Pub Date : 2021-10-01DOI: 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.
{"title":"Towards a Taxonomy of Agile Methods: The Tree of Agile Elements","authors":"M. Neumann","doi":"10.1109/CONISOFT52520.2021.00022","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00022","url":null,"abstract":"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.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"1 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":"131192705","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}
Pub Date : 2021-10-01DOI: 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.
{"title":"A 3D Metaphor for Software Code Visualization to Help Students to learn Object-Oriented Concepts","authors":"H. G. Pérez-González, Alberto S. Núñez-Varela, F. Martínez-Pérez, S. Nava-Muñoz, Cesar Garcia, J. Kalita, R. Juárez-Ramírez","doi":"10.1109/CONISOFT52520.2021.00043","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00043","url":null,"abstract":"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.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"7 5 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":"133439929","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}
Pub Date : 2021-10-01DOI: 10.1109/conisoft52520.2021.00001
{"title":"[Title page i]","authors":"","doi":"10.1109/conisoft52520.2021.00001","DOIUrl":"https://doi.org/10.1109/conisoft52520.2021.00001","url":null,"abstract":"","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"37 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":"123872302","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}
Pub Date : 2021-10-01DOI: 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.
{"title":"Identification of Test Cases Duplication: Systematic Literature Review","authors":"Iván Romero-Peña, Gerardo Padilla-Zárate, K. Cortés-Verdín","doi":"10.1109/CONISOFT52520.2021.00025","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00025","url":null,"abstract":"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.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"17 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":"129269386","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}
Pub Date : 2021-10-01DOI: 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.
{"title":"Tender System Verification with Satisfiability Modulo Theories","authors":"René Dávila, Rocío Aldeco-Pérez, E. Bárcenas","doi":"10.1109/CONISOFT52520.2021.00021","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00021","url":null,"abstract":"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.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"20 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":"124764418","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}
Pub Date : 2021-10-01DOI: 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.
{"title":"Scrumlity: An Agile Framework Based on Quality Assurance","authors":"C. Tona, R. Juárez-Ramírez, S. Jiménez, Ángeles Quezada, C. Guerra-García, Rafael Pacheco López","doi":"10.1109/CONISOFT52520.2021.00023","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00023","url":null,"abstract":"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.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"75 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":"114897995","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}
Pub Date : 2021-10-01DOI: 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.
{"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}
Pub Date : 2021-10-01DOI: 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.
{"title":"How COVID-19 Pandemic affects Software Developers’ Wellbeing: An Exploratory Study in the West Border Area of Mexico-USA","authors":"R. Juárez-Ramírez, Christian X. Navarro, Verónica Tapia-Ibarra, S. Jiménez, C. Guerra-García, H. G. Pérez-González","doi":"10.1109/CONISOFT52520.2021.00026","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00026","url":null,"abstract":"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.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"24 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":"121650467","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}
Pub Date : 2021-10-01DOI: 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.
{"title":"Web API Security Vulnerabilities and Mitigation Mechanisms: A Systematic Mapping Study","authors":"Josué Alejandro Díaz-Rojas, J. O. Ocharán-Hernández, J. C. Pérez-Arriaga, X. Limón","doi":"10.1109/CONISOFT52520.2021.00036","DOIUrl":"https://doi.org/10.1109/CONISOFT52520.2021.00036","url":null,"abstract":"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.","PeriodicalId":380632,"journal":{"name":"2021 9th International Conference in Software Engineering Research and Innovation (CONISOFT)","volume":"36 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":"126524150","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}
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.
{"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}