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Towards a Taxonomy of Agile Methods: The Tree of Agile Elements 迈向敏捷方法的分类:敏捷元素树
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00022
M. Neumann
Agile methods require constant optimization of one’s approach and leading to the adaptation of agile practices. These practices are also adapted when introducing them to companies and their software development teams due to organizational constraints. As a consequence of the widespread use of agile methods, we notice a high variety of their elements: Practices, roles, and artifacts. This multitude of agile practices, artifacts, and roles results in an unsystematic mixture. It leads to several questions: When is a practice a practice, and when is it a method or technique? This paper presents the tree of agile elements, a taxonomy of agile methods, based on the literature and guidelines of widely used agile methods. We describe a taxonomy of agile methods using terms and concepts of software engineering, in particular software process models. We aim to enable agile elements to be delimited, which should help companies, agile teams, and the research community gain a basic understanding of the interrelationships and dependencies of individual components of agile methods.
敏捷方法需要不断优化自己的方法,并适应敏捷实践。当将这些实践引入公司和他们的软件开发团队时,由于组织的限制,这些实践也会被调整。作为敏捷方法广泛使用的结果,我们注意到它们的元素种类繁多:实践、角色和工件。大量的敏捷实践、工件和角色导致了一种非系统的混合。这导致了几个问题:什么时候是实践,什么时候是方法或技术?本文在广泛使用的敏捷方法的文献和指南的基础上,提出了敏捷方法的一种分类方法——敏捷元素树。我们使用软件工程的术语和概念来描述敏捷方法的分类,特别是软件过程模型。我们的目标是使敏捷元素能够被划分,这将有助于公司、敏捷团队和研究团体获得对敏捷方法各个组件之间的相互关系和依赖关系的基本理解。
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引用次数: 3
A 3D Metaphor for Software Code Visualization to Help Students to learn Object-Oriented Concepts 软件代码可视化的三维隐喻,帮助学生学习面向对象的概念
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00043
H. G. Pérez-González, Alberto S. Núñez-Varela, F. Martínez-Pérez, S. Nava-Muñoz, Cesar Garcia, J. Kalita, R. Juárez-Ramírez
Object-oriented (OO) paradigm learning is not an easy task; the literature reports that regardless of whether this is learned as the first paradigm (objects-first) or vice versa (objects-later) the way to ensure that students really learn OO concepts is unclear. Learning this as a second paradigm (now preferred by 92% of the 25 world-best universities) implies different challenges than those presented in the objects-first paradigm. On the other hand, Software Visualization (SV) is the graphic display of information about a software system. There is an SV called Program Animation (PA) in which the computer determines and shows what happens during the execution of a program. It is based on some metaphor that should facilitate the understanding of programs. Several metaphors have been proposed (City, Solar-system, Islands). Most of them allow users to get a static view of the system and in some cases the exploration of its modules and its dependencies. We have developed a metaphor (and a tool called LabOO) to dynamically represent OO concepts from code. Unlike other PA systems, it aims to track what conceptually happens when a succession of OO instructions is executed. The tool receives as input a program written in an object-oriented language and displays the dynamic representation of what happens (based on the metaphor) when that program is executed. The tool facilitates the learning of concepts such as object, class, inheritance, method, and message. Results of an initial study show promising results about the value of this tool.
面向对象(OO)范式学习不是一件容易的事;文献报道,无论这是作为第一范式(对象优先)还是相反(对象后)来学习,确保学生真正学习OO概念的方法都是不明确的。将其作为第二种范式学习(现在25所世界上最好的大学中有92%更喜欢这种范式)意味着与“对象优先”范式所呈现的挑战不同。另一方面,软件可视化(SV)是关于软件系统信息的图形显示。有一种称为程序动画(PA)的SV,其中计算机确定并显示在程序执行期间发生的事情。它基于一些隐喻,这些隐喻应该有助于理解程序。人们提出了几个比喻(城市、太阳能系统、岛屿)。它们中的大多数允许用户获得系统的静态视图,在某些情况下还允许用户探索系统的模块及其依赖项。我们已经开发了一个隐喻(以及一个称为LabOO的工具)来动态地表示代码中的OO概念。与其他PA系统不同,它的目标是跟踪在执行一系列OO指令时在概念上发生的情况。该工具接收以面向对象语言编写的程序作为输入,并显示程序执行时所发生的动态表示(基于隐喻)。该工具有助于学习对象、类、继承、方法和消息等概念。初步研究的结果显示了该工具的价值。
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引用次数: 0
[Title page i] [标题页i]
Pub Date : 2021-10-01 DOI: 10.1109/conisoft52520.2021.00001
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引用次数: 0
Identification of Test Cases Duplication: Systematic Literature Review 测试用例重复的识别:系统的文献回顾
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00025
Iván Romero-Peña, Gerardo Padilla-Zárate, K. Cortés-Verdín
Testing is an important activity in the software development cycle to ensure product quality. The evolution of software systems requires the development of new test cases to test new or modified requirements. This situation generates a potential duplicity of tests and makes test suites to grow affecting the time and resources required to execute them. This systematic literature review aims to analyze the current state of research about the identification of test case duplication including the synthesis of the data collected using the narrative synthesis method. The results obtained were the collection of twenty primary studies that included: thirteen algorithms, five approaches, two techniques, and two tools. In addition, some studies reported results on reduced test suite, reduced execution time, and reduced fault detection. In addition, different problems related to test cases duplication were collected; the main recurrent problem was the injection of duplication when new tests are created for modified software. Two other recurring problems include the increment of testing cost and the effects of coverage reduction due to removal of test case duplication. In conclusion, test case duplication a subject requiring more exploration given the number of primary studies identified together with the current needs for high quality systems in the industry with reduced and more challenging release cycles.
测试是软件开发周期中保证产品质量的一项重要活动。软件系统的发展需要开发新的测试用例来测试新的或修改的需求。这种情况会产生潜在的测试重复,并使测试套件增长,从而影响执行它们所需的时间和资源。这篇系统的文献综述旨在分析测试用例重复识别的研究现状,包括使用叙事综合方法收集的数据的综合。获得的结果是20项主要研究的集合,包括:13种算法,5种方法,2种技术和2种工具。此外,一些研究报告了减少测试套件、减少执行时间和减少故障检测的结果。此外,收集了与测试用例复制相关的不同问题;主要的反复出现的问题是,当为修改后的软件创建新的测试时,会注入重复。另外两个反复出现的问题包括测试成本的增加和由于移除重复测试用例而导致的覆盖范围的减少。总之,测试用例复制是一个需要更多探索的主题,因为已经确定了主要研究的数量,以及当前行业中对高质量系统的需求,并且减少了发布周期,并且更具挑战性。
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引用次数: 3
Tender System Verification with Satisfiability Modulo Theories 基于可满足模理论的投标系统验证
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00021
René Dávila, Rocío Aldeco-Pérez, E. Bárcenas
A tender process consists in competing offers from different candidate suppliers or contractors. The tender winner is supposed to supply or provide a service in better conditions than competitors. Tenders are developed using centralized un-verified systems, which reduce transparency, fairness and trust on the process, it also reduces the ability to detect malicious attempts to manipulate the process. Systems that provide formal verification, decentralization, trust and transparency can mitigate these risks. Satisfiability Modulo Theories provides a formal analysis to prove correctness of tender properties, verified properties ensures system reliability. In addition one technology that claims to do decentralization is Blockchain, a chain of distributed and decentralized records linked in a way such that integrity is ensured. This paper presents a formal verified, decentralized and automated proposal model, based on Satisfiability Modulo Theories and Blockchain technology, to make system procurement tenders more reliable, transparent and fair.
投标过程包括来自不同候选供应商或承包商的竞争报价。中标者应在比竞争对手更好的条件下提供或提供服务。投标是使用集中式未经验证的系统开发的,这降低了过程的透明度、公平性和信任度,也降低了检测恶意操纵过程的能力。提供正式验证、去中心化、信任和透明度的系统可以减轻这些风险。可满足模数理论为证明投标性质的正确性提供了形式化分析,经过验证的性质保证了系统的可靠性。此外,一种声称可以实现去中心化的技术是区块链,这是一种分布式和去中心化记录链,以确保完整性的方式链接在一起。为了使系统采购招标更加可靠、透明和公平,本文提出了一种基于可满足模理论和区块链技术的正式验证、分散和自动化的投标模型。
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引用次数: 0
Scrumlity: An Agile Framework Based on Quality Assurance scrum:基于质量保证的敏捷框架
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00023
C. Tona, R. Juárez-Ramírez, S. Jiménez, Ángeles Quezada, C. Guerra-García, Rafael Pacheco López
Agile is a methodology where continuous iterations and testing take place during the entire Software Development Life Cycle of a product. Scrum is one of many agile frame-works and is considered the most popular or widely adopted framework. Although Scrum presents several advantages such as incremental deliveries at the end of each sprint, stakeholders and product owners can change the requirements during the process and Scrum can adapt very quickly to these changes. Process and final product quality continue to be Scrum’s main challenges. Several authors have attempted to improve the quality of Scrum projects, changing some aspects of the framework such as including new quality practices, a quality role, as well as quality processes. However, the quantification of quality is still a challenge. This study suggests a change to Scrum including a quality role and some artifacts to evaluate quality before, during, and after each sprint. The proposed framework, called Scrumlity, was used for several weeks in real projects; Tests were conducted after each sprint to evaluate the acceptance rating for this new framework. Results obtained after this exercise indicate that there are several improvements to development phases and that developers generally accept the framework.
敏捷是一种在产品的整个软件开发生命周期中进行持续迭代和测试的方法。Scrum是众多敏捷框架之一,被认为是最流行或被广泛采用的框架。虽然Scrum有一些优势,比如在每个冲刺结束时增量交付,但涉众和产品所有者可以在过程中改变需求,Scrum可以非常迅速地适应这些变化。过程和最终产品的质量仍然是Scrum面临的主要挑战。一些作者试图提高Scrum项目的质量,改变框架的某些方面,比如包括新的质量实践、质量角色以及质量过程。然而,质量的量化仍然是一个挑战。这项研究建议改变Scrum,包括一个质量角色和一些工件来评估每个sprint之前、期间和之后的质量。这个框架被称为Scrumlity,在实际项目中使用了几个星期;在每个sprint之后进行测试,以评估这个新框架的验收等级。在此练习之后获得的结果表明,开发阶段有几个改进,并且开发人员通常接受该框架。
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引用次数: 1
Mobile Educational Applications: Remote Usability Study 移动教育应用:远程可用性研究
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00041
Y. Hernández-Velázquez, Carmen Mezura-Godoy, V. Y. Rosales-Morales
The self-contained mobile educational applications support the student in the learning process combining technology and pedagogy through the use of mobile devices. The adoption of these applications is closely related to their level of usability. Generally, the usability studies of these applications are carried out through usability metrics or heuristics oriented for generic systems. In this paper, we describe in detail a usability study of two independent commercial mobile educational applications that incorporate interactivity, socialization, and adaptability. The usability study is presented with the intention of evaluating the usability of the applications in terms of the application interface, the educational support functions, and the characteristics of M-Learning. The objective of the usability study allowed us to identify the usability problems present in these types of applications. The application of the usability tests was carried out remotely due to the COVID-19 health contingency period. This usability study can serve as a reference for evaluators to identify and carry out a remote evaluation of these types of applications; as well as the test results could serve as a reference to improve the usability of mobile educational applications.
