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Essa Alhazmi

dblp:205/2623 · also Essa A. Alhazami · DBLP profile ↗
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3ranked-venue papers
3as first author
1since 2021 · last 2023
0000-0003-3690-8283ORCID · corroborated

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

Artificial intelligence and machine learning · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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 · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Software maintenance and evolution
code clone detection
0.712023
Graph-of-Code: Semantic Clone Detection Using Graph Fingerprints · IEEE Trans. Software Eng. 2023
Software maintenance and evolution › code clone detection
graph-based clone detection
0.712023
Graph-of-Code: Semantic Clone Detection Using Graph Fingerprints · IEEE Trans. Software Eng. 2023
Software maintenance and evolution › code clone detection
semantic code clone detection
0.712023
Graph-of-Code: Semantic Clone Detection Using Graph Fingerprints · IEEE Trans. Software Eng. 2023

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

graph fingerprint · 0.7feature extraction · 0.7
YearPublicationVenuePosition
2023 Graph-of-Code: Semantic Clone Detection Using Graph Fingerprints
abstract
The code clone detection issue has been researched using a number of explicit factors based on the tokens and contents and found effective results. However, exposing code contents may be an impractical option because of privacy and security factors. Moreover, the lack of scalability of past methods is an important challenge. The code flow states can be inferred by code structure and implicitly represented using empirical graphs. The assumption is that modelling of the code clone detection problem can be achieved without the content of the codes being revealed. Here, a Graph-of-Code concept for the code clone detection problem is introduced, which represents codes into graphs. While Graph-of-Code provides structural properties and quantification of its characteristics, it can exclude code contents or tokens to identify the clone type. The aim is to evaluate the impact of graph-of-code structural properties on the performance of code clone detection. This work employs a feature extraction-based approach for unlabelled graphs. The approach generates a ‘Graph Fingerprint’ which represents different topological feature levels. The results of code clone detection indicate that code structure has a significant role in detecting clone types. We found different GoC-models outperform others. The models achieve between 96% to 99% in detecting code clones based on recall, precision, and F1-Score. The GoC approach is capable in detecting code clones with scalable dataset and with preserving codes privacy.
Essa Alhazmi, Abdullah Sheneamer
IEEE Trans. Software Eng.1
2019 Sign Prediction in Online Games
abstract
In this work, the team formation process in an online game was formulated as a sign prediction problem of social networks. Depending on the participation in either collaborative or competitive teams and squads and four different interaction types among gamers, the objective was to predict the signs (positive/negative) of their interactions in colluding or competing teams. Temporal features pertaining to the factors affecting team formation were used in a supervised classification setup. High performance by a classifier denotes that historical information related to gamers' prior interactions are effective in predicting the sign of their interactions.
Essa Alhazmi, Nazim Choudhury
IEEE BigData1
2017 An Empirical Study on Team Formation in Online Games
abstract
Online games provide a rich recording of interactions that can contribute to understanding human behavior. One potential contribution is understanding what motivates people to choose their teammates. We examine several hypotheses about team formation using a large, longitudinal dataset from a team-based online gaming environment. Specifically, we test how positive familiarity, homophily, and competence determine team formation in Battlefield 4, a popular team-based game in which players choose one of two competing teams to play on. Our dataset covers over two months of in-game interactions between over 380,000 players. We show that familiarity is an important factor in team formation, while homophily is not. Competence affects team formation in more nuanced ways: players with similarly high competence team up repeatedly, but large variation in competence discourages repeated interactions.
Essa Alhazmi, Sameera Horawalavithana, John Skvoretz, Jeremy Blackburn, Adriana Iamnitchi
ASONAM1