Generalized Software Reliability Model Considering Uncertainty and Dynamics: Model and Applications, accepted at Int’l Journal of Software Engineering and Knowledge Engineering (SCIE/DBLP Indexed)

Kiyoshi Honda, Hironori Washizaki and Yoshiaki Fukazawa, “Generalized Software Reliability Model Considering Uncertainty and Dynamics: Model and Applications,” International Journal of Software Engineering and Knowledge Engineering (IJSEKE), 2016. (to appear)(SCIE/DBLP Indexed)

Today’s development environment has changed drastically; the development periods are shorter than ever and the number of team members has increased. Consequently, controlling the activities and predicting when a development will end are difficult tasks. To adapt to changes, we propose a generalized software reliability model (GSRM) based on a stochastic process to simulate developments, which include uncertainties and dynamics such as unpredictable changes in the requirements and the number of team members. We assess two actual datasets using our formulated equations, which are related to three types of development uncertainties by employing simple approximations in GSRM. The results show that developments can be evaluated quantitatively. Additionally, a comparison of GSRM with existing software reliability models con rms that the approximation by GSRM is more precise than those by existing models.

PyCon JP 2016 にて鷲崎教授が招待講演「Pythonを含む多くのプログラミング言語を扱う処理フレームワークとパターン」

鷲崎弘宜、“Pythonを含む多くのプログラミング言語を扱う処理フレームワークとパターン”、PyCon JP 2016、招待講演、2016年9月21日、早稲田大学

Promotion of Educational Effectiveness by Translation-based Programming Language Learning Using Java and Swift, accepted at HICSS-50 (CORE Rank A)

Juhua Li, Kazunori Sakamoto, Hironori Washizaki, Yoshiaki Fukazawa, “Promotion of Educational Effectiveness by Translation-based Programming Language Learning Using Java and Swift,” 50th Annual Hawaii International Conference on System Sciences (HICSS-50), Waikoloa, Hawaii, Jan 4-7, 2017. (to appear)(CORE Rank A)

More and more programming tools have been created to help people to learn new programming languages. Although the number of tools to support beginning learners has increased, none directly compare different languages. This paper proposes a translation-based programming learning method that supports programming language learning for beginners of a new language who are familiar with a different language by comparing the same code written in the two languages. This allows learners to discover commonalities and differences between the languages, understand the grammar rules, and successfully write programs in the new language. Our method is demonstrated using a web-based programming language translator that translates Java into Swift. We also conducted an experiment to evaluate the educational effectiveness of this method. The results show that programming language translator not only helps learners to understand the grammar, but also helps them to initialize their coding skills than common programming language learning tools.

Identifying Potential Problems and Risks in GQM+Strategies Models Using Metamodel and Design Principles, accepted at HICSS-50 (CORE Rank A)

Chimaki Shimura, Hironori Washizaki, Takanobu Kobori, Yohei Aoki, Kiyoshi Honda, Yoshiaki Fukazawa, Katsutoshi Shintani and Takuto Nonomura, “Identifying Potential Problems and Risks in GQM+Strategies Models Using Metamodel and Design Principles,” 50th Annual Hawaii International Conference on System Sciences (HICSS-50), Waikoloa, Hawaii, Jan 4-7, 2017. (to appear)

Although GQM+Strategies assures that business goals and strategies are aligned throughout an organization and at each organizational unit based on the rationales to achieve the overall business goals, whether the GQM+Strategies grid is created correctly cannot be determined because the current definition of GQM+Strategies allows multiple perspectives when aligning goals with strategies. Here we define modeling rules for GQM+Strategies with a metamodel specified with a UML class diagram. Additionally, we create design principles that consist of relationship constraints between GQM+Strategies elements, which configure GQM+Strategies grids. We demonstrate that the GQM+Strategies grids can be automatically determined with the help of design principles described in OCL. In fact, an experiment is implemented using these approaches in order to show that this method helps identify and improve potential problems and risks. The results confirm that our approaches help create a consistent GQM+Strategies grid.

特別セミナー「アジャイル品質と引継ぎパターン」9月30日

セミナー「アジャイル品質と引継ぎパターン」 2016年9月30日(金)に開催します。アジャイル開発やパターンをリードするJoe Yoder氏からアジャイル品質講演、さらに引継ぎパターン紹介とワークショップの実施。ぜひ参加ください。

「引き継ぎ」は優れた知識や技術を企業に残すうえで、重要な活動です。引き継ぎの失敗により、必要な知識や技術が失われてしまう事例は多くみられています。2006年1月に日経BPのWebサイト上で実施されたシステム引き継ぎに関するアンケートでも、多くの引き継ぎに関する経験談が投稿されています(アンケートの内容については、http://itpro.nikkeibp.co.jp/article/OPINION/20060324/233161/ において公開されています。)。また、我々が実施したシステム業務従事者を対象とした引き継ぎに関するワークショップでも多くの失敗談が提供されました。我々は、引き継ぎの失敗事例について特性要因図やなぜなぜ分析などを用いて、原因の分析を行いました。その結果に基づき、失敗の原因を解決するための「引き継ぎパターンランゲージ」を提案しています。

実際に提案しているパターン(「業務知識の拡散」、「別室での引き継ぎ」)について、ご紹介します。

人事異動前に前任者が後任者以外の第三者(同僚や自身の上司など)に、自身の業務知識を拡散する「業務知識の拡散」というパターンでは、前任者のノウハウが失われてしまうリスクを軽減させることができます。また、自身の業務知識を拡散させることで、引き継ぎドキュメントのレビューアや、後任者をフォローしてくれるような人材を得ることができます。