独立的移动教育应用程序通过使用移动设备,支持学生在学习过程中结合技术和教学法。这些应用程序的采用与它们的可用性水平密切相关。通常,这些应用程序的可用性研究是通过面向通用系统的可用性度量或启发式方法进行的。在本文中,我们详细描述了两个独立的商业移动教育应用程序的可用性研究,包括交互性,社会化和适应性。可用性研究的目的是评估应用程序在应用程序界面、教育支持功能和移动学习特性方面的可用性。可用性研究的目标使我们能够确定这些类型的应用程序中存在的可用性问题。由于COVID-19卫生应急期,可用性测试的应用是远程进行的。本可用性研究可作为评估人员识别和远程评估这些类型应用程序的参考;测试结果可为提高移动教育应用的可用性提供参考。
{"title":"Mobile Educational Applications: Remote Usability Study","authors":"Y. Hernández-Velázquez, Carmen Mezura-Godoy, V. Y. Rosales-Morales","doi":"10.1109/CONISOFT52520.2021.00041","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00041","url":null,"abstract":"The self-contained mobile educational applications support the student in the learning process combining technology and pedagogy through the use of mobile devices. The adoption of these applications is closely related to their level of usability. Generally, the usability studies of these applications are carried out through usability metrics or heuristics oriented for generic systems. In this paper, we describe in detail a usability study of two independent commercial mobile educational applications that incorporate interactivity, socialization, and adaptability. The usability study is presented with the intention of evaluating the usability of the applications in terms of the application interface, the educational support functions, and the characteristics of M-Learning. The objective of the usability study allowed us to identify the usability problems present in these types of applications. The application of the usability tests was carried out remotely due to the COVID-19 health contingency period. This usability study can serve as a reference for evaluators to identify and carry out a remote evaluation of these types of applications; as well as the test results could serve as a reference to improve the usability of mobile educational applications.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121572450","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
How COVID-19 Pandemic affects Software Developers’ Wellbeing: An Exploratory Study in the West Border Area of Mexico-USA COVID-19大流行如何影响软件开发人员的福祉:墨西哥-美国西部边境地区的探索性研究
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00026
R. Juárez-Ramírez, Christian X. Navarro, Verónica Tapia-Ibarra, S. Jiménez, C. Guerra-García, H. G. Pérez-González
The coronavirus COVID-19 swept the world in early 2020, working from home was a necessity. In the software industry, thousands of software developers began working from home, many did so on short notice, under difficult and stressful conditions. The emotions of developers can be affected by this situation. Software engineering research lacks theory and methodologies for addressing human aspects in software development. In this paper we present an exploratory study with a survey applied to practitioners in the west border area of Mexico-USA. This study is focused on the developers’ wellbeing during pandemic, expressed as emotions. The results show that high percent expressed to experience positive emotions such as optimism, serenity, happiness, acceptance, trust, and interest; however, even when negative emotions are not experienced in a significant level, a portion of respondents expressed to feel them. 91.0% expressed to be satisfied working from home, however, some conditions should be improved.
