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Luiz Fernando Capretz

Publications and source records attributed to Luiz Fernando Capretz.

At least 55 records · Page 3Linked to original sources

Software Effort Estimation from Use Case Diagrams Using Nonlinear Regression Analysis

Software effort estimation in the early stages of the software life cycle is one of the most essential and daunting tasks for project managers. In this research, a new model based on non-linear regression analysis is proposed to predict software effort from use case diagrams. It is concluded that, where software size is classified from small to very large, one linear or non-linear equation for effort estimation cannot be applied. Our model with three different non-linear regression equations can incorporate the different ranges in software size.

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Can we rely on smartphone applications?

Smartphones are becoming necessary tools in the daily lives of mil-lions of users who rely on these devices and their applications. There are thou-sands of applications for smartphone devices such as the iPhone, Blackberry, and Android, thus their reliability has become paramount for their users. This work aims to answer two related questions: (1) Can we assess the reliability of mobile applications by using the traditional reliability models? (2) Can we model adequately the failure data collected from many users? Firstly, it has been proved that the three most used software reliability models have fallen short of the mark when applied to smartphone applications; their failures were traced back to specific features of mobile applications. Secondly, it has been demonstrated that the Weibull and Gamma distribution models can adequately fit the observed failure data, thus providing better means to predict the reliability of smartphone applications.

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Neural Network Models for Stock Selection Based on Fundamental Analysis

Application of neural network architectures for financial prediction has been actively studied in recent years. This paper presents a comparative study that investigates and compares feed-forward neural network (FNN) and adaptive neural fuzzy inference system (ANFIS) on stock prediction using fundamental financial ratios. The study is designed to evaluate the performance of each architecture based on the relative return of the selected portfolios with respect to the benchmark stock index. The results show that both architectures possess the ability to separate winners and losers from a sample universe of stocks, and the selected portfolios outperform the benchmark. Our study argues that FNN shows superior performance over ANFIS.

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Work Design and Job Rotation in Software Engineering: Results from an Industrial Study

Job rotation is a managerial practice to be applied in the organizational environment to reduce job monotony, boredom, and exhaustion resulting from job simplification, specialization, and repetition. Previous studies have identified and discussed the use of project-to-project rotations in software practice, gathering empirical evidence from qualitative and field studies and pointing out set of work-related factors that can be positively or negatively affected by this practice. Goal: We aim to collect and discuss the use of job rotation in software organizations in order to identify the potential benefits and limitations of this practice supported by the statement of existing theories of work design. Method: Using a survey-based research design, we collected and analyzed quantitative data from software engineers about how software development work is designed and organized, as well as the potential effects of job rotations on this work design. We investigated 21 work design constructs, along with job burnout, role conflict, role ambiguity, and two constructs related to job rotation. Results: We identified one new benefit and six new limitations of job rotation, not observed in previous studies and added new discussions to the existing body of knowledge concerning the use of job rotation in software engineering practice. Conclusion: We believe that these results represent another important step towards the construction of a consistent and comprehensive body of evidence that can guide future research and also inform practice about the potential positive and negative effects of job rotation in software development companies.

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Comparing Popularity of Testing Careers among Canadian, Chinese, Indian Students

Despite its importance, software testing is, arguably, the least understood part of the software life cycle and still the toughest to perform correctly. Many researchers and practitioners have been working to address the situation. However, most of the studies focus on the process and technology dimensions and only a few on the human dimension of testing, in spite of the reported relevance of human aspects of software testing. Testers need to understand various stakeholders explicit and implicit requirements, be aware of how developers work individually and in teams, and develop skills to report test results wisely to stakeholders. These multifaceted qualifications lend vitality to the human dimension in software testing. Exploring this human dimension carefully may help understand testing in a better way.

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Studies on the Software Testing Profession

This paper attempts to understand motivators and de-motivators that influence the decisions of software professionals to take up and sustain software testing careers across four different countries, i.e. Canada, China, Cuba, and India. The research question can be framed as "How many software professionals across different geographies are keen to take up testing careers, and what are the reasons for their choices?" Towards that, we developed a cross-sectional but simple survey-based instrument. In this study we investigated how software testers perceived and valued what they do and their environmental settings. The study pointed out the importance of visualizing software testing activities as a set of human-dependent tasks and emphasized the need for research that examines critically individual assessments of software testers about software testing activities. This investigation can help global industry leaders to understand the impact of work-related factors on the motivation of testing professionals, as well as inform and support management and leadership in this context.

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Searching for Relevant Lessons Learned Using Hybrid Information Retrieval Classifiers: A Case Study in Software Engineering

The lessons learned (LL) repository is one of the most valuable sources of knowledge for a software organization. It can provide distinctive guidance regarding previous working solutions for historical software management problems, or former success stories to be followed. However, the unstructured format of the LL repository makes it difficult to search using general queries, which are manually inputted by project managers (PMs). For this reason, this repository may often be overlooked despite the valuable information it provides. Since the LL repository targets PMs, the search method should be domain specific rather than generic as in the case of general web searching. In previous work, we provided an automatic information retrieval based LL classifier solution. In our solution, we relied on existing project management artifacts in constructing the search query on-the-fly. In this paper, we extend our previous work by examining the impact of the hybridization of multiple LL classifiers, from our previous study, on performance. We employ two of the hybridization techniques from the literature to construct the hybrid classifiers. An industrial dataset of 212 LL records is used for validation. The results show the superiority of the hybrid classifier over the top achieving individual classifier, which reached 25%.

