SEApr 28, 2021
Multi-Objective Reconstruction Of Software ArchitectureFrederick Schmidt, Stephen MacDonell, Andy M. Connor
Design erosion is a persistent problem within the software engineering discipline. Software designs tend to deteriorate over time and there is a need for tools and techniques that support software architects when dealing with legacy systems. This paper presents an evaluation of a Search Based Software Engineering (SBSE) approach intended to recover high-level architecture designs of software systems by structuring low-level artefacts into high-level architecture artefact configurations. In particular , this paper describes the performance evaluation of a number of metaheuristic search algorithms applied to architecture reconstruction problems with high dimensionality in terms of objectives. These problems have been selected as representative of the typical challenges faced by software architects dealing with legacy systems and the results inform the ongoing developed of a software tool that supports the analysis of trade-offs between different reconstructed architectures.
NEJun 19, 2016
Minimum cost polygon overlay with rectangular shape stock panelsWilson S. Siringoringo, Andy M. Connor, Nick Clements et al.
Minimum Cost Polygon Overlay (MCPO) is a unique two-dimensional optimization problem that involves the task of covering a polygon shaped area with a series of rectangular shaped panels. This has a number of applications in the construction industry. This work examines the MCPO problem in order to construct a model that captures essential parameters of the problem to be solved automatically using numerical optimization algorithms. Three algorithms have been implemented of the actual optimization task: the greedy search, the Monte Carlo (MC) method, and the Genetic Algorithm (GA). Results are presented to show the relative effectiveness of the algorithms. This is followed by critical analysis of various findings of this research.
SEJun 19, 2016
Probabilistic estimation of software project durationAndy M. Connor
This paper presents a framework for the representation of uncertainty in the estimates for software design projects for use throughout the entire project lifecycle. The framework is flexible in order to accommodate uncertainty in the project and utilises Monte Carlo simulation to compute the propagation of uncertainty in effort estimates towards the total project uncertainty and therefore gives a project manager the means to make informed decisions throughout the project life. The framework also provides a mechanism for accumulating project knowledge through the use of a historical database, allowing effort estimates to be informed by, or indeed based upon, the outcome of previous projects. Initial results using simulated data are presented and avenues for further work are discussed.
NEMay 18, 2016
A comparison of semi-deterministic and stochastic search techniquesAndy M. Connor, Kristina Shea
This paper presents an investigation of two search techniques, tabu search (TS) and simulated annealing (SA), to assess their relative merits when applied to engineering design optimisation. Design optimisation problems are generally characterised as having multi-modal search spaces and discontinuities making global optimisation techniques beneficial. Both techniques claim to be capable of locating globally optimum solutions on a range of problems but this capability is derived from different underlying philosophies. While tabu search uses a semi-deterministic approach to escape local optima, simulated annealing uses a complete stochastic approach. The performance of each technique is investigated using a structural optimisation problem. These performances are then compared to each other as and to a steepest descent (SD) method.
NEMay 6, 2016
Resource allocation using metaheuristic searchAndy M. Connor, Amit Shah
This research is focused on solving problems in the area of software project management using metaheuristic search algorithms and as such is research in the field of search based software engineering. The main aim of this research is to evaluate the performance of different metaheuristic search techniques in resource allocation and scheduling problems that would be typical of software development projects. This paper reports a set of experiments which evaluate the performance of three algorithms, namely simulated annealing, tabu search and genetic algorithms. The experimental results indicate that all of the metaheuristics search techniques can be used to solve problems in resource allocation and scheduling within a software project. Finally, a comparative analysis suggests that overall the genetic algorithm had performed better than simulated annealing and tabu search.
HCApr 28, 2016
Development of a wearable haptic game interfaceJacques Foottit, Dave Brown, Stefan Marks et al.
This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an "interface" and sets out to purposefully blur the boundary between man and machine. This allows for a more immersive experience, and a user evaluation shows that the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand.
HCApr 21, 2016
Social Play Spaces for Active Community EngagementJenna Gavin, Ben Kenobi, Andy M. Connor
This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer active participant engagement and the development of the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built physical interface devices and multiplayer video games.
HCApr 21, 2016
Augmented Body: Changing Interactive Body PlayMatthew Martin, James Charlton, Andy M. Connor
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered as a perceptually manipulative exploration of self. This implies a player may alter how they perceive their body and its operations in order to create a new playful and original experience. This paper therefore questions how player interaction can change as their perception of their body changes using augmentative technology.
HCApr 21, 2016
An Intuitive Tangible Game ControllerJacques Foottit, Dave Brown, Stefan Marks et al.
