OpenRaiser/Intern-Atlas huggingface dataset:
A Systematic Mapping Study on Dynamic Metrics and Software Quality
Venue: arXiv cs.SE 2021
Year: 2021

Several important aspects of software product quality can be evaluated using dynamic metrics that effectively capture and reflect the software's true runtime behavior. While the extent of research in this field is still relatively limited, particularly when compared to research on static metrics, the field is growing, given the inherent advantages of dynamic metrics. The aim of this work is to systematically investigate the body of research on dynamic software metrics to identify issues associated with their selection, design and implementation. Mapping studies are being increasingly used in software engineering to characterize an emerging body of research and to identify gaps in the field under investigation. In this study we identified and evaluated 60 works based on a set of defined selection criteria. These studies were further classified and analyzed to identify their relativity to future dynamic metrics research. The classification was based on three different facets: research focus, research type and contribution type. We found a strong body of research related to dynamic coupling and cohesion metrics, with most works also addressing the abstract notion of software complexity. Specific opportunities for future work relate to a much broader range of quality dimensions.
What Affects Team Behavior? Preliminary Linguistic Analysis of Communications in the Jazz Repository
Venue: arXiv cs.SE 2021
Year: 2021

There is a growing belief that understanding and addressing the human processes employed during software development is likely to provide substantially more value to industry than yet more recommendations for the implementation of various methods and tools. To this end, considerable research effort has been dedicated to studying human issues as represented in software artifacts, due to its relatively unobtrusive nature. We have followed this line of research and have conducted a preliminary study of team behaviors using data mining techniques and linguistic analysis. Our data source, the IBM Rational Jazz repository, was mined and data from three different project areas were extracted. Communications in these projects were then analyzed using the LIWC linguistic analysis tool. We found that although there are some variations in language use among teams working on project areas dedicated to different software outcomes, project type and the mix of (and number of) individuals involved did not affect team behaviors as evident in their communications. These assessments are initial conjectures, however; we plan further exploratory analysis to validate these results. We explain these findings and discuss their implications for software engineering practice.
The Many Facets of Distance and Space: the Mobility of Actors in Globally Distributed Project Teams
Venue: arXiv cs.SE 2021
Year: 2021

Global software development practices are shaped by the challenges of time and 'distance', notions perceived to separate sites in a multi-site collaboration. Yet while sites may be fixed, the actors in global projects are mobile, so distance becomes a dynamic spatial dimension rather than a static concept. This empirical study applies grounded theory to unpack the nature of mobility within a three site globally distributed team setting. We develop a model for mapping the movements of team members in local and global spaces, and demonstrate its operation through static snapshots and dynamic patterns evolving over time. Through this study we highlight the complexity of 'mobility' as one facet of 'space' in globally distributed teams and illuminate its tight coupling with the accompanying dimensions of accessibility and context awareness.
A Review of Game-based Mobile E-Learning Applications
Venue: arXiv cs.CY 2021
Year: 2021

This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills Development Authority. It is reviewed to help in the development of the eLearning department of TESDA. The study aims to facilitate the reorganization of the E-learning program of TESDA by using a method called Game Based Learning. To accomplish this target, different applications will be reviewed to give an idea on how game-based learning is being used as a supplementary learning tool for different subject areas. This paper will focus on TESDA language Skills institute and Technical-Vocational program since there are a lot of reviews for main subject areas but only few in this field. The database to be used in the methodology is Google Scholar, inclusion and exclusion criteria used is that article should be within the span of five years and should be game based learning mobile applications. Will be selecting 4 applications as a representation since it is an informational review. No need to indicate the other applications as this is just a basis for future studies. Mobile games have such a powerful instructional potential, by which teaching can be revolutionized, which output is acquiring the praise and judgment of academic professionals and educators. After this review, future studies can be made to support this study like reviewing from other databases like Web of Science and Scopus to support the foundation made on this review. The review will open further studies to help TESDA administrator in using mobile games as a supplementary learning tool for their e-learning.
A Cooperative Dynamic Task Assignment Framework for COTSBot AUVs
Venue: arXiv cs.RO 2021
Year: 2021

