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Publications

Publications by Ana Cristina Paiva

2016

An Automated Approach for Requirements Specification Maintenance

Authors
Garcia, JE; Paiva, ACR;

Publication
NEW ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 1

Abstract
The requirements of a website are constantly changing and evolving. In this context, managing the changes related to the baseline and reviewing the requirements' prioritization is critical. Nowadays, web analytics tools are used to analyze the behaviour of users on a website in order to improve its usability and user experience. The analysis of the usage of websites may also help software requirements maintenance which can be a contribution to the overall quality of the service provided. This paper presents an approach through a recommender system that collects the information about the usage of a website using a web analytics tools and generate recommendations reports that may help the requirements maintenance and increase the quality of the software requirements specification of the website. This paper presents also an experimental evaluation of a case study based on an online newspaper website. The results of the proposed approach provide more readable reports in a language more closer to the business and suggest requirements priority change, identify new requirements and functionalities that may be removed.

2016

iLearnTest - framework for educational games

Authors
Paiva, ACR; Flores, NH; Barbosa, AG; Ribeiro, TPB;

Publication
2ND INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES,HEAD'16

Abstract
Games are a part of human life since ancient times, present not only at childhood but throughout most of our adult life. A growing area of research focuses on the development of games for teaching and learning in various areas of expertise. These are called serious games. They intend to capture the attention, to motivate and to encourage user engagement through the use of recreational and entertainment elements, thus facilitating the learning process. This article describes iLearnTest, a framework for developing serious online games which are capable of supporting education of several subjects, allowing for a suitable training of participants, thus preparing them to meet the job market needs. This paper describes the architecture of the framework, the structure of the game and presents some results from performed experiments as to validate the overall approach. (C) 2016 The Authors. Published by Elsevier Ltd.

2016

Maintaining Requirements using Web Usage Data

Authors
Garcia, JE; Paiva, ACR;

Publication
INTERNATIONAL CONFERENCE ON ENTERPRISE INFORMATION SYSTEMS/INTERNATIONAL CONFERENCE ON PROJECT MANAGEMENT/INTERNATIONAL CONFERENCE ON HEALTH AND SOCIAL CARE INFORMATION SYSTEMS AND TECHNOLOGIES, CENTERIS/PROJMAN / HCIST 2016

Abstract
The use of the World Wide Web has had a huge growth and there is a greater variety of web applications with an increasing importance in society and in supporting the development to all kinds of business. Often, most of websites are providing support services that must be maintained and improved over time. This maintenance and upgrade can be difficult because frequently the requirements are no longer actual and/or often not even exist documented. Websites are increasingly monitoring usage data, and this type of information is increasingly abundant. Analyzing the usage of the websites can help identify improvements and help to maintain the website and its software requirements. This paper presents REQAnalytics, a recommender system that collects the information about the usage of a website, processes it and generates recommendations to the requirements specification of the website. This research work also presents an experimental evaluation of a case study based on an online newspaper website. The results showed that REQAnalytics can produce reports in a language closer to the business, identify most and less used finictionalities, requirements that can be split in two or more requirements and give support to the maintenance of requirements of the website being analyzed. (C) 2016 The Authors. Published by Elsevier B.V.

2014

A GUI Modeling DSL for Pattern-Based GUI Testing PARADIGM

Authors
Moreira, RMLM; Paiva, ACR;

Publication
PROCEEDINGS OF THE 9TH INTERNATIONAL CONFERENCE ON EVALUATION OF NOVEL APPROACHES TO SOFTWARE ENGINEERING (ENASE 2014)

Abstract
Today's software feature user interface (UI) patterns. Those patterns describe generic solutions for common recurrent problems. However, to the best of our knowledge, there is no specific testing methodology that is particularly suited for testing those patterns providing generic testing solutions that can be reused after minor configurations in order to test slightly different implementations. Pattern-Based Graphical User Interface Testing (PBGT) is a recent methodology that aims at systematizing and automating the GUI testing process, by sampling the input space using "UI Test Patterns" that express generic solutions to test common recurrent GUI's behaviour. This paper describes the development process of PARADIGM, a domain specific language (DSL) to be used in the context of PBGT and empirically evaluates PARADIGM to assess its diminished modeling efforts, usefulness, graphical power, and acceptability.

2013

Inferring UI Patterns with Inductive Logic Programming

Authors
Nabuco, M; Paiva, ACR; Camacho, R; Faria, JP;

Publication
PROCEEDINGS OF THE 2013 8TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2013)

Abstract
This paper presents an approach to infer UI patterns existent in a web application. This reverse engineering process is performed in two steps. First, execution traces are collected from user interactions using the Selenium software. Second, the existing UI patterns within those traces are identified using Machine Learning inference with the Aleph ILP system. The paper describes and illustrates the proposed methodology on a case study over the Amazon web site.

2015

Game Design Techniques for Software Engineering Management Education

Authors
Letra, P; Paiva, ACR; Flores, N;

Publication
2015 IEEE 18TH INTERNATIONAL CONFERENCE ON COMPUTATIONAL SCIENCE AND ENGINEERING (CSE)

Abstract
Software engineering is an area with a wide range of concepts and knowledge. To this diversity of topics, you may need to apply different teaching and learning techniques to be effective. One such technique is the use of serious games, but the design of such games tends to be complex, currently lacking a map of game design standards that comply with the Software Engineering education requirements. This paper presents the process to identify the game design patterns that can be effective for teaching software engineering, specifically the software project management topic. The process begins by identifying the relationship between game design patterns and teaching and learning functions based on literature review. Then the work follows establishing a relationship between teaching and learning functions and software project management education through questionnaires made to software engineering teachers. Finally, it sets up the relationship between game design patterns and software project management education through an empirical study conducted with master students. These results can be used as a basis for designing and developing serious games for teaching software project management.

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