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost, versatile and intuitive. Gesture based input allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. The movements are designed to allow a sense of immersion that would be difficult to achieve with an alternative interface. A vibrotactile based haptic feedback is incorporated in the device to further enhance the connection between the user and the game environment by providing immediate confirmation of game events. When used for navigating an aircraft simulator, this device invites playful action and thrill. It bridges new territory on portable, low cost solutions for haptic devices in gaming contexts.
MMApr 20, 2016
Mainstreaming video annotation software for critical video analysisMatthew Martin, James Charlton, Andy M. Connor
The range of video annotation software currently available is set within commercially specialized professions, distributed via outdated sources or through online video hosting services. As video content becomes an increasingly significant tool for analysis, there is a demand for appropriate digital annotation techniques that offer equivalent functionality to tools used for annotation of text based literature sources. This paper argues for the importance of video annotating as an effective method for research that is as accessible as literature annotation is. Video annotation has been shown to trigger higher learning and engagement but research struggles to explain the absence of video annotation in contemporary structures of education practice. In both academic and informal settings the use of video playback as a meaningful tool of analysis is apparent, yet the availability of supplementary annotation software is not within obvious grasp or even prevalent in standardized computer software. Practical software tools produced by the researcher have demonstrated effective video annotation in a short development time. With software design programs available for rapid application creation, this paper also highlights the absence of a development community. This paper argues that video annotation is an accessible tool, not just for academic contexts, but also for wider practical video analysis applications, potentially becoming a mainstream learning tool. This paper thus presents a practical multimodal public approach to video research that potentially affords a deeper analysis of media content. This is supported by an in-depth consideration of the motivation for undertaking video annotation and a critical analysis of currently available tools.
HCApr 20, 2016
Towards the Holodeck: Fully Immersive Virtual Reality Visualisation of Scientific and Engineering DataStefan Marks, Javier E. Estevez, Andy M. Connor
In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We present two case studies in the application areas of visualisation of scientific and engineering data. Each of these case studies utilise a different render engine, namely a custom engine for one case and a commercial game engine for the other. The advantages and appropriateness of each approach are discussed along with suggestions for future work.
HCApr 20, 2016
Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical InteractionJenna Gavin, Andy M. Connor
This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.
NEApr 20, 2016
Multi-agent evolutionary systems for the generation of complex virtual worldsJan Kruse, Andy M. Connor
Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery.
AIApr 20, 2016
Procedural urban environments for FPS gamesJan Kruse, Ricardo Sosa, Andy M. Connor
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm.
SEApr 19, 2016
Data stream mining for predicting software build outcomes using source code metricsJacqui Finlay, Russel Pears, Andy M. Connor
Software development projects involve the use of a wide range of tools to produce a software artifact. Software repositories such as source control systems have become a focus for emergent research because they are a source of rich information regarding software development projects. The mining of such repositories is becoming increasingly common with a view to gaining a deeper understanding of the development process.
HCApr 19, 2016
A wearable haptic game controllerJacques Foottit, Dave Brown, Stefan Marks et al.
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an "interface" and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.
CEOct 29, 2014
Efficient optimisation of structures using tabu searchAndy M. Connor, Keith A. Seffen, Geoffrey T. Parks et al.
This paper presents a novel approach to the optimisation of structures using a Tabu search (TS) method. TS is a metaheuristic which is used to guide local search methods towards a globally optimal solution by using flexible memory cycles of differing time spans. Results are presented for the well established ten bar truss problem and compared to results published in the literature. In the first example a truss is optimised to minimise mass and the results compared to results obtained using an alternative TS implementation. In the second example, the problem has multiple objectives that are compounded into a single objective function value using game theory. In general the results demonstrate that the TS method is capable of solving structural optimisation problems at least as efficiently as other numerical optimisation approaches.
SEJul 23, 2014
Mining developer communication data streamsAndy M. Connor, Jacqui Finlay, Russel Pears
This paper explores the concepts of modelling a software development project as a process that results in the creation of a continuous stream of data. In terms of the Jazz repository used in this research, one aspect of that stream of data would be developer communication. Such data can be used to create an evolving social network characterized by a range of metrics. This paper presents the application of data stream mining techniques to identify the most useful metrics for predicting build outcomes. Results are presented from applying the Hoeffding Tree classification method used in conjunction with the Adaptive Sliding Window (ADWIN) method for detecting concept drift. The results indicate that only a small number of the available metrics considered have any significance for predicting the outcome of a build.
