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2020 XLVI Latin American Computing Conference (CLEI)最新文献

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A survey on the practices of mobile application testing 移动应用程序测试实践调查
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00034
Ítalo Santos, Júlio César C. Filho, S. Souza
[Context:] Mobile devices have become increasingly popular, and mobile applications should guarantee a very high level of reliability and quality. Mobile application testing needs to consider several unique requirements that distinguish it from conventional software testing. [Objective:] Our study aims to establish an overview of the testing practices conducted in mobile companies, to identify weaknesses that can be improved to make the testing activity more effective. [Method:] The survey questions were carefully designed using the Goal/Question/Metric method to provide relevant information to the questions raised in our study. [Results and Conclusions:] Our study outlines that native applications are more common. The testing level more performed is the system test and the positions that perform testing levels and objectives are described. Practices related to testing technique selection in the context of mobile applications are highlighted. In the context of this study, Cucumber and Selenium are the testing tools most used to automate testing activity. Some mobile testing characteristics were outlined to understand how the testing in mobile applications run on different devices, how testers deal with the diversity of operating systems that are constantly updated and whether tests are unified to testing a mobile app that runs in different platforms. Furthermore, we report the main challenges faced by testers during the validation of the mobile app.
移动设备变得越来越流行,移动应用程序应该保证非常高的可靠性和质量。移动应用程序测试需要考虑与传统软件测试不同的几个独特需求。【目的】我们的研究旨在对移动公司进行的测试实践进行概述,以确定可以改进的弱点,使测试活动更有效。[方法]使用目标/问题/度量法精心设计调查问题,为我们研究中提出的问题提供相关信息。[结果和结论]我们的研究概述了本地应用程序更常见。执行的测试级别是系统测试,并且描述了执行测试级别和目标的位置。在移动应用程序的背景下,与测试技术选择相关的实践被强调。在本研究中,Cucumber和Selenium是自动化测试活动最常用的测试工具。本文概述了一些移动测试特征,以了解如何在不同设备上运行移动应用程序的测试,测试人员如何处理不断更新的操作系统的多样性,以及测试是否统一到测试运行在不同平台上的移动应用程序。此外,我们还报告了测试人员在手机应用验证过程中面临的主要挑战。
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引用次数: 4
Design of SmartMoving, an Application for Pedestrians with Reduced Mobility 智能移动的设计——一种针对行动不便行人的应用
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00049
Mónica Fatecha Burian, Patricia Fauvety, Nathalie Aquino, Magalí González, Daniel Romero, L. Cernuzzi, J. Paniagua, Ronald Chenu
The state of the sidewalks in Asunción (Paraguay) is far from being optimal. There are many problems related to obstructions, necessary repairs, lack of ramps, unevenness of surface, among others. In addition, the Municipality of Asunción does not have automated mechanisms to know their updated status. In this work we propose SmartMoving, a mobile application that collects information on the state of the sidewalks, with the help of citizens, and recommends pedestrian paths with less obstacles. The application can be especially useful for people with reduced mobility, as well as for the Municipality of Asunción. This type of application is based on citizen participation, since it receive data from them, and therefore requires a particularly friendly user experience, adapted to users and their daily context. Therefore, the need for a participatory and user-centered design, as a basis for the development of the application. Therefore, in this article we present the user-centered design process that has been followed for the development of SmartMoving, involving users with reduced mobility.
Asunción(巴拉圭)的人行道状况远非最佳。有许多问题与障碍物、必要的维修、缺乏坡道、表面不平整等有关。此外,Asunción市政府没有自动化机制来了解其更新状态。在这项工作中,我们提出了SmartMoving,这是一个移动应用程序,可以在市民的帮助下收集人行道状态的信息,并推荐障碍物较少的人行道。该应用程序对行动不便的人以及Asunción市政当局特别有用。这种类型的应用程序基于公民参与,因为它从他们那里接收数据,因此需要特别友好的用户体验,适应用户和他们的日常环境。因此,需要以参与式和以用户为中心的设计,作为开发应用程序的基础。因此,在本文中,我们介绍了以用户为中心的设计过程,这是SmartMoving开发所遵循的,涉及行动不便的用户。
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引用次数: 1
Evaluating the Usability of Interactive Digital Television Applications 交互式数字电视应用的可用性评估
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00026
Priscila Cedillo, Cristina Sánchez-Zhunio, Xavier Garnica-Bautista, Edwin Cabrera, Elizabeth Sari, Xavier Maita-Tepan
Applications for Interactive Digital Television (IDTV) are becoming increasingly popular. Users no longer interact only with software applications on computers or srnartphones, but also through a television set. Therefore, developers must address efficiency and effectiveness aspects when creating those applications to provide the user with a satisfying interaction experience. Thus, this paper proposes an Application Usability Model for IDTV based on two approaches: the quality of the software product and the quality in the use of the software product. Additionally, the model mainly draws upon the ISO/IEC 25010 standard in which a set of usability characteristics are defined. These characteristics have been divided into subcharacteristics of the IDTV to quantify each of their attributes according to several metrics, and with the obtained values, identify the usability problems that might exist in software applications. For instance, to have a better idea of how the evaluation should be performed, two examples are presented that employ the proposed usability model on applications designed for IDTV from different domains.