「別室での引き継ぎ」では、引き継ぎ時に前任者と後任者が執務室以外の部屋(ミーティングルームや打ち合わせスペース)に移動することで、突発的な業務による引き継ぎの中断などを防ぎ、前任者と後任者が引き継ぎに集中することができます。

本ワークショップでは、我々の提案する25の引き継ぎパターンにおけるパターンをワークショップ形式で関連付けることを試み、パターンのマップを得ることを目標とします。さらにその過程で、新たなパターン候補を探ります。引き継ぎに関する意見や経験を参加者で共有し、活発な議論を行うことで、みなさんが「優れたノウハウを企業に残すための適切な引き継ぎ」のヒントを得るきっかけとなることを期待しています。

Analysis of the Learning Effects Between Text-based and Visual-based Beginner Programming Environments, accepted at IEEE ICEED 2016

Daisuke Saito, Hironori Washizaki, Yoshiaki Fukazawa, “Analysis of the Learning Effects Between Text-based and Visual-based Beginner Programming Environments,” 2016 IEEE 8th International Conference on Engineering Education (ICEED), 7th-8th December, Kuala Lumpur. (to appear)

Although different programming environments have been developed to teach programming to beginners, the programming environment most suitable for introductory education is unknown in terms of the programming method such as text or visual. This study applies programming learning using a digital game, Minecraft, to compare the learning effect of text-based and visual-based programming in the LUA programming environment provided by a Minecraft extension. Both methods have certain learning effects, but visual-based programming has more significance than text-based programming on the attitude toward programming, indicating that visual-based programming is superior to text-based programming in introductory education.

Iterative Process to Improve GQM Models with Metrics Thresholds to Detect High-risk Files, accepted at IEEE TENCON 2016 (CORE Rank C).

Naohiko Tsuda, Masaki Takada, Hironori Washizaki, Yoshiaki Fukazawa, Shunsuke Sugimura, Yuichiro Yasuda, Masanao Futakami, “Iterative Process to Improve GQM Models with Metrics Thresholds to Detect High-risk Files,” IEEE TENCON 2016, Marina Bay Sands, Singapore, 22-25 November 2016. (to appear)(CORE Rank C)

Manual code inspections are intense and time-consuming activities to improve the maintainability and reusability of source code. Although automatic detection of high-risk source code files by metrics thresholds can help inspectors, determining the optimal thresholds is difficult. Thus, we propose an iterative process to define and improve GQM models with metrics thresholds to detect high-risk files. Our process clarifies experts’ viewpoints in the inspection and the measurement metrics using the GQM method, defines how to interpret the metrics values, searches concrete thresholds for a specific project by supervised learning using some of the files in the project as training data, and analyzes how to improve models and thresholds. We implemented our tool in R language and evaluated our process using a industrial project. Small-sized embedded C++ systems require only a few training data.

Evaluating Software Product Quality based on SQuaRE Series, accepted IEEE TENCON 2016 (CORE Rank C).

Hidenori Nakai, Naohiko Tsuda, Kiyoshi Honda, Hironori Washizaki, Yoshiaki Fukazawa, “Evaluating Software Product Quality based on SQuaRE Series,” IEEE TENCON 2016, Marina Bay Sands, Singapore, 22-25 November 2016. (to appear)(CORE Rank C)

Although the high quality of software is important for software stakeholders, quality of software products is often not effectively defined. Some quality models have been proposed, but these conventional models cannot measure and evaluate software product quality comprehensively. Moreover, quality measured and evaluated based on organization-specific quality models cannot be compared to the quality of other software products. To alleviate this problem, ISO/IEC defined international standards called the SQuaRE (Systems and software Quality Requirements and Evaluation) series for comprehensive quality measurement and evaluation; however, these standards include ambiguous measurements, making them difficult to apply. In this paper, we propose a comprehensive quality measurement framework, which includes a clear measurement plan based on ISO/IEC 25022 and 25023. We confirmed the usefulness of our framework by conducting a case study of applying our framework to a commercial software product.As future work, we will introduce our framework to various domains. And then, we revise and refine measurements and evaluation plans to improve feasibility and usefulness.

論文 Interactive Recovery of Requirements Traceability Links (CAiSE’15発表)がソフトウェア科学会大会に特別講演として招待

卒業生 土屋君の日立製作所との共同研究論文 Interactive Recovery of Requirements Traceability Links (CAiSE’15発表)がソフトウェア科学会大会に特別講演として招待されました。おめでとう。

Ryosuke Tsuchiya, Hironori Washizaki, Yoshiaki Fukazawa, Keishi Oshima, and Ryota Mibe,“Interactive Recovery of Requirements Traceability Links Using User Feedback and Configuration Management Logs,” Proceedings of 27th International Conference on Advanced Information Systems Engineering (CAiSE 2015), pp.247-262, 8-12 June 2015 in Stockholm, Sweden (CORE Rank A, Acceptance rate 31/236=13.1%)

ゲームと教育を考えるイベント McEdu 2016を8月20-21日に共催

早稲田大学グローバルソフトウェアエンジニアリング研究所はTENTOおよび関係各位との共同により、ゲームと教育を考えるイベントMcEdu 2016を早稲田大学西早稲田キャンパスにて8月20-21日に共催し、1500名を超える多くの参加をいただきました。ご支援ご参加いただき有難うございました。鷲崎所長からは下記の講演を実施しました。