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Analyzing Popularity of Software Testing Careers in Canada

Software testing is critical to prevent software failures. Therefore, research has been carried out in testing but that is largely limited to the process and technology dimensions and has not sufficiently addressed the human dimension. Even though there are reports about inadequacies of testing professionals and their skills, only a few studies have tackled the problem. Therefore, we decided to explore the human dimension. We started with the basic problem that plagues the testing profession, the shortage of talent, by asking why do students and professionals are reluctant to consider testing careers, what can be done about that, and is the problem specific to locales or spread across the globe? This paper focusses on these questions. The study was carried out in one college in Canada and its findings are compared with a college in India. Studies in more colleges is required to develop acceptable national views. It also may help to study this phenomenon in more countries and develop global perspectives on the issue. However, the study certainly offers useful insights and helps educators and industry leaders to come up with an action plan to change the outlook towards testers in industry and in computer science and software engineering programs, and put the software testing profession under a new light. That could increase the number of software engineers deciding on testing as a career of their choice, could increase the quality of software testing, and improve the overall productivity, and turnaround time of software development activity.

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Computer Games Are Serious Business and so is their Quality: Particularities of Software Testing in Game Development from the Perspective of Practitioners

Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features. In software testing, for instance, studies demonstrated the hesitance of professionals to use automated testing techniques with games, due to the constant changes in requirements and design, and pointed out the need for creating testing tools that take into account the flexibility required for the game development process. Goal. This study aims to improve the current body of knowledge regarding software testing in game development and point out the existing particularities observed in software testing considering the development of a computer game. Method. A mixed-method approach based on a case study and an opinion survey was applied to collect quantitative and qualitative data from software professionals regarding the particularities of software testing in game development. Results. We analyzed over 70 messages posted on three well-established network of question-and-answer communities related to software engineering, software testing and game development and received answers of 38 professionals discussing differences between testing a computer game and a general software, and identified important aspects to be observed by practitioners in the process of planning, performing and reporting tests in this context. Conclusion. Considering computer games, software testing must focus not only on the common aspects of a general software, but also, track and investigate issues that could be related to game balance, game physics and entertainment related-aspects to guarantee the quality of computer games and a successful testing process.

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A Call to Promote Soft Skills in Software Engineering

We have been thinking about other aspects of software engineering for many years; the missing link in engineering software is the soft skills set, essential in the software development process. Although soft skills are among the most important aspects in the creation of software, they are often overlooked by educators and practitioners. One of the main reasons for the oversight is that soft skills are usually related to social and personality factors, i.e., teamwork, motivation, commitment, leadership, multi-culturalism, emotions, interpersonal skills, etc. This editorial is a manifesto declaring the importance of soft skills in software engineering with the intention to draw professionals attention to these topics. We have approached this issue by mentioning what we know about the field, what we believe to be evident, and which topics need further investigation. Important references to back up our claims are also included. Software engineers take pride in the depth of their technical expertise, which separates them from the crowd. But, what makes a good software engineer? First, it is the technical knowledge of relevant methodologies and techniques (i.e. hard skills), as well as the skills necessary for applying that knowledge in practice. Second, but nonetheless important, it is a set of soft skills, in particular collaboration, communication, problem-solving and similar interpersonal and critical thinking skills that are expected from software engineering professionals. In other words, software engineers need both hard and soft skills in order to be successful at the workplace.

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Determination of Critical Success Factors Affecting Mobile Learning: A Meta-Analysis Approach

With rapid technological advancements, mobile learning (m-Learning) offers incredible opportunities, especially in the area of higher education. However, while interest in this area has been significant and several pilot studies have been conducted within universities, relatively less is known about how higher educational institutions can make efficient use of the m-Learning platform to support teaching and learning. Although there are numerous studies in the area, the lack of this insight is mostly due to the fact that very little effort has been made to collate these studies and determine a common set of key success factors that affect the acceptance of m-Learning within universities. This study conducts a systematic analysis of several studies conducted in the area of m-Learning to assess the critical success factors, by making use of the meta-analysis technique. Our investigation has shown that the most important perceived advantages of m-Learning, from learner perspectives, are collaboration during studies, the prospect of ubiquitous learning in space and time, and user friendly application design.

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Critical Success Factors to Improve the Game Development Process from a Developers Perspective

The growth of the software game development industry is enormous and is gaining importance day by day. This growth imposes severe pressure and a number of issues and challenges on the game development community. Game development is a complex process, and one important game development choice is to consider the developer perspective to produce good quality software games by improving the game development process. The objective of this study is to provide a better understanding of the developers dimension as a factor in software game success. It focuses mainly on an empirical investigation of the effect of key developer factors on the software game development process and eventually on the quality of the resulting game. A quantitative survey was developed and conducted to identify key developer factors for an enhanced game development process. For this study, the developed survey was used to test the research model and hypotheses. The results provide evidence that game development organizations must deal with multiple key factors to remain competitive and to handle high pressure in the software game industry. The main contribution of this paper is to investigate empirically the influence of key developer factors on the game development process.