This paper presents a cooperative dynamic task assignment framework for a certain class of Autonomous Underwater Vehicles (AUVs) employed to control outbreak of Crown-Of-Thorns Starfish (COTS) in Australia's Great Barrier Reef. The problem of monitoring and controlling the COTS is transcribed into a constrained task assignment problem in which eradicating clusters of COTS, by the injection system of COTSbot AUVs, is considered as a task. A probabilistic map of the operating environment including seabed terrain, clusters of COTS, and coastlines is constructed. Then, a novel heuristic algorithm called Heuristic Fleet Cooperation (HFC) is developed to provide a cooperative injection of the COTSbot AUVs to the maximum possible COTS in an assigned mission time. Extensive simulation studies together with quantitative performance analysis are conducted to demonstrate the effectiveness and robustness of the proposed cooperative task assignment algorithm in eradicating the COTS in the Great Barrier Reef.
AT-BERT: Adversarial Training BERT for Acronym Identification Winning Solution for SDU@AAAI-21
Venue: arXiv cs.CL 2021
Year: 2021

Acronym identification focuses on finding the acronyms and the phrases that have been abbreviated, which is crucial for scientific document understanding tasks. However, the limited size of manually annotated datasets hinders further improvement for the problem. Recent breakthroughs of language models pre-trained on large corpora clearly show that unsupervised pre-training can vastly improve the performance of downstream tasks. In this paper, we present an Adversarial Training BERT method named AT-BERT, our winning solution to acronym identification task for Scientific Document Understanding (SDU) Challenge of AAAI 2021. Specifically, the pre-trained BERT is adopted to capture better semantic representation. Then we incorporate the FGM adversarial training strategy into the fine-tuning of BERT, which makes the model more robust and generalized. Furthermore, an ensemble mechanism is devised to involve the representations learned from multiple BERT variants. Assembling all these components together, the experimental results on the SciAI dataset show that our proposed approach outperforms all other competitive state-of-the-art methods.
An Exploratory Study on the Introduction and Removal of Different Types of Technical Debt
Venue: arXiv cs.SE 2021
Year: 2021

To complete tasks faster, developers often have to sacrifice the quality of the software. Such compromised practice results in the increasing burden to developers in future development. The metaphor, technical debt, describes such practice. Prior research has illustrated the negative impact of technical debt, and many researchers investigated how developers deal with a certain type of technical debt. However, few studies focused on the removal of different types of technical debt in practice. To fill this gap, we use the introduction and removal of different types of self-admitted technical debt (i.e., SATD) in 7 deep learning frameworks as an example. This is because deep learning frameworks are some of the most important software systems today due to their prevalent use in life-impacting deep learning applications. Moreover, the field of the development of different deep learning frameworks is the same, which enables us to find common behaviors on the removal of different types of technical debt across projects. By mining the file history of these frameworks, we find that design debt is introduced the most along the development process. As for the removal of technical debt, we find that requirement debt is removed the most, and design debt is removed the fastest. Most of test debt, design debt, and requirement debt are removed by the developers who introduced them. Based on the introduction and removal of different types of technical debt, we discuss the evolution of the frequencies of different types of technical debt to depict the unresolved sub-optimal trade-offs or decisions that are confronted by developers along the development process. We also discuss the removal patterns of different types of technical debt, highlight future research directions, and provide recommendations for practitioners.
Cognitive Visual Inspection Service for LCD Manufacturing Industry
Venue: arXiv cs.CV 2021
Year: 2021

With the rapid growth of display devices, quality inspection via machine vision technology has become increasingly important for flat-panel displays (FPD) industry. This paper discloses a novel visual inspection system for liquid crystal display (LCD), which is currently a dominant type in the FPD industry. The system is based on two cornerstones: robust/high-performance defect recognition model and cognitive visual inspection service architecture. A hybrid application of conventional computer vision technique and the latest deep convolutional neural network (DCNN) leads to an integrated defect detection, classfication and impact evaluation model that can be economically trained with only image-level class annotations to achieve a high inspection accuracy. In addition, the properly trained model is robust to the variation of the image qulity, significantly alleviating the dependency between the model prediction performance and the image aquisition environment. This in turn justifies the decoupling of the defect recognition functions from the front-end device to the back-end serivce, motivating the design and realization of the cognitive visual inspection service architecture. Empirical case study is performed on a large-scale real-world LCD dataset from a manufacturing line with different layers and products, which shows the promising utility of our system, which has been deployed in a real-world LCD manufacturing line from a major player in the world.
An Early Look at the Parler Online Social Network
Venue: arXiv cs.SI 2021
Year: 2021

Parler is as an "alternative" social network promoting itself as a service that allows to "speak freely and express yourself openly, without fear of being deplatformed for your views." Because of this promise, the platform become popular among users who were suspended on mainstream social networks for violating their terms of service, as well as those fearing censorship. In particular, the service was endorsed by several conservative public figures, encouraging people to migrate from traditional social networks. After the storming of the US Capitol on January 6, 2021, Parler has been progressively deplatformed, as its app was removed from Apple/Google Play stores and the website taken down by the hosting provider. This paper presents a dataset of 183M Parler posts made by 4M users between August 2018 and January 2021, as well as metadata from 13.25M user profiles. We also present a basic characterization of the dataset, which shows that the platform has witnessed large influxes of new users after being endorsed by popular figures, as well as a reaction to the 2020 US Presidential Election. We also show that discussion on the platform is dominated by conservative topics, President Trump, as well as conspiracy theories like QAnon.
Variational Embeddings for Community Detection and Node Representation
Venue: arXiv cs.LG 2021
Year: 2021

