Felipe Fronchetti

dblp:241/4795 · DBLP profile ↗
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10ranked-venue papers
2as first author
10since 2021 · last 2026
0000-0003-2104-6676ORCID · verified

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

Software engineering, systems software and programming languages · 7 · 2 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Exposing hidden bias: A study of fairness debt in gray literature
Rodrigo Sotolani, Sávio Freire, Felipe Fronchetti, Ronnie E. S. Santos, Rodrigo O. Spínola
J. Syst. Softw.3
2025 Exploring Software Fairness Debt in Gray Literature
Rodrigo Sotolani, Sávio Freire, Felipe Fronchetti, Ronnie E. S. Santos, Rodrigo O. Spínola
SEAA (3)3
2025 A Systematic Mapping Study on the Joint Use of AI and VR in Stroke Care
abstract
Context. Stroke remains a leading cause of long-term disability, prompting growing interest in emerging technologies like artificial intelligence (AI) and virtual reality (VR) to improve treatments. The combination of AI’s adaptability and VR’s immersive environments holds promise for personalized, engaging, and scalable stroke care, though research in this area remains fragmented. Objective. This study provides an overview of current research on the combined use of AI and VR in stroke care, focusing on system types, clinical validation, technologies employed, and autonomy levels. Method. We conducted a systematic mapping study of papers published between 2014 and 2024. Results. We identified 73 relevant studies. Most systems are still in early prototype or usability-testing stages, with limited clinical validation and frequent human oversight. Technologies used are diverse, and longitudinal evaluations are rare. Conclusion. Significant research gaps persist, including limited validation, lack of pre-stroke applications, and fragmented tools. These findings offer guidance for developing more robust, clinically viable, and interoperable AI and VR systems for stroke care.
David Ferrufino, Lauren Viado, Felipe Fronchetti, Daniel Falcao, Rodrigo O. Spínola
VRST3
2025 Block-based or graph-based? Why not both? Designing a hybrid programming environment for end-users
abstract
Abstract End-user programmers need programming tools that are easy to learn and use. Development environments for end-users often support one of two visual modalities: block-based programming or data-flow programming. In this work, we discuss differences in how these modalities represent programs, and why existing block-based programming tools are better suited for imperative tasks while data-flow programming better supports nested expressions. We focus on robot programming as an end-user scenario that requires both imperative and expressions-based code in the same program. To study how end-user tools can better support this scenario, we propose two programming system designs: one that changes how blocks represent nested expressions, and one that combines block-based and data-flow programming in the same hybrid environment. We compared these designs in a controlled experiment with 113 end-user participants who solved programming and program comprehension tasks using one of the two environments. Both groups indicated a small preference for the hybrid system in direct comparison, but participants who used blocks to solve tasks performed better on average than hybrid system users and gave higher usability ratings. These findings suggest that despite the appeal of data-flow programming, a well-adapted block-based programming interface can lead end-users to more programming success.
Nico Ritschel, Reid Holmes, Felipe Fronchetti, Ronald Garcia, David C. Shepherd
Interact. Comput.3
2025 Software Fairness Debt: Building a Research Agenda for Addressing Bias in AI Systems
abstract
Ensuring fairness in software systems has become a critical concern in software engineering. Motivated by this challenge, this article explores the multifaceted nature of bias in software systems, providing a comprehensive understanding of its origins, manifestations, and impacts. Through a scoping study, we identified the primary causes of fairness deficiencies in software development and highlighted their adverse effects on individuals and communities, including instances of discrimination and the perpetuation of inequalities. Our investigation culminated in the introduction of the concept of software fairness debt. In addition to defining fairness debt, we propose a socio-technical roadmap that addresses broader aspects of fairness in AI-driven systems. This roadmap is structured around six goals: bridging the gap between research and real-world applications, developing a framework for fairness debt, equipping practitioners with tools and knowledge, improving bias mitigation, integrating fairness tools into industry practice, and enhancing explainability and transparency in AI systems. This roadmap provides a holistic approach to managing biases in software systems through software fairness debt, offering actionable steps for both research and practice. By guiding researchers and practitioners, our roadmap aims to foster the development of more equitable and socially responsible software systems, ensuring fairness is embedded throughout the software lifecycle.
Ronnie E. S. Santos, Felipe Fronchetti, Sávio Freire, Rodrigo O. Spínola
ACM Trans. Softw. Eng. Methodol.2
2024 Block-based Programming for Two-Armed Robots: A Comparative Study
abstract
Programming industrial robots is difficult and expensive. Although recent work has made substantial progress in making it accessible to a wider range of users, it is often limited to simple programs and its usability remains untested in practice. In this article, we introduce Duplo, a block-based programming environment that allows end-users to program two-armed robots and solve tasks that require coordination. Duplo positions the program for each arm side-by-side, using the spatial relationship between blocks from each program to represent parallelism in a way that end-users can easily understand. This design was proposed by previous work, but not implemented or evaluated in a realistic programming setting. We performed a randomized experiment with 52 participants that evaluated Duplo on a complex programming task that contained several sub-tasks. We compared Duplo with RobotStudio Online YuMi, a commercial solution, and found that Duplo allowed participants to solve the same task faster and with greater success. By analyzing the information collected during our user study, we further identified factors that explain this performance difference, as well as remaining barriers, such as debugging issues and difficulties in interacting with the robot. This work represents another step towards allowing a wider audience of non-professionals to program, which might enable the broader deployment of robotics.
Felipe Fronchetti, Nico Ritschel, Logan Schorr, Chandler Barfield, Gabriella Chang, Rodrigo O. Spínola, Reid Holmes, David C. Shepherd
ICSE1
2023 Do CONTRIBUTING Files Provide Information about OSS Newcomers' Onboarding Barriers?
abstract
Effectively onboarding newcomers is essential for the success of open source projects. These projects often provide onboarding guidelines in their ’CONTRIBUTING’ files (e.g., CONTRIBUTING.md on GitHub). These files explain, for example, how to find open tasks, implement solutions, and submit code for review. However, these files often do not follow a standard structure, can be too large, and miss barriers commonly found by newcomers. In this paper, we propose an automated approach to parse these CONTRIBUTING files and assess how they address onboarding barriers. We manually classified a sample of files according to a model of onboarding barriers from the literature, trained a machine learning classifier that automatically predicts the categories of each paragraph (precision: 0.655, recall: 0.662), and surveyed developers to investigate their perspective of the predictions’ adequacy (75% of the predictions were considered adequate). We found that CONTRIBUTING files typically do not cover the barriers newcomers face (52% of the analyzed projects missed at least 3 out of the 6 barriers faced by newcomers; 84% missed at least 2). Our analysis also revealed that information about choosing a task and talking with the community, two of the most recurrent barriers newcomers face, are neglected in more than 75% of the projects. We made available our classifier as an online service that analyzes the content of a given CONTRIBUTING file. Our approach may help community builders identify missing information in the project ecosystem they maintain and newcomers can understand what to expect in CONTRIBUTING files.
Felipe Fronchetti, David C. Shepherd, Igor Scