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Continuous, Evolutionary and Large-Scale: A New Perspective for Automated Mobile App Testing [article]

Mario Linares Vasquez, Kevin Moran, Denys Poshyvanyk
2018 arXiv   pre-print
Therefore, automated testing is an essential activity of the development process.  ...  However, current state of the art of automated testing tools for mobile apps poses limitations that has driven a preference for manual testing in practice.  ...  However, current solutions for automated mobile testing do not provide a "fully" automated experience, and several challenges are still open issues requiring attention from the community, if the expected  ... 
arXiv:1801.06267v1 fatcat:fgdbpkppnjeinjfzlwmdvao4wy

Learning-Replay Based Automated Robotic Testing for Mobile App

Feng Xue, Junsheng Wu, Tao Zhang, Hye-jin Kim
2022 Mobile Information Systems  
Record-replay testing is widely used in mobile app testing as an automated testing method.  ...  To break this limitation, this paper proposes an entirely black-box learning-replay testing approach by combining robotics and vision technology to achieve a record-replay testing that can support cross-device  ...  In view of this, automated testing methods are more urgently needed for mobile apps to ensure quality [1] . Record-replay testing is a classic automated testing method.  ... 
doi:10.1155/2022/1084602 fatcat:euy2cso4mvdr5dmefsh3kwnrmm

Cloud platform based automated security testing system for mobile internet

Dan Tao, Zhaowen Lin, Cheng Lu
2015 Tsinghua Science and Technology  
To address this problem, we designed and developed a cloud platform based automated testing system for the mobile Internet.  ...  In our test experiments, we selected 100 apps with diverse vulnerability levels, ranging from secure to vulnerable, to perform a series of functional tests.  ...  cases.Fig. 6Test report details for test case I.  ... 
doi:10.1109/tst.2015.7349926 fatcat:qahn7nfawncn7e5fvgli4dxihu

Baselining Wireless Internet Service Development: An Experience Report [article]

Fabio Bella, Jürgen Münch, Alexis Ocampo
2014 arXiv   pre-print
This article describes an approach to capture software development experience for the wireless Internet services domain by conducting and observing a series of case studies in the field.  ...  New, emerging domains such as the engineering of wireless Internet services are characterized by a lack of experience based on quantitative data.  ...  We would also like to thank Sonnhild Namingha from the Fraunhofer Institute for Experimental Software Engineering (IESE) and Jussi Ronkainen from VTT Electronics for reviewing the first version of the  ... 
arXiv:1403.2519v1 fatcat:tr5vvbl5hjgjhhmcicypmqjkfa

Teaching DevOps in Corporate Environments: An experience report [article]

Manuel Mazzara, Alexandr Naumchev, Larisa Safina, Alberto Sillitti, Konstantin Urysov
2018 arXiv   pre-print
This paper describes our experience of training a team of developers of an East-European phone service provider.  ...  The training experience was structured in two sessions of two days each conducted in different weeks with a gap of about fifteen days.  ...  This study describes our experience of training a team of developers of an East-European phone service provider for several days.  ... 
arXiv:1807.01632v2 fatcat:uixqcjbnsncgbfmwc65u2tcktm

Applying Software Craftsmanship Practices to a Scrum Project: an Experience Report [article]

Percival Lucena, Leonardo P. Tizzei
2016 arXiv   pre-print
The process implementation described may be a useful contribution for software development teams who also intend to implement Software Craftsmanship on their projects.  ...  Unit Testing Testing 10 Automated Integration Testing Testing 11 Automated Performance Testing Testing 12 Automated Build and Deploy Deploy  ...  This paper presents an experience report that describes a set of guidelines, which include practices and tools, to adopt Software Craftsmanship values on a Scrum project.  ... 
arXiv:1611.05789v1 fatcat:oe7c7ncyjva55ax3aktkx3d5ci

Observation-based Development of Software Process Baselines: An Experience Report [article]

Fabio Bella, Jürgen Münch, Alexis Ocampo
2014 arXiv   pre-print
Different techniques and tools such as descriptive process modeling, process documentation generation, goal-oriented measurement, and capturing qualitative experience were combined to gain process baselines  ...  A descriptive approach promises to quickly create initial valuable process models and quantitative baselines that can be seen as starting points for continuous improvement activities.  ...  We would also like to thank Sonnhild Namingha, from the Fraunhofer Institute for Experimental Software Engineering (IESE) for reviewing the first version of the article.  ... 
arXiv:1403.2718v1 fatcat:3rqbur6aj5dojmj5zdxykvuvem

Development of a Wireless Environmental Data Acquisition Prototype Adopting Agile Practices: An Experience Report

Paul Celicourt, Richard Sam, Michael Piasecki
2016 Journal of Software Engineering and Applications  
We used an incremental development approach for the hardware components and adopted a "cumulative testing" approach.  ...  We learned that software components that pass automated tests may not survive in the tests against the hardware.  ...  We thank the anonymous reviewers for their insightful comments and suggestions which contribute to the improvement of this paper.  ... 
doi:10.4236/jsea.2016.910031 fatcat:zmtxt5nxyvb27kpgrv2wpa6i3i