交互式数字电视(IDTV)的应用日益普及。用户不再仅仅通过电脑或手机上的软件应用程序进行交互,还可以通过电视机进行交互。因此,开发人员在创建这些应用程序时必须解决效率和有效性方面的问题,以便为用户提供令人满意的交互体验。为此,本文从软件产品质量和软件产品使用质量两个方面提出了一个IDTV应用程序可用性模型。此外,该模型主要借鉴了ISO/IEC 25010标准,其中定义了一组可用性特征。这些特征被划分为IDTV的子特征,以根据几个度量来量化它们的每个属性,并使用获得的值来识别软件应用程序中可能存在的可用性问题。例如,为了更好地了解应该如何执行评估,给出了两个示例,它们在为来自不同领域的IDTV设计的应用程序上采用了所建议的可用性模型。
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引用次数: 0
An Emerging Serious Game Engine with a Parameter Adaptive System based on an evolutionary approach 一种基于演化方法的参数自适应严肃游戏引擎
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00012
J. Aguilar, Francisco Díaz, J. Altamiranda, E. Montoya
In this work is proposed a parameter adaptive system for emerging serious games, which allows the emerging of properties in a game, in order to adapt it to the educational context in which it is being used. Previous articles have proposed an engine for emerging serious games based on the ant colony optimization algorithm, which allows the initial emergence of a serious game. In this paper, another component of the game adaptive sub-system of the engine is specified, which allows its dynamic adaptation while the game is running, in this case, in order to adapt its properties to the educational context-domain. Particularly, the property emergence system is based on the use of cultural algorithms, which establishes a learning process to modify its parameters. This system is tested in the context of a smart classroom.
在这项工作中,提出了一个用于新兴严肃游戏的参数适应系统,该系统允许在游戏中出现属性,以便使其适应正在使用的教育环境。以前的文章已经提出了一个基于蚁群优化算法的新兴严肃游戏引擎,它允许一个严肃游戏的初始出现。在本文中,指定了引擎的游戏自适应子系统的另一个组件,该组件允许其在游戏运行时进行动态适应,在这种情况下,以使其属性适应教育上下文域。特别是,财产涌现系统基于文化算法的使用,它建立了一个学习过程来修改其参数。该系统在智能教室的环境中进行了测试。
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引用次数: 0
Measuring students' contributions in software development projects using Git metrics 使用Git指标衡量学生在软件开发项目中的贡献
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00068
Sivana Hamer, Christian Quesada-López, Alexandra Martínez, Marcelo Jenkins
Many courses in the software engineering area are centered around team-based project development. Evaluating these projects is a challenge due to the difficulty of measuring individual student contributions versus team contributions. The adoption of distributed version control systems like Git enables the measurement of students' and teams' contributions to the project. In this work, we analyze the contributions within five software development projects from undergraduate courses that used project-based learning. For this, we generate visualizations of aggregated Git metrics using inequality indexes and inter-decile ratios, which offer insights into the practices and processes followed by students and teams throughout the project development. This approach allowed us to identify both inequality among students' contributions and development processes with a non-steady pace, rendering a useful feedback tool for instructors and students during the development of the project. Further studies can be conducted to assess the complexity and value of students' contributions by analyzing their source code commits and other software artifacts.
软件工程领域的许多课程都以团队项目开发为中心。评估这些项目是一个挑战,因为很难衡量学生个人的贡献与团队的贡献。采用分布式版本控制系统,如Git,可以衡量学生和团队对项目的贡献。在这项工作中,我们分析了使用基于项目的学习的本科课程在五个软件开发项目中的贡献。为此,我们使用不平等指数和十分位数比率生成聚合Git指标的可视化,这为学生和团队在整个项目开发过程中遵循的实践和流程提供了见解。这种方法使我们能够以不稳定的速度识别学生贡献和发展过程之间的不平等,在项目开发过程中为教师和学生提供了有用的反馈工具。进一步的研究可以通过分析学生提交的源代码和其他软件工件来评估学生贡献的复杂性和价值。
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引用次数: 3
Ucarpooling: Decongesting Traffic through Carpooling using Automatic Pairings 自动拼车:通过自动配对拼车来缓解交通拥堵
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00048
A. Lugo, Nathalie Aquino, Magalí González, L. Cernuzzi, Ronald Chenu
A low average number of people per private vehicle and inappropriate road infrastructure results in heavy traffic that wastes space, time and money for the people involved. To optimize these resources, it is intended to promote carpooling between people who share the same destination, for example, colleagues at work or students at a university. This paper presents UCarpooling, a matching system for commuting between people of a same institution. UCarpooling is aimed at optimizing the number of passengers in vehicles during routine trips to and from work or study. The difference with respect to other similar proposals is that UCarpooling takes into account logistical details (place of departure, time of entry, etc.) and personal traits (if you smoke, what genres of music you listen to, etc.) as variables to calculate the percentage compatibility that different people have to carry out a carpool. A simulation of the use of UCarpooling in a university in Asunción, Paraguay, yields favorable data reaching the conclusion that its adoption is quite beneficial for the institution that adopts it, the people who use it, and the cities where it is adopted.