SEJul 23, 2014
An automatic architecture reconstruction and refactoring frameworkFrederik Schmidt, Stephen G. MacDonell, Andy M. Connor
A variety of sources have noted that a substantial proportion of non trivial software systems fail due to unhindered architectural erosion. This design deterioration leads to low maintainability, poor testability and reduced development speed. The erosion of software systems is often caused by inadequate understanding, documentation and maintenance of the desired implementation architecture. If the desired architecture is lost or the deterioration is advanced, the reconstruction of the desired architecture and the realignment of this desired architecture with the physical architecture both require substantial manual analysis and implementation effort. This paper describes the initial development of a framework for automatic software architecture reconstruction and source code migration. This framework offers the potential to reconstruct the conceptual architecture of software systems and to automatically migrate the physical architecture of a software system toward a conceptual architecture model. The approach is implemented within a proof of concept prototype which is able to analyze java system and reconstruct a conceptual architecture for these systems as well as to refactor the system towards a conceptual architecture.
SEJul 23, 2014
Requirements engineering current practice and capability in small and medium software development enterprises in New ZealandAlison Talbot, Andy M. Connor
This paper presents research on current industry practices with respect to requirements engineering as implemented within software development companies in New Zealand. A survey instrument is designed and deployed. The results are analysed and compared against what is internationally considered "best practice" and previous New Zealand and Australian studies. An attempt is made to assess the requirements engineering capability of New Zealand companies using both formal and informal frameworks.
IRJul 23, 2014
Improving web search using contextual retrievalDilip K. Limbu, Andy M. Connor, Russel Pears et al.
Contextual retrieval is a critical technique for today's search engines in terms of facilitating queries and returning relevant information. This paper reports on the development and evaluation of a system designed to tackle some of the challenges associated with contextual information retrieval from the World Wide Web (WWW). The developed system has been designed with a view to capturing both implicit and explicit user data which is used to develop a personal contextual profile. Such profiles can be shared across multiple users to create a shared contextual knowledge base. These are used to refine search queries and improve both the search results for a user as well as their search experience. An empirical study has been undertaken to evaluate the system against a number of hypotheses. In this paper, results related to one are presented that support the claim that users can find information more readily using the contextual search system.
IRJul 23, 2014
A framework for contextual information retrieval from the WWWDilip K. Limbu, Andy M. Connor, Stephen G. MacDonell
Search engines are the most commonly used type of tool for finding relevant information on the Internet. However, today's search engines are far from perfect. Typical search queries are short, often one or two words, and can be ambiguous therefore returning inappropriate results. Contextual information retrieval (CIR) is a critical technique for these search engines to facilitate queries and return relevant information. Despite its importance, little progress has been made in CIR due to the difficulty of capturing and representing contextual information about users. Numerous contextual information retrieval approaches exist today, but to the best of our knowledge none of them offer a similar service to the one proposed in this paper. This paper proposes an alternative framework for contextual information retrieval from the WWW. The framework aims to improve query results (or make search results more relevant) by constructing a contextual profile based on a user's behaviour, their preferences, and a shared knowledge base, and using this information in the search engine framework to find and return relevant information.
SEJul 9, 2014
Mining Software Metrics from JazzJacqui Finlay, Andy M. Connor, Russel Pears
In this paper, we describe the extraction of source code metrics from the Jazz repository and the application of data mining techniques to identify the most useful of those metrics for predicting the success or failure of an attempt to construct a working instance of the software product. We present results from a systematic study using the J48 classification method. The results indicate that only a relatively small number of the available software metrics that we considered have any significance for predicting the outcome of a build. These significant metrics are discussed and implication of the results discussed, particularly the relative difficulty of being able to predict failed build attempts.
SEJul 9, 2014
Synthetic Minority Over-sampling TEchnique(SMOTE) for Predicting Software Build OutcomesRussel Pears, Jacqui Finlay, Andy M. Connor
In this research we use a data stream approach to mining data and construct Decision Tree models that predict software build outcomes in terms of software metrics that are derived from source code used in the software construction process. The rationale for using the data stream approach was to track the evolution of the prediction model over time as builds are incrementally constructed from previous versions either to remedy errors or to enhance functionality. As the volume of data available for mining from the software repository that we used was limited, we synthesized new data instances through the application of the SMOTE oversampling algorithm. The results indicate that a small number of the available metrics have significance for prediction software build outcomes. It is observed that classification accuracy steadily improves after approximately 900 instances of builds have been fed to the classifier. At the end of the data streaming process classification accuracies of 80% were achieved, though some bias arises due to the distribution of data across the two classes over time.