In this paper, we study how to simultaneously learn two highly correlated tasks of graph analysis, i.e., community detection and node representation learning. We propose an efficient generative model called VECoDeR for jointly learning Variational Embeddings for Community Detection and node Representation. VECoDeR assumes that every node can be a member of one or more communities. The node embeddings are learned in such a way that connected nodes are not only "closer" to each other but also share similar community assignments. A joint learning framework leverages community-aware node embeddings for better community detection. We demonstrate on several graph datasets that VECoDeR effectively out-performs many competitive baselines on all three tasks i.e. node classification, overlapping community detection and non-overlapping community detection. We also show that VECoDeR is computationally efficient and has quite robust performance with varying hyperparameters.
Learn-n-Route: Learning implicit preferences for vehicle routing
Venue: arXiv cs.AI 2021
Year: 2021

We investigate a learning decision support system for vehicle routing, where the routing engine learns implicit preferences that human planners have when manually creating route plans (or routings). The goal is to use these learned subjective preferences on top of the distance-based objective criterion in vehicle routing systems. This is an alternative to the practice of distinctively formulating a custom VRP for every company with its own routing requirements. Instead, we assume the presence of past vehicle routing solutions over similar sets of customers, and learn to make similar choices. The learning approach is based on the concept of learning a Markov model, which corresponds to a probabilistic transition matrix, rather than a deterministic distance matrix. This nevertheless allows us to use existing arc routing VRP software in creating the actual routings, and to optimize over both distances and preferences at the same time. For the learning, we explore different schemes to construct the probabilistic transition matrix that can co-evolve with changing preferences over time. Our results on a use-case with a small transportation company show that our method is able to generate results that are close to the manually created solutions, without needing to characterize all constraints and sub-objectives explicitly. Even in the case of changes in the customer sets, our method is able to find solutions that are closer to the actual routings than when using only distances, and hence, solutions that require fewer manual changes when transformed into practical routings.
Predicting Patient Outcomes with Graph Representation Learning
Venue: arXiv cs.LG 2021
Year: 2021

Recent work on predicting patient outcomes in the Intensive Care Unit (ICU) has focused heavily on the physiological time series data, largely ignoring sparse data such as diagnoses and medications. When they are included, they are usually concatenated in the late stages of a model, which may struggle to learn from rarer disease patterns. Instead, we propose a strategy to exploit diagnoses as relational information by connecting similar patients in a graph. To this end, we propose LSTM-GNN for patient outcome prediction tasks: a hybrid model combining Long Short-Term Memory networks (LSTMs) for extracting temporal features and Graph Neural Networks (GNNs) for extracting the patient neighbourhood information. We demonstrate that LSTM-GNNs outperform the LSTM-only baseline on length of stay prediction tasks on the eICU database. More generally, our results indicate that exploiting information from neighbouring patient cases using graph neural networks is a promising research direction, yielding tangible returns in supervised learning performance on Electronic Health Records.
FamDroid: Learning-Based Android Malware Family Classification Using Static Analysis
Venue: arXiv cs.CR 2021
Year: 2021

Android is currently the most extensively used smartphone platform in the world. Due to its popularity and open source nature, Android malware has been rapidly growing in recent years, and bringing great risks to users' privacy. The malware applications in a malware family may have common features and similar behaviors, which are beneficial for malware detection and inspection. Thus, classifying Android malware into their corresponding families is an important task in malware analysis. At present, the main problem of existing research works on Android malware family classification lies in that the extracted features are inadequate to represent the common behavior characteristics of the malware in malicious families, and leveraging a single classifier or a static ensemble classifier is restricted to further improve the accuracy of classification. In this paper, we propose FamDroid, a learning-based Android malware family classification scheme using static analysis technology. In FamDroid, the explicit features including permissions, hardware components, app components, intent filters are extracted from the apk files of a malware application. Besides, a hidden feature generated from the extracted APIs is used to represents the API call relationship in the application. Then, we design an adaptive weighted ensemble classifier, which considers the adaptability of the sample to each base classifier, to carry out accurate malware family classification. We conducted experiments on the Drebin dataset which contains 5560 Android malicious applications. The superiority of FamDroid is demonstrated through comparing it with 5 traditional machine learning models and 4 state-of-the-art reference schemes. FamDroid can correctly classify 98.92% of malware samples into their families and achieve 99.12% F1-Score.
Real-Time Optimized N-gram For Mobile Devices
Venue: arXiv cs.CL 2021
Year: 2021