Beyond VR and AR: Reimagining Experience Sharing and Skill Transfer Towards an Internet of Abilities (Dagstuhl Seminar 17062)

Anind D. Dey, Jonna Häkkilä, Niels Henze, Kai Kunze, Marc Herbstritt
2017 Dagstuhl Reports  
Participants reimagined experience sharing and skill transfer towards an Internet of abilities. We conclude with a set of open and guiding questions for the future of our field.  ...  The new recording technology and the massive amounts of data require new means for selecting, displaying and sharing experiences.  ...  Augmented sports and superhuman sports are an emerging playground for developing and testing new approaches and technologies.  ... 
doi:10.4230/dagrep.7.2.23 dblp:journals/dagstuhl-reports/DeyHHK17 fatcat:4coxssk4njf4zgrkjj5txolzn4

MAuto: Automatic Mobile Game Testing Tool Using Image-Matching Based Approach

J. Tuovenen, M. Oussalah, P. Kostakos
2019 THE COMPUTER GAMES JOURNAL  
This paper focuses on the development of a new mobile game testing framework, referred to, MAuto. MAuto records the user actions in the game and replays the tests on any Android device.  ...  The feasibility of the developed tool has been demonstrated through testing on the Clash of Clans mobile game.  ...  To demonstrate its feasibility and technical soundness, MAuto was used to create automated test scripts for Clash of Clans mobile game.  ... 
doi:10.1007/s40869-019-00087-z fatcat:qbvfq6c4rbcy5khfnnc67vd6vu

Designing game idea generation games

Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen, Hannamari Saarenpää
2008 Proceedings of the 2008 Conference on Future Play Research, Play, Share - Future Play '08  
Three games designed especially for generating new game ideas were developed in the GameSpace project, which studies methods for design and evaluation of casual mobile multiplayer games.  ...  According to our workshop experiences and tentative results from a pilot study, idea generation games can be successful devices for the creative work of game designers.  ...  The game industry holds vast resources of highly talented and creative people, but this does not mean that creativity is an automated process.  ... 
doi:10.1145/1496984.1497007 dblp:conf/fplay/KultimaNPS08 fatcat:7ofmve6yu5elrmtfyowj6wvq4u

Game of words

Jorge Goncalves, Simo Hosio, Denzil Ferreira, Vassilis Kostakos
2014 Proceedings of the 2014 conference on Designing interactive systems - DIS '14  
In this paper we present Game of Words, a crowdsourcing game for public displays that allows the creation of a keyword dictionary to describe locations.  ...  Finally, our analysis also demonstrates that the chosen game design coped well with the challenges of this complex setting (i.e. public urban space) by disincentivising incorrect use of the system.  ...  An important aspect of the keyword generation techniques we evaluated is to consider their potential for automation.  ... 
doi:10.1145/2598510.2598514 dblp:conf/ACMdis/GoncalvesHFK14 fatcat:asnnfmq7n5d5tembo6bll4f76e

NEAT-o-games

Yuichi Fujiki, Konstantinos Kazakos, Colin Puri, Ioannis Pavlidis, Justin Starren, James Levine
2007 CHI '07 extended abstracts on Human factors in computing systems - CHI '07  
We are grateful to Po-Huang Chyou for assistance with the statistical analysis.  ...  [3] reported an exploratory interview-based study of computer gaming.  ...  [6] developed PmEB, an application for mobile phones that allows users to monitor their caloric balance as part of weight management.  ... 
doi:10.1145/1240866.1241009 dblp:conf/chi/FujikiKPPSL07 fatcat:y4tphseaefhwvapcs7f3qaqxny

Mindful Gaming: How Digital Games Can Improve Mindfulness [chapter]

Jacek Sliwinski, Mary Katsikitis, Christian Martyn Jones
2015 Lecture Notes in Computer Science  
In an experimental study, three different designs for breathing apps have been tested.  ...  An already available mobile application that uses an approach similar to described above is the 'Positive Activity Jackpot' [41] .  ... 
doi:10.1007/978-3-319-22698-9_12 fatcat:akpwskz6ara2dlhzdrw6ihaoua

Games and Diabetes

Shaimaa Lazem, Mary Webster, Wayne Holmes, Motje Wolf
2015 Journal of Diabetes Science and Technology  
For children with diabetes, well-designed computer games 8 could offer a risk-free space in which to test and explore different scenarios for food consumption and insulin production.  ...  For instance, mobile devices, unlike tablets or PCs, might only allow shorter interactions to preserve battery life. 18 Some articles did discuss issues related to the availability of an Internet data  ... 
doi:10.1177/1932296815604634 pmid:26337753 pmcid:PMC4773958 fatcat:puloqcq5jzfrlozbjivlsh3u34
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