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  • 1.
    Avritzer, Alberto
    et al.
    Siemens Corporate Research, United States .
    Rosa Maria, Meri Ledmundo de Souza e Silvaa
    Federal University of Rio de Janeiro, Brazil .
    Leao, RMM
    Federal University of Rio de Janeiro, Brazil .
    weyuker, elaine
    Mälardalen University, School of Innovation, Design and Engineering.
    Generating Test Cases Using using a Performability Model2011In: IET Software, ISSN 1751-8806, E-ISSN 1751-8814, Vol. 5, no 2, p. 113-119Article in journal (Refereed)
    Abstract [en]

    The authors present a new approach for the automated generation of test cases to be used for demonstrating the reliability of large industrial mission-critical systems. In this study they extend earlier work by using a performability model to track resource usage and resource failures. Results from the transient Markov chain analysis are used to estimate the software reliability at a given system execution time.

  • 2.
    Fatima, Rubia
    et al.
    Tsinghua University, China.
    Yasin, Affan
    Tsinghua University, China.
    Liu, Lin
    Tsinghua University, China.
    Wang, Jianmin
    Tsinghua University, China.
    Afzal, Wasif
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Yasin, Atif
    Univ Massachusetts, Dept Elect & Comp Engn, Amherst, MA USA.
    Improving Software Requirements Reasoning by Novices: A story-based approach2019In: IET Software, ISSN 1751-8806, E-ISSN 1751-8814, Vol. 13, no 6, p. 564-574Article in journal (Refereed)
    Abstract [en]

    Context: Requirements-elicitation is one of the essential steps towards software design and construction. Business analysts and stakeholders often face challenges in gathering or conveying key software requirements. There are many methods, and tools designed by researchers and practitioners, but with the invention of new technologies, there appears to be a need to make requirements gathering and design-rationale process more efficient. Storytelling is an emerging concept and researchers are witnessing its effectiveness in education, community-building, information system, and requirement elicitation. Objective: Objectives of this study are to i) devise a method for requirements elicitation and improving design-rationales using story-based technique; ii) evaluate the effectiveness of the aforementioned proposed activity. Methodology: To answer the research objectives, we have i) conducted open-ended interviews to get feedback on our proposed method; ii) case requirement from a running project to map how this method can be useful; and iii) performed empirical evaluation of the proposed card-based activity. Result: i) Our regression model has shown that participants' perception regarding the ease of use and the fun in the game has an ultimate effect on requirements elicitation through enhancing user's desire to play the game, hence, increasing the collaborative learning outcomes of the game; ii) Our results have shown that using team-based activities helps the less-experienced designers to argue through design rationales and better elicit software requirements. Our results have reinforced the finding that using game-based solutions not only enhances communication and develops trust between stakeholders but also helps in motivating participants of requirements activity; iii) Initial results (from interview and empirical evaluation) for the proposed technique and method show positive results. Improvement in the process and activity as suggested by the participants will be accommodated in future studies.

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