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Carlo Bernaschina

dblp:144/5553 · DBLP profile ↗
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11ranked-venue papers
7as first author
0since 2021 · last 2019
0000-0002-3872-4595ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 8 · 5 first-authorDatabases, data management, data science and information retrieval · 8 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Software engineering, system software, and programming languages
1 paper
Software maintenance and evolution · 44% Requirements engineering and software design · 28% Compilers and program optimization · 28%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Compilers and program optimization
code generation
0.412019
The Virtual Developer: Integrating Code Generation and Manual Development with Conflict Resolution · ACM Trans. Softw. Eng. Methodol. 2019
Requirements engineering and software design
model-driven engineering
0.412019
The Virtual Developer: Integrating Code Generation and Manual Development with Conflict Resolution · ACM Trans. Softw. Eng. Methodol. 2019
Software maintenance and evolution
software evolution
0.412019
The Virtual Developer: Integrating Code Generation and Manual Development with Conflict Resolution · ACM Trans. Softw. Eng. Methodol. 2019
Software maintenance and evolution › software merging
merge conflict resolution
0.112019
The Virtual Developer: Integrating Code Generation and Manual Development with Conflict Resolution · ACM Trans. Softw. Eng. Methodol. 2019
Software maintenance and evolution › software configuration management
version control
0.112019
The Virtual Developer: Integrating Code Generation and Manual Development with Conflict Resolution · ACM Trans. Softw. Eng. Methodol. 2019

Methods — techniques the papers use, named apart from their topics

collision detection · 0.4
YearPublicationVenuePosition
2019 The Virtual Developer: Integrating Code Generation and Manual Development with Conflict Resolution
abstract
Model Driven Development (MDD) requires proper tools to derive the implementation code from the application models. However, the integration of handwritten and generated code is a long-standing issue that affects the adoption of MDD in the industry. This article presents a model and code co-evolution approach that addresses such a problem a posteriori , using the standard collision detection capabilities of Version Control Systems to support the semi-automatic merge of the two types of code. We assess the proposed approach by contrasting it with the more traditional template-based, forward-engineering process, adopted by most MDD tools.
Carlo Bernaschina, Emanuele Falzone, Piero Fraternali, Sergio Luis Herrera González
ACM Trans. Softw. Eng. Methodol.1
2018 Model Based Rapid Prototyping and Evolution of Web Application
Emanuele Falzone, Carlo Bernaschina
ICWE2
2018 Formal semantics of OMG's Interaction Flow Modeling Language (IFML) for mobile and rich-client application model driven development
Carlo Bernaschina, Sara Comai, Piero Fraternali
J. Syst. Softw.1
2017 Online Model Editing, Simulation and Code Generation for Web and Mobile Applications
abstract
The wide range of different platforms for web and mobile applications development requires fast prototyping and the evaluation of multiple releases. Model Driven Development (MDD) represents the application at high level with textual or visual languages and can be used to automatically generate the final product by means of model-to-model and model-to-code transformations. We describe IFMLEdit.org, an open-source, online MDD tool for the specification and automatic generation of fast prototypes of Web and mobile application from IFML (Interaction Flow Modeling Language) specifications. The tool also supports the semantic mapping from IFML to PCN, a variant of Petri Nets, for model simulation and checking.
Carlo Bernaschina, Sara Comai, Piero Fraternali
MiSE@ICSE1
2017 A Big Data Analysis Framework for Model-Based Web User Behavior Analytics
Carlo Bernaschina, Marco Brambilla 0001, Andrea Mauri 0001, Eric Umuhoza
ICWE1
2017 ALMOsT.js: An Agile Model to Model and Model to Text Transformation Framework
Carlo Bernaschina
ICWE1
2017 Improving GISBuilder with Runtime Product Preview
Alejandro Cortiñas 0001, Carlo Bernaschina, Miguel Rodríguez Luaces, Piero Fraternali
ICWE2
2017 ALMOsT-Trace: A Web Based Embeddable Tracing Tool for ALMOsT.js
Rocio Nahime Torres, Carlo Bernaschina
ICWE2
2017 Enabling Agile Web Development Through In-Browser Code Generation and Evaluation
Alejandro Cortiñas 0001, Carlo Bernaschina, Miguel Rodríguez Luaces, Piero Fraternali
MEDI2
2015 On the Role of Task Design in Crowdsourcing Campaigns
abstract
Despite the success of crowdsourcing marketplaces, fully harnessing their massive workforce remains challenging. In this work we study the effect on crowdsourcing campaigns of different feedback and payment strategies. Our results reveal the joint effect of feedback and payment on the quality and quantity of the outcome.
Carlo Bernaschina, Ilio Catallo, Piero Fraternali, Davide Martinenghi
HCOMP1
2014 Robust aggregation of GWAP tracks for local image annotation
abstract
The possibility of assigning labels to localized regions in an image enables flexible image retrieval paradigms. However, the process of automatically segmenting and tagging images is notoriously hard, due to the presence of occlusions, noise, challenging illumination conditions, background clutter, etc. For this reason, human computation has recently emerged as a viable alternative when computer vision algorithms fail to provide a satisfactory answer. For example, Games with a purpose (GWAP) represent a powerful crowdsourcing mechanism to collect implicit annotations from human players. In this paper we consider the problem of aggregating the gaming tracks collected by a GWAP we developed to solve challenging instances of image segmentation problems. In particular we consider the existence of malicious players, who might try to fool the rules of the game to achieve higher rewards. The proposed solution can automatically estimate the reliability of human players, thus identifying cheaters. This information is exploited to aggregate the gaming tracks, thus significantly improving the image segmentation result and the quality of local image annotations.
Carlo Bernaschina, Piero Fraternali, Luca Galli, Davide Martinenghi, Marco Tagliasacchi
ICMR1