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Sökning: LAR1:gu > Blekinge Tekniska Högskola > (2015-2017)

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1.
  • Afzal, Wasif, et al. (författare)
  • An experiment on the effectiveness and efficiency of exploratory testing
  • 2015
  • Ingår i: Empirical Software Engineering. - : Springer. - 1382-3256 .- 1573-7616. ; 20:3, s. 844-878
  • Tidskriftsartikel (refereegranskat)abstract
    • The exploratory testing (ET) approach is commonly applied in industry, but lacks scientific research. The scientific community needs quantitative results on the performance of ET taken from realistic experimental settings. The objective of this paper is to quantify the effectiveness and efficiency of ET vs. testing with documented test cases (test case based testing, TCT). We performed four controlled experiments where a total of 24 practitioners and 46 students performed manual functional testing using ET and TCT. We measured the number of identified defects in the 90-minute testing sessions, the detection difficulty, severity and types of the detected defects, and the number of false defect reports. The results show that ET found a significantly greater number of defects. ET also found significantly more defects of varying levels of difficulty, types and severity levels. However, the two testing approaches did not differ significantly in terms of the number of false defect reports submitted. We conclude that ET was more efficient than TCT in our experiment. ET was also more effective than TCT when detection difficulty, type of defects and severity levels are considered. The two approaches are comparable when it comes to the number of false defect reports submitted.
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2.
  • Afzal, Wasif, et al. (författare)
  • Towards benchmarking feature subset selection methods for software fault prediction
  • 2016
  • Ingår i: Computational Intelligence and Quantitative Software Engineering. - Berlin, Heidelberg : Springer. - 9783319259642 - 9783319259628 ; , s. 33-58
  • Bokkapitel (refereegranskat)abstract
    • Despite the general acceptance that software engineering datasets often contain noisy, irrele- vant or redundant variables, very few benchmark studies of feature subset selection (FSS) methods on real-life data from software projects have been conducted. This paper provides an empirical comparison of state-of-the-art FSS methods: information gain attribute ranking (IG); Relief (RLF); principal com- ponent analysis (PCA); correlation-based feature selection (CFS); consistency-based subset evaluation (CNS); wrapper subset evaluation (WRP); and an evolutionary computation method, genetic programming (GP), on five fault prediction datasets from the PROMISE data repository. For all the datasets, the area under the receiver operating characteristic curve—the AUC value averaged over 10-fold cross- validation runs—was calculated for each FSS method-dataset combination before and after FSS. Two diverse learning algorithms, C4.5 and na ̈ıve Bayes (NB) are used to test the attribute sets given by each FSS method. The results show that although there are no statistically significant differences between the AUC values for the different FSS methods for both C4.5 and NB, a smaller set of FSS methods (IG, RLF, GP) consistently select fewer attributes without degrading classification accuracy. We conclude that in general, FSS is beneficial as it helps improve classification accuracy of NB and C4.5. There is no single best FSS method for all datasets but IG, RLF and GP consistently select fewer attributes without degrading classification accuracy within statistically significant boundaries.
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3.
  • Alahyari, Hiva, 1979, et al. (författare)
  • A study of value in agile software development organizations
  • 2017
  • Ingår i: Journal of Systems and Software. - : Elsevier BV. - 0164-1212 .- 1873-1228. ; 125, s. 271-288
  • Tidskriftsartikel (refereegranskat)abstract
    • The Agile manifesto focuses on the delivery of valuable software. In Lean, the principles emphasise value, where every activity that does not add value is seen as waste. Despite the strong focus on value, and that the primary critical success factor for software intensive product development lies in the value domain, no empirical study has investigated specifically what value is. This paper presents an empirical study that investigates how value is interpreted and prioritised, and how value is assured and measured. Data was collected through semi-structured interviews with 23 participants from 14 agile software development organisations. The contribution of this study is fourfold. First, it examines how value is perceived amongst agile software development organisations. Second, it compares the perceptions and priorities of the perceived values by domains and roles. Third, it includes an examination of what practices are used to achieve value in industry, and what hinders the achievement of value. Fourth, it characterises what measurements are used to assure, and evaluate value-creation activities. (C) 2016 Elsevier Inc. All rights reserved.
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4.
  • Berntsson Svensson, Richard, 1978, et al. (författare)
  • Is role playing in Requirements Engineering Education increasing learning outcome?
