two approaches quantitatively on a large corpus of Python files from GitHub. We also propose a combination of both approaches, where a neural network decides which schema to use for each prediction. The proposed method achieves a slightly better accuracy than either of the systems alone. This demonstrates the potential of ensemble-like methods for code completion and recommendation tasks in dynamically typed languages.
软件工程的代码推荐系统旨在加速大型软件项目的开发。一个典型的例子是现代集成开发环境提供的代码完成或下一个令牌预测。对于这样的系统来说,一个特别具有挑战性的情况是像Python这样的动态语言,因为在编辑时类型信息有限。最近,研究人员提出了机器学习方法来解决这一挑战。特别是,概率高阶语法技术(Bielik等人,ICML 2016)使用基于语法的方法和经典的机器学习模式来利用本地上下文。Li等人的方法(IJCAI 2018)使用深度学习方法,详细介绍了循环神经网络与指针网络的耦合。我们在来自GitHub的大量Python文件语料库上定量地比较了这两种方法。我们还提出了两种方法的结合,其中神经网络决定每种预测使用哪种模式。该方法比单独使用任何一种系统的精度略高。这展示了在动态类型语言中使用类似集成的方法完成代码完成和推荐任务的潜力。
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引用次数: 6
Automating Continuous Planning in SAFe 在SAFe中自动化连续计划
Darius Foo, Jonah Dela Cruz, S. Sekar, Asankhaya Sharma
The Scaled Agile Framework (SAFe) is a popular realisation of the agile methodology for large organisations. It is widely adopted but challenging to implement. We describe a new tool which automates aspects of the SAFe PI Planning process to enable continuous planning and facilitate collaboration between remote teams.
规模化敏捷框架(SAFe)是大型组织中流行的敏捷方法实现。它被广泛采用,但实施起来很有挑战性。我们描述了一种新的工具,它可以自动化SAFe PI计划过程的各个方面,从而实现持续的计划,并促进远程团队之间的协作。
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引用次数: 1
Simulation Games Platform for Unintentional Perpetrator Attack Vector Identification 非故意犯罪者攻击向量识别仿真游戏平台
M. Macák, Agata Kruzikova, Lukas Daubner, Barbora Buhnova
Cyber-security protection of critical systems is one of the major challenges of today. Although the attacks typically originate from attackers with malicious intent, a substantial portion of attack vectors is enabled by unintentional perpetrators, i.e., insiders who cause an incident by negligence, carelessness, or lack of training. Prevention of these situations is challenging because insiders have better access to the organization's resources and hence, are more likely to cause harm. Moreover, the insider-mediated actions of an attack vector often come unrecognized by security admins as well as the insiders themselves. In this paper, we focus on the identification of the attack vector of unintentional perpetrators. To this end, we propose to employ specialized games that simulate the working period, while the player faces multiple dangers that might cause harm in their company. From the analysis of their actions, we discover the attack vector, which could be addressed before an actual attack happens. To reflect a variety of insiders and company environments, we introduce a platform for designing variants of these games, together with its architecture, an example of a simple game that can be created using the platform, and the used analysis method.
关键系统的网络安全保护是当今的主要挑战之一。尽管攻击通常来自具有恶意意图的攻击者,但很大一部分攻击向量是由无意的肇事者启用的,即由于疏忽、粗心或缺乏培训而导致事件的内部人员。预防这些情况是具有挑战性的,因为内部人员可以更好地访问组织的资源,因此更有可能造成伤害。此外,内部人员介导的攻击向量的操作通常不会被安全管理员和内部人员自己识别。在本文中,我们专注于识别非故意犯罪者的攻击向量。为此,我们建议使用专门的游戏来模拟工作期间,玩家在公司中面临多种可能造成伤害的危险。通过对其行为的分析,我们发现了可以在实际攻击发生之前解决的攻击向量。为了反映各种内部人员和公司环境,我们介绍了一个设计这些游戏变体的平台,以及它的架构,一个可以使用该平台创建的简单游戏示例,以及使用的分析方法。
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引用次数: 5
Fitness Guided Vulnerability Detection with Greybox Fuzzing 适应度引导的灰盒模糊漏洞检测
Raveendra Kumar Medicherla, Raghavan Komondoor, Abhik Roychoudhury
Greybox fuzzing is an automated test-input generation technique that aims to uncover program errors by searching for bug-inducing inputs using a fitness-guided search process. Existing fuzzing approaches are primarily coverage-based. That is, they regard a test input that covers a new region of code as being fit to be retained. However, a vulnerability at a program location may not get exhibited in every execution that happens to visit to this program location; only certain program executions that lead to the location may expose the vulnerability. In this paper, we introduce a unified fitness metric called headroom, which can be used within greybox fuzzers, and which is explicitly oriented towards searching for test inputs that come closer to exposing vulnerabilities. We have implemented our approach by enhancing AFL, which is a production quality fuzzing tool. We have instantiated our approach to detecting buffer overrun as well as integer-overflow vulnerabilities. We have evaluated our approach on a suite of benchmark programs, and compared it with AFL, as well as a recent extension over AFL called AFLGo. Our approach could uncover more number of vulnerabilities in a given amount of fuzzing time and also uncover the vulnerabilities faster than these two tools.
灰盒模糊测试是一种自动化的测试输入生成技术,旨在通过使用适应度引导搜索过程搜索导致错误的输入来发现程序错误。现有的模糊测试方法主要是基于覆盖率的。也就是说,他们认为覆盖新代码区域的测试输入是适合保留的。但是,程序位置上的漏洞可能不会在每次访问该程序位置的执行中都显示出来;只有某些导致该位置的程序执行才可能暴露该漏洞。在本文中,我们引入了一个称为headroom的统一适应度度量,它可以在灰盒模糊器中使用,并且明确地面向于搜索更接近暴露漏洞的测试输入。我们通过增强AFL实现了我们的方法,AFL是一种生产质量模糊测试工具。我们已经实例化了检测缓冲区溢出和整数溢出漏洞的方法。我们已经在一套基准程序中评估了我们的方法,并将其与AFL以及最近在AFL基础上扩展的AFLGo进行了比较。我们的方法可以在给定的模糊测试时间内发现更多的漏洞,并且比这两种工具更快地发现漏洞。
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引用次数: 11
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Proceedings of the IEEE/ACM 42nd International Conference on Software Engineering Workshops
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