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  • Article
    Citation - WoS: 30
    Citation - Scopus: 40
    Software Code Smell Prediction Model Using Shannon, Renyi and Tsallis Entropies
    (MDPI, 2018) Blazauskas, Tomas; Gupta, Aakanshi; Misra, Sanjay; Suri, Bharti; Kumar, Vijay; Damasevicius, Robertas
    The current era demands high quality software in a limited time period to achieve new goals and heights. To meet user requirements, the source codes undergo frequent modifications which can generate the bad smells in software that deteriorate the quality and reliability of software. Source code of the open source software is easily accessible by any developer, thus frequently modifiable. In this paper, we have proposed a mathematical model to predict the bad smells using the concept of entropy as defined by the Information Theory. Open-source software Apache Abdera is taken into consideration for calculating the bad smells. Bad smells are collected using a detection tool from sub components of the Apache Abdera project, and different measures of entropy (Shannon, Renyi and Tsallis entropy). By applying non-linear regression techniques, the bad smells that can arise in the future versions of software are predicted based on the observed bad smells and entropy measures. The proposed model has been validated using goodness of fit parameters (prediction error, bias, variation, and Root Mean Squared Prediction Error (RMSPE)). The values of model performance statistics (R-2, adjusted R-2, Mean Square Error (MSE) and standard error) also justify the proposed model. We have compared the results of the prediction model with the observed results on real data. The results of the model might be helpful for software development industries and future researchers.
  • Article
    Citation - WoS: 5
    Citation - Scopus: 6
    Evaluation of an Industrial Case of Gamification in Software Quality Improvement
    (Serious Games Soc, 2023) Say, Bilge; Altunel, Haluk; Kosa, Mehmet; Koca-Atabey, Muejde
    The value of industrial-scale gamification interventions for improving software quality is a topic of interest for software engineering research; but it has not frequently been analysed from the perspective of the developer's experiences. The objective of this study is to qualitatively evaluate developers' experiences in a team-based, leaderboard-style gamification intervention in a large software house. To understand the dynamics of positive outcomes in improving code security and quality, semi structured interviews were conducted regarding both technical and psychosocial aspects. Eight members of three different leaderboard teams with different standings in the final leaderboard were interviewed, and the transcripts were examined using Interpretive Phenomenological Analysis. The results showed that the gamification intervention did result in positive individual and team-based awareness and behaviour change in a range of technical practices such as unit testing, code reviewing, and design. Post intervention, the participants discussed how their motivation, sense of belonging, and communication improved, also expressing concerns over attainability and fairness of gamification goals and relevance to existing workload. The experiential perspective emerging from analysed themes gives broader insights in technical and socio-psychological dimensions than available in the current literature.