  • 2017
  • Ingår i: Requirements Engineering. - : Springer Science and Business Media LLC. - 0947-3602 .- 1432-010X. ; 22:4, s. 475-489
  • Tidskriftsartikel (refereegranskat)abstract
    • Requirements Engineering has attracted a great deal of attention from researchers and practitioners in recent years. This increasing interest requires academia to provide students with a solid foundation in the subject matter. In Requirements Engineering Education (REE), it is important to cover three fundamental topics: traditional analysis and modeling skills, interviewing skills for requirements elicitation, and writing skills for specifying requirements. REE papers report about using role playing as a pedagogical tool; however, there is a surprising lack of empirical evidence on its utility. In this paper we investigate whether a higher grade in a role playing project have an effect on students' score in an individual written exam in a Requirements Engineering course. Data are collected from 412 students between the years of 2007 and 2014 at Lund University and Chalmers | University of Gothenburg. The results show that students who received a higher grade in the role playing project scored statistically significant higher in the written exam compared to the students with a lower role playing project grade.
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5.
  • Berntsson Svensson, Richard, 1978-, et al. (författare)
  • Selecting creativity techniques for creative requirements: An evaluation of four techniques using creativity workshops
  • 2015
  • Ingår i: 23rd IEEE International Requirements Engineering Conference, RE 2015, Ottawa, Canada, 24-28 August. - : IEEE. - 9781467369053 ; , s. 66-75
  • Konferensbidrag (refereegranskat)abstract
    • Requirements engineering is recognized as a creative process where stakeholders jointly discover new creative ideas for innovative and novel products that eventually are expressed as requirements. This paper evaluates four different creativity techniques, namely Hall of Fame, Constraint Removal, Brainstorming, and Idea Box, using creativity workshops with students and industry practitioners. In total, 34 creativity workshops were conducted with 90 students from two universities, and 86 industrial practitioners from six companies. The results from this study indicate that Brainstorming can generate by far the most ideas, while Hall of Fame generates most creative ideas. Idea Box generates the least number of ideas, and the least number of creative ideas. Finally, Hall of Fame was the technique that led to the most number of requirements that was included in future releases of the products. © 2015 IEEE.
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6.
  • Erovic Ademovski, Seida, et al. (författare)
  • The effect of different mouth rinse products on intra-oral halitosis
  • 2016
  • Ingår i: International Journal of Dental Hygiene. - : Wiley. - 1601-5029 .- 1601-5037. ; 14:2, s. 117-123
  • Tidskriftsartikel (refereegranskat)abstract
    • Aim: To evaluate the effect of different mouth rinses 12 h after rinsing on genuine intra-oral halitosis. Materials and Methods: Twenty-four adults with halitosis were included in a double-blind, crossover, randomized clinical trial. Halitosis was evaluated 12 h after rinsing with placebo and five mouth rinse products containing zinc acetate and chlorhexidine diacetate; zinc lactate, chlorhexidine and cetylpyridinium chloride; zinc acetate and chlorhexidine diacetate with reduced amounts of mint and menthol; zinc chloride and essential oil; and chlorine dioxide using the organoleptic method and a gas chromatograph. Test periods were separated by 1 week. Results: Hydrogen sulphide (H2S), methyl mercaptan (MM) and the organoleptic scores (OLS) were significantly reduced 12 h following rinsing with all substances compared to placebo (P < 0.05). H2S was more effectively reduced after rinsing with zinc acetate and chlorhexidine diacetate and zinc acetate and chlorhexidine diacetate with reduced amounts of mint and menthol compared to rinsing with zinc chloride and essential oil (P < 0.05), and significantly lower values of MM were obtained after rinsing with zinc acetate and chlorhexidine diacetate compared to zinc lactate, chlorhexidine and cetylpyridinium chloride (P < 0.05). The percentage effectively treated individuals (H2S (<112 ppb), MM (<26 ppb) and OLS score <2) varied from 58% percentage (zinc acetate and chlorhexidine diacetate) to 26% (zinc chloride and essential oil). Conclusion: All treatments resulted in reduction in halitosis 12 h after rinsing compared to placebo. H2S and MM were most effectively reduced by zinc acetate and chlorhexidine diacetate.
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7.