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Management's Perspective on Critical Success Factors Affecting Mobile Learning in Higher Education Institutions - An Empirical Study

Mobile learning (m-Learning) is considered to be one of the fastest growing learning platforms. The immense interest in m-Learning is attributed to the incredible rate of growth of mobile technology and its proliferation into every aspect of modern life. Despite this, m-Learning has not experienced a similar adoption rate in the education sector, chiefly higher education. Researchers have attempted to explain this anomaly by conducting several studies in the area. However, mostly the research in m-Learning is examined from the perspective of the students and educators. In this research, it is contended that there is a third important stakeholder group whose opinion is equally important in determining the success of m-Learning: the university management. Although diversified by nature, heads of departments, deans, and IT system administrators are nevertheless considered members of any university management. The results of the research show that university commitment to m-Learning, university learning practices, and change management practices were the factors critical to the success of m-Learning, from the university management perspective.

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Formal Analysis of an Authentication Protocol Against External Cloud-Based Denial-of-Service (DoS) Attack

The Denial-of-service (DoS) attack is considered one of the largest threats to the availability of cloud-computing services. Due to the unique architecture of cloud-computing systems, the methods for detecting and preventing DoS attacks are quite different from those used in traditional network systems. A main target for DoS attackers is the authentication protocol because it is considered a gateway to accessing cloud resources. In this work, we propose a cloud-based authentication protocol - one that securely authenticates the cloud user and effectively prevents DoS attack on the cloud-computing system-by involving the user in a high computation process. Then, we analyze the protocol via Syverson and Van Oorschot (SVO) logic to verify the authentication process of the protocol in a cloud-computing system.

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A Digital Game Maturity Model (DGMM)

Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. This research facilitates a better understanding of important dimensions of digital game development methodology. Game development is considered as one of the most complex tasks in software engineering. The increased popularity of digital games, the challenges faced by game development organizations in developing quality games, and high competition in the digital game industry demand a game development maturity assessment. Consequently, this study presents a Digital Game Maturity Model to evaluate the current development methodology in an organization. The framework of this model consists of assessment questionnaires, a performance scale, and a rating method. The main goal of the questionnaires is to collect information about current processes and practices. In general, this research contributes towards formulating a comprehensive and unified strategy for game development maturity evaluation. Two case studies were conducted and their assessment results reported. These demonstrate the level of maturity of current development practices in two organizations.

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Cloud-Based Secure Authentication (CSA) Protocol Suite for Defense against DoS Attacks

Cloud-based services have become part of our day-to-day software solutions. The identity authentication process is considered to be the main gateway to these services. As such, these gates have become increasingly susceptible to aggressive attackers, who may use Denial of Service (DoS) attacks to close these gates permanently. There are a number of authentication protocols that are strong enough to verify identities and protect traditional networked applications. However, these authentication protocols may themselves introduce DoS risks when used in cloud-based applications. This risk introduction is due to the utilization of a heavy verification process that may consume the cloud resources and disable the application service. In this work, we propose a novel cloud-based authentication protocol suite that not only is aware of the internal DoS threats but is also capable of defending against external DoS attackers. The proposed solution uses a multilevel adaptive technique to dictate the efforts of the protocol participants. This technique is capable of identifying a legitimate users requests and placing them at the front of the authentication process queue. The authentication process was designed in such a way that the cloud-based servers become footprint-free and completely aware of the risks of any DoS attack.

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How Software Development Group Leaders Influence Team Members Behavior

Evidence in the literature from several business sectors shows that exploratory and exploitative innovation strategies are complementarily important for competitiveness. Our empirical findings reinforced those evidences in the context of software development companies. The innovative behaviour of individuals is an essential ingredient to success in both types of innovations strategies and leaders can have a big influence on this behaviour. Adopting a leadership style that combines transactional and transformational practices is more likely to produce effective results in supporting innovative behaviour. In software development, project managers and other group leaders should be stimulated and supported in adopting such practices to create the conditions for innovative behaviour to thrive.

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Game Development Software Engineering Process Life Cycle: A Systematic Review

Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Although the game development process differs from the traditional software development process because it involves interdisciplinary activities. Software engineering techniques are still important for game development because they can help the developer to achieve maintainability, flexibility, lower effort and cost, and better design. The purpose of this study is to assesses the state of the art research on the game development software engineering process and highlight areas that need further consideration by researchers. In the study, we used a systematic literature review methodology based on well-known digital libraries. The largest number of studies have been reported in the production phase of the game development software engineering process life cycle, followed by the pre-production phase. By contrast, the post-production phase has received much less research activity than the pre-production and production phases. The results of this study suggest that the game development software engineering process has many aspects that need further attention from researchers; that especially includes the postproduction phase.

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