2020年初,冠状病毒COVID-19席卷全球,在家工作是必要的。在软件行业,成千上万的软件开发人员开始在家工作,许多人是在困难和压力的条件下临时通知的。开发者的情绪会受到这种情况的影响。软件工程研究缺乏解决软件开发中人的方面的理论和方法。在本文中,我们提出了一项探索性研究与调查应用于从业者在墨西哥-美国西部边境地区。这项研究的重点是开发者在大流行期间的幸福感,表现为情绪。结果显示,高比例的人表达了积极的情绪,如乐观、平静、幸福、接受、信任和兴趣;然而,即使负面情绪没有达到显著水平,也有一部分受访者表示有负面情绪。91.0%的人表示对在家工作感到满意,但是,一些条件需要改善。
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引用次数: 2
Web API Security Vulnerabilities and Mitigation Mechanisms: A Systematic Mapping Study Web API安全漏洞和缓解机制:系统映射研究
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00036
Josué Alejandro Díaz-Rojas, J. O. Ocharán-Hernández, J. C. Pérez-Arriaga, X. Limón
The growth of the web over the last couple of decades opened the door for the creation of an increasing number of web-based software systems. This change brought the need for new software solutions to establish communication between distributed software entities. One of the adopted solutions was web APIs; however, their appearance brought with itself new challenges that need to be solved. Among these new challenges, we find the necessity to protect the API at a design level from attacks by malicious users, in other words, making the API secure by design. This task is not trivial, and to be able to perform it effectively, it is necessary to know the vulnerabilities which APIs are commonly exposed to, alongside the mechanisms which exist to defend against them. The objective of this systematic mapping study is to gather the existing scientific knowledge about security threats that a web API faces, alongside design-level mechanisms for detecting, resisting, reacting, and recovering from attacks. Our results discovered 66 threats described in the literature. We observed that the most reported threats are those related to Spoofing and Tampering, both mostly related to the network traffic the API interacts with. In contrast, the least reported threats are those related to repudiation. We identified 21 techniques, 11 patterns and 34 methods that can be employed at a design level to detect, resist, react to or recover from these threats.
在过去的几十年里,网络的发展为创建越来越多的基于网络的软件系统打开了大门。这种变化需要新的软件解决方案来建立分布式软件实体之间的通信。采用的解决方案之一是web api;然而,它们的出现也带来了需要解决的新挑战。在这些新的挑战中,我们发现有必要在设计级别保护API免受恶意用户的攻击,换句话说,通过设计使API安全。这项任务不是微不足道的,为了能够有效地执行它,有必要了解api通常暴露的漏洞,以及现有的防御机制。这个系统映射研究的目的是收集现有的关于web API面临的安全威胁的科学知识,以及用于检测、抵抗、反应和从攻击中恢复的设计级机制。我们的结果发现了文献中描述的66种威胁。我们观察到,报告最多的威胁是与欺骗和篡改有关的威胁,这两种威胁主要与API交互的网络流量有关。相比之下,报道最少的威胁是那些与拒绝有关的威胁。我们确定了21种技术、11种模式和34种方法,可以在设计层面上用于检测、抵抗、应对或从这些威胁中恢复。
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引用次数: 0
A new playful language based on pedagogical tools for explaining genetic algorithm basic concepts : Creating educational pedagogical tools to disseminate basic concepts of computational algorithms 一种新的基于教学工具的有趣的语言来解释遗传算法的基本概念:创建教育教学工具来传播计算算法的基本概念
Pub Date : 2021-10-01 DOI: 10.1109/CONISOFT52520.2021.00042
Aneth Geraldine Ortíz-Lujano, Eduardo Vázquez-Santacruz, Flor Radilla-López, Elvia Morales-Turrubiates
This document shows the conversion of the general concept of genetic algorithm widely used in A.I for making predictions which has multiple applications in the field of robotics and engineering design, but in this case its application will be in an educational and playful context in order to make its using more known in an everyday context that can also be adapted to new technologies in the future.
本文档展示了在人工智能中广泛使用的遗传算法的一般概念的转换,用于在机器人和工程设计领域进行多种应用,但在这种情况下,它的应用将在教育和有趣的背景下进行,以便使其在日常环境中使用更广为人知,也可以适应未来的新技术。
{"title":"A new playful language based on pedagogical tools for explaining genetic algorithm basic concepts : Creating educational pedagogical tools to disseminate basic concepts of computational algorithms","authors":"Aneth Geraldine Ortíz-Lujano, Eduardo Vázquez-Santacruz, Flor Radilla-López, Elvia Morales-Turrubiates","doi":"10.1109/CONISOFT52520.2021.00042","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00042","url":null,"abstract":"This document shows the conversion of the general concept of genetic algorithm widely used in A.I for making predictions which has multiple applications in the field of robotics and engineering design, but in this case its application will be in an educational and playful context in order to make its using more known in an everyday context that can also be adapted to new technologies in the future.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126776555","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)
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