  • Gren, Lucas, 1984, et al. (författare)
  • Group development and group maturity when building agile teams: A qualitative and quantitative investigation at eight large companies
  • 2017
  • Ingår i: Journal of Systems and Software. - : Elsevier BV. - 0164-1212 .- 1873-1228. ; 124, s. 104-119
  • Tidskriftsartikel (refereegranskat)abstract
    • The agile approach to projects focuses more on close-knit teams than traditional waterfall projects, which means that aspects of group maturity become even more important. This psychological aspect is not much researched in connection to the building of an "agile team." The purpose of this study is to investigate how building agile teams is connected to a group development model taken from social psychology. We conducted ten semi-structured interviews with coaches, Scrum Masters, and managers responsible for the agile process from seven different companies, and collected survey data from 66 group-members from four companies (a total of eight different companies). The survey included an agile measurement tool and the one part of the Group Development Questionnaire. The results show that the practitioners define group developmental aspects as key factors to a successful agile transition. Also, the quantitative measurement of agility was significantly correlated to the group maturity measurement. We conclude that adding these psychological aspects to the description of the "agile team" could increase the understanding of agility and partly help define an "agile team." We propose that future work should develop specific guidelines for how software development teams at different maturity levels might adopt agile principles and practices differently. (C) 2016 Elsevier Inc. All rights reserved.
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8.
  • Gren, Lucas, 1984, et al. (författare)
  • Group Maturity and Agility, Are They Connected? - A Survey Study
  • 2015
  • Ingår i: EUROMICRO Conference on Software Engineering and Advanced Applications (SEAA 2015), August 26-28. - : IEEE. - 9781467375856
  • Konferensbidrag (refereegranskat)abstract
    • The focus on psychology has increased within software engineering due to the project management innovation "agile development processes". The agile methods do not explicitly consider group development aspects, they simply assume what is described in group psychology as mature groups. This study was conducted with 45 employees and their twelve managers (N=57) from two SAP customers in the US that were working with agile methods, and the data were collected via an online survey. The selected Agility measurement was correlated to a Group Development measurement and showed significant convergent validity, i.e., A more mature team is also a more agile team. This means that the agile methods probably would benefit from taking group development into account when its practices are being introduced.
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9.
  • Gren, Lucas, 1984, et al. (författare)
  • The Prospects of a Quantitative Measurement of Agility: A Validation Study on an Agile Maturity Model
  • 2015
  • Ingår i: Journal of Systems and Software. - : Elsevier BV. - 0164-1212 .- 1873-1228. ; 107, s. 38-49
  • Tidskriftsartikel (refereegranskat)abstract
    • Agile development has now become a well-known approach to collaboration in professional work life. Both researchers and practitioners want validated tools to measure agility. This study sets out to validate an agile maturity measurement model with statistical tests and empirical data. First, a pretest was conducted as a case study including a survey and focus group. Second, the main study was conducted with 45 employees from two SAP customers in the US. We used internal consistency (by a Cronbach’s alpha) as the main measure for reliability and analyzed construct validity by exploratory principal factor analysis (PFA). The results suggest a new categorization of a subset of items existing in the tool and provides empirical support for these new groups of factors. However, we argue that more work is needed to reach the point where a maturity models with quantitative data can be said to validly measure agility, and even then, such a measurement still needs to include some deeper analysis with cultural and contextual items.
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10.
  • Kashfi, Pariya, 1980, et al. (författare)
  • A conceptual ux-aware model of requirements
  • 2016
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Cham : Springer International Publishing. - 1611-3349 .- 0302-9743. - 9783319449012 ; 9856, s. 234-245, s. 234-245
  • Konferensbidrag (refereegranskat)abstract
    • User eXperience (UX) is becoming increasingly important for success of software products. Yet, many companies still face various challenges in their work with UX. Part of these challenges relate to inadequate knowledge and awareness of UX and that current UX models are commonly not practical nor well integrated into existing Software Engineering (SE) models and concepts. Therefore, we present a conceptual UX-aware model of requirements for software development practitioners. This layered model shows the interrelation between UX and functional and quality requirements. The model is developed based on current models of UX and software quality characteristics. Through the model we highlight the main differences between various requirement types in particular essentially subjective and accidentally subjective quality requirements. We also present the result of an initial validation of the model through interviews with 12 practitioners and researchers. Our results show that the model can raise practitioners’ knowledge and awareness of UX in particular in relation to requirement and testing activities. It can also facilitate UX-related communication among stakeholders with different backgrounds.
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