2025
Autores
Rincon, AM; Vincenzi, AMR; Faria, JP;
Publicação
2025 IEEE INTERNATIONAL CONFERENCE ON SOFTWARE TESTING, VERIFICATION AND VALIDATION WORKSHOPS, ICSTW
Abstract
This study explores prompt engineering for automated white-box integration testing of RESTful APIs using Large Language Models (LLMs). Four versions of prompts were designed and tested across three OpenAI models (GPT-3.5 Turbo, GPT-4 Turbo, and GPT-4o) to assess their impact on code coverage, token consumption, execution time, and financial cost. The results indicate that different prompt versions, especially with more advanced models, achieved up to 90% coverage, although at higher costs. Additionally, combining test sets from different models increased coverage, reaching 96% in some cases. We also compared the results with EvoMaster, a specialized tool for generating tests for REST APIs, where LLM-generated tests achieved comparable or higher coverage in the benchmark projects. Despite higher execution costs, LLMs demonstrated superior adaptability and flexibility in test generation.
2025
Autores
Cardoso, P; Carvalhais, M;
Publicação
Springer Series in Design and Innovation
Abstract
Games are commonly designed to assist players in their progression, maintaining their attention and motivation until they achieve closure while presenting challenges that need to be overcome to progress. But not all games are designed with this in mind, and players do not always play to progress. When that happens, we call it stalling. In computer games, stalling is when players or the game system try to maintain a particular state, impeding player progression and the game from developing. This chapter explores stalling as an act of players and, alternatively, as an act of the game itself that can be designed or result from emergent behaviours. It presents a model composed of two axes—Player/Game and Transitory/Permanent—that generate four types of stalling: Squandering, Casting-off, Lingering, and Taunting. This model leads to the conclusion that stalling is a legitimate playing tactic and versatile strategy for the design of games. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
2025
Autores
Mazarei, A; Sousa, R; Mendes Moreira, J; Molchanov, S; Ferreira, HM;
Publicação
INTERNATIONAL JOURNAL OF DATA SCIENCE AND ANALYTICS
Abstract
Outlier detection is a widely used technique for identifying anomalous or exceptional events across various contexts. It has proven to be valuable in applications like fault detection, fraud detection, and real-time monitoring systems. Detecting outliers in real time is crucial in several industries, such as financial fraud detection and quality control in manufacturing processes. In the context of big data, the amount of data generated is enormous, and traditional batch mode methods are not practical since the entire dataset is not available. The limited computational resources further compound this issue. Boxplot is a widely used batch mode algorithm for outlier detection that involves several derivations. However, the lack of an incremental closed form for statistical calculations during boxplot construction poses considerable challenges for its application within the realm of big data. We propose an incremental/online version of the boxplot algorithm to address these challenges. Our proposed algorithm is based on an approximation approach that involves numerical integration of the histogram and calculation of the cumulative distribution function. This approach is independent of the dataset's distribution, making it effective for all types of distributions, whether skewed or not. To assess the efficacy of the proposed algorithm, we conducted tests using simulated datasets featuring varying degrees of skewness. Additionally, we applied the algorithm to a real-world dataset concerning software fault detection, which posed a considerable challenge. The experimental results underscored the robust performance of our proposed algorithm, highlighting its efficacy comparable to batch mode methods that access the entire dataset. Our online boxplot method, leveraging dataset distribution to define whiskers, consistently achieved exceptional outlier detection results. Notably, our algorithm demonstrated computational efficiency, maintaining constant memory usage with minimal hyperparameter tuning.
2025
Autores
Barisic, A; Cunha, J; Ruchkin, I; Moreira, A; Araújo, J; Challenger, M; Savic, D; Amaral, V;
Publicação
SUSTAINABLE COMPUTING-INFORMATICS & SYSTEMS
Abstract
Supporting sustainability through modelling and analysis has become an active area of research in Software Engineering. Therefore, it is important and timely to survey the current state of the art in sustainability in Cyber-Physical Systems (CPS), one of the most rapidly evolving classes of complex software systems. This work presents the findings of a Systematic Mapping Study (SMS) that aims to identify key primary studies reporting on CPS modelling approaches that address sustainability over the last 10 years. Our literature search retrieved 2209 papers, of which 104 primary studies were deemed relevant fora detailed characterisation. These studies were analysed based on nine research questions designed to extract information on sustainability attributes, methods, models/meta-models, metrics, processes, and tools used to improve the sustainability of CPS. These questions also aimed to gather data on domain-specific modelling approaches and relevant application domains. The final results report findings for each of our questions, highlight interesting correlations among them, and identify literature gaps worth investigating in the near future.
2025
Autores
Silva, M; Faria, JP;
Publicação
Proceedings of the 20th International Conference on Evaluation of Novel Approaches to Software Engineering, ENASE 2025, Porto, Portugal, April 4-6, 2025.
Abstract
2025
Autores
Monteiro, AC; Carvalhais, M; Torres, R;
Publicação
ADVANCES IN DESIGN, MUSIC AND ARTS III, EIMAD 2024, VOL 1
Abstract
The interaction between code and language shapes emergence and innovation in computational systems, turning them not merely into a series of connected structures but into narrative spaces. Interactive Digital Narratives (IDNs) are characterized by a tension between the control exerted by the system to engage readers and the autonomy that readers desire over the narrative's direction. This results in a ludic paradox, where the role of the narrative system is to enable and facilitate play while simultaneously being capable of communicating the outcomes of the readers' actions. On the other hand, the reader must be able to participate actively by playing along the system's rules. Based on the notion of interpassivity, which refers to the delegation of the cognitive activity to the object, thus transforming the reader into a passive observer of the system's interactions, this paper aims to explore the interplay between interpassivity and interactivity. As we navigate IDNs, we engage with narratives that challenge and empower readers, that create immersive and enriching experiences, and transform their relationships with the computational system. This contributes to understanding the pleasure of playing and the reader's role. Based on the premise that readers can derive pleasure from automation but also yearn for control over the narrative, we can investigate the playful interaction between humans and machines. This paper will analyze Emissaries (2015-2017), defined by its creator, Ian Cheng, as a video game that plays itself, and where the reader can seemingly only visualize the work. In this case study, we will look for narrative mechanics and the specificity of the medium in which the IDN is instantiated. We will discuss how the computational system actively shapes the narrative without direct reader input and consequently propose a reconceptualization of the concept of interpassivity and its relationship with interactivity.
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