With the increasing number of mobile devices, there has been continuous research on generating optimized Language Models (LMs) for soft keyboard. In spite of advances in this domain, building a single LM for low-end feature phones as well as high-end smartphones is still a pressing need. Hence, we propose a novel technique, Optimized N-gram (Op-Ngram), an end-to-end N-gram pipeline that utilises mobile resources efficiently for faster Word Completion (WC) and Next Word Prediction (NWP). Op-Ngram applies Stupid Backoff and pruning strategies to generate a light-weight model. The LM loading time on mobile is linear with respect to model size. We observed that Op-Ngram gives 37% improvement in Language Model (LM)-ROM size, 76% in LM-RAM size, 88% in loading time and 89% in average suggestion time as compared to SORTED array variant of BerkeleyLM. Moreover, our method shows significant performance improvement over KenLM as well.
Evaluation of User Dynamics Created by Weak Ties among Divided Communities
Venue: arXiv cs.SI 2021
Year: 2021

Flaming phenomena represent the divergence in the strength of user dynamics as created by user interactions in online social networks (OSNs). Although it has been known that flaming phenomena occur when the Laplacian matrix of the OSN has non-real eigenvalues, it was recently shown that flaming phenomena may occur even if all the eigenvalues are real numbers. This effect appears only in the situation that some eigenvalues are degenerate, and a special unitary transformation is applied to the equations representing user dynamics; whether actual OSNs satisfy this condition has not been fully discussed. In this paper, we clarify that the user dynamics caused by the degeneration of eigenvalue 0 is one specific example of the above condition. We also investigate the mechanism and characteristics of flaming phenomena generated by degenerated eigenvalues. Furthermore, we demonstrate through numerical simulations that the degeneration of eigenvalues can cause divergence.
QMA: A Resource-efficient, Q-Learning-based Multiple Access Scheme for the IIoT
Venue: arXiv cs.NI 2021
Year: 2021

Contention-based wireless channel access methods like CSMA and ALOHA paved the way for the rise of the Internet of Things in industrial applications (IIoT). However, to cope with increasing demands for reliability and throughput, several mostly TDMA-based protocols like IEEE 802.15.4 and its extensions were proposed. Nonetheless, many of these IIoT-protocols still require contention-based communication, e.g., for slot allocation and broadcast transmission. In many cases, subtle but hidden patterns characterize this secondary traffic. Present contention-based protocols are unaware of these hidden patterns and can therefore not exploit this information. Especially in dense networks, they often do not provide sufficient reliability for primary traffic, e.g., they are unable to allocate transmission slots in time. In this paper, we propose QMA, a contention-based multiple access scheme based on Q-learning, which dynamically adapts transmission times to avoid collisions by learning patterns in the contention-based traffic. QMA is designed to be resource-efficient and targets small embedded devices. We show that QMA solves the hidden node problem without the additional overhead of RTS / CTS messages and verify the behaviour of QMA in the FIT IoT-LAB testbed. Finally, QMA's scalability is studied by simulation, where it is used for GTS allocation in IEEE 802.15.4 DSME. Results show that QMA considerably increases reliability and throughput in comparison to CSMA/CA, especially in networks with a high load.
A Commonsense Reasoning Framework for Explanatory Emotion Attribution, Generation and Re-classification
Venue: arXiv cs.AI 2021
Year: 2021

We present DEGARI (Dynamic Emotion Generator And ReclassIfier), an explainable system for emotion attribution and recommendation. This system relies on a recently introduced commonsense reasoning framework, the TCL logic, which is based on a human-like procedure for the automatic generation of novel concepts in a Description Logics knowledge base. Starting from an ontological formalization of emotions based on the Plutchik model, known as ArsEmotica, the system exploits the logic TCL to automatically generate novel commonsense semantic representations of compound emotions (e.g. Love as derived from the combination of Joy and Trust according to Plutchik). The generated emotions correspond to prototypes, i.e. commonsense representations of given concepts, and have been used to reclassify emotion-related contents in a variety of artistic domains, ranging from art datasets to the editorial contents available in RaiPlay, the online platform of RAI Radiotelevisione Italiana (the Italian public broadcasting company). We show how the reported results (evaluated in the light of the obtained reclassifications, the user ratings assigned to such reclassifications, and their explainability) are encouraging, and pave the way to many further research directions.