每辆私家车的平均人数过低,道路基础设施不适当,导致交通拥挤,浪费了人们的空间、时间和金钱。为了优化这些资源,它旨在促进共享目的地的人之间的拼车,例如,工作同事或大学学生。本文提出了一种用于同一机构人员之间通勤的匹配系统UCarpooling。UCarpooling的目的是在上下班或学习的日常行程中优化车辆中的乘客数量。与其他类似提议的不同之处在于,UCarpooling将后勤细节(出发地点,入境时间等)和个人特征(如果你吸烟,你听什么类型的音乐等)作为变量来计算不同的人必须进行拼车的兼容性百分比。巴拉圭Asunción的一所大学对UCarpooling的使用进行了模拟,得出了有利的数据,得出的结论是,采用UCarpooling对采用它的机构、使用它的人以及采用它的城市都非常有益。
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引用次数: 3
Performance Analysis of Protein Contact Prediction Algorithms 蛋白质接触预测算法的性能分析
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00015
Romina Valdez, Khevin Roig, Diego Pinto, José Colbes
One of the most important unsolved problems in the area of Computational Biology is the prediction of protein structures. A key element in this problem is the prediction of contacts in a protein from its amino acid sequence, since it provides fundamental information for the determination of its three-dimensional structure. Due to the attention devoted to this subproblem, especially in the last decade, there are a large number of methods in the literature that obtain very good results; but there is still a considerable room for improvement. In the 13th edition of the Critical Assessment of protein Structure Prediction (CASP), a notable progress has been achieved in this area due to the use of deep learning and deep convolutional residual neural networks in state-of-the-art methods; in addition to the use of additional information from other predictions, such as solvent accessibility, conformation of the secondary structure, etc. The present work analyzes the performance of the most outstanding CASP13 methods, considering a larger test set (483 proteins) with proteins of four different classes according to SCOP. The results were evaluated using the CASP metrics. The analysis indicates that most of the selected methods have an accuracy above 90% for the test set used; SPOT-Contact being the best prediction method in general, and at least one of the best in each of the SCOP classes. The test cases and implementations made for the evaluation of results are publicly available.
计算生物学领域最重要的未解决问题之一是蛋白质结构的预测。这个问题的一个关键因素是根据氨基酸序列预测蛋白质的接触,因为它为确定蛋白质的三维结构提供了基本信息。由于对这一子问题的关注,特别是近十年来,文献中有大量的方法获得了非常好的结果;但仍有相当大的改进空间。在第13版蛋白质结构预测关键评估(CASP)中,由于在最先进的方法中使用了深度学习和深度卷积残差神经网络,因此在该领域取得了显着进展;除了使用来自其他预测的附加信息,如溶剂可及性、二级结构的构象等。目前的工作分析了最优秀的CASP13方法的性能,考虑到一个更大的测试集(483种蛋白质),根据SCOP分为四种不同的蛋白质。使用CASP指标对结果进行评估。分析表明,对于所使用的测试集,大多数选择的方法的准确率在90%以上;一般来说,SPOT-Contact是最好的预测方法,并且至少是每个SCOP类别中最好的预测方法之一。用于评估结果的测试用例和实现是公开可用的。
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引用次数: 0
Application of a BPM-Based Approach in the Redesign of the Academic Follow-up Process of a Public High School in Colombia 基于bpm的方法在哥伦比亚一所公立高中学业后续流程重新设计中的应用
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00021
Jorge A. Montes, F. Giraldo
This paper presents the redesign of the academic follow-up process established in the Colombia' Ministry of National Education (MEN) Guide No. 34, by the application of the Business Process Management (BPM) model, to improve its quality indicators within the Academic Management area in a public educational institution in the department of Quindío (Colombia). This case is presented as a feasible project that proposes a solution to the need to restructure the way in which academic processes are interpreted and managed within the country's public educational institutions due to the lack of specification, understanding of current processes and components. that integrate the institutional academic management. The methodology incorporates the process improvement techniques proposed by Dumas, M., et al. The redesign of the academic monitoring process, and the specification of the new key performance indicators or KPIs for each redesigned sub-process, promoted the quantification of the positive impact of the application of the BPM model in the redesign of the academic follow-up process and the improvement of its quality indicators within the field of academic management.
本文介绍了通过应用业务流程管理(BPM)模型,对哥伦比亚国家教育部(MEN)第34号指南中建立的学术后续流程进行重新设计,以提高Quindío(哥伦比亚)部门公共教育机构学术管理领域的质量指标。这个案例是一个可行的项目,它提出了一个解决方案,以重组该国公共教育机构内学术过程的解释和管理方式,因为缺乏规范,对当前过程和组成部分的理解。整合院校学术管理。该方法结合了Dumas, M.等人提出的过程改进技术。对学术监控流程的重新设计,以及对每个重新设计的子流程新的关键绩效指标或kpi的规范,促进了学术管理领域内应用BPM模型对学术跟踪流程重新设计的积极影响及其质量指标的提升的量化。
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引用次数: 0
Cooperative Target Observation using Density-based Clustering with Self-tuning and a New Grid Environment 基于自调优密度聚类和新网格环境的协同目标观测
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00011
J. Andrade, T. Silva, R. J. F. Junior, J. Maia, G. Campos
This paper describes and evaluates a Mean-Shift-based (MS) approach to an instance of the Cooperative Target Observation (CTO) problem domain. A performance comparison is presented with a k-means-based approach to the baseline implementation published to the CTO problem. Inspired by the idea of modeling the problem for urban centers in which the movement of targets is restricted to the streets and roads, we also evaluate the effect of the movement of the targets being restricted to a rectangular grid on the relative performance of the algorithms. We conclude that the MS-based approach is superior to the k-means-based approach and that the target motion restricted to a grid improves both algorithms' performance but does not change its relative positions.
本文描述并评价了一种基于均值漂移的协同目标观测问题域实例求解方法。采用基于k均值的方法对发布到CTO问题的基线实现进行性能比较。受城市中心问题建模思想的启发,其中目标的运动被限制在街道和道路上,我们还评估了目标的运动被限制在矩形网格上对算法相对性能的影响。我们得出结论,基于ms的方法优于基于k-means的方法,并且限制在网格中的目标运动提高了两种算法的性能,但不会改变其相对位置。
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引用次数: 0
Challenges and strategies for running controlled crowdsourcing experiments 运行受控众包实验的挑战和策略
Pub Date : 2020-10-01 DOI: 10.1109/CLEI52000.2020.00036
Jorge M. Ram'irez, Marcos Báez, F. Casati, L. Cernuzzi, B. Benatallah
This paper reports on the challenges and lessons we learned while running controlled experiments in crowdsourcing platforms. Crowdsourcing is becoming an attractive technique to engage a diverse and large pool of subjects in experimental research, allowing researchers to achieve levels of scale and completion times that would otherwise not be feasible in lab settings. However, the scale and flexibility comes at the cost of multiple and sometimes unknown sources of bias and confounding factors that arise from technical limitations of crowdsourcing platforms and from the challenges of running controlled experiments in the “wild”. In this paper, we take our experience in running systematic evaluations of task design as a motivating example to explore, describe, and quantify the potential impact of running uncontrolled crowdsourcing experiments and derive possible coping strategies. Among the challenges identified, we can mention sampling bias, controlling the assignment of subjects to experimental conditions, learning effects, and reliability of crowdsourcing results. According to our empirical studies, the impact of potential biases and confounding factors can amount to a 38% loss in the utility of the data collected in uncontrolled settings; and it can significantly change the outcome of experiments. These issues ultimately inspired us to implement CrowdHub, a system that sits on top of major crowdsourcing platforms and allows researchers and practitioners to run controlled crowdsourcing projects.
本文报告了我们在众包平台上进行控制实验时所面临的挑战和经验教训。众包正在成为一种有吸引力的技术,可以吸引大量不同的实验对象参与实验研究,使研究人员能够达到在实验室环境中无法实现的规模和完成时间。然而,规模和灵活性的代价是,众包平台的技术限制以及在“野外”进行受控实验的挑战会带来多种(有时是未知的)偏见和混淆因素。在本文中,我们以我们在运行任务设计系统评估方面的经验为例,探索、描述和量化运行不受控制的众包实验的潜在影响,并得出可能的应对策略。在确定的挑战中,我们可以提到抽样偏差,控制实验条件下受试者的分配,学习效果和众包结果的可靠性。根据我们的实证研究,潜在偏差和混杂因素的影响可能导致在非受控环境中收集的数据的效用损失38%;它可以显著地改变实验结果。这些问题最终激发了我们实施CrowdHub,这是一个位于主要众包平台之上的系统,允许研究人员和从业者运行受控的众包项目。
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引用次数: 1
期刊
2020 XLVI Latin American Computing Conference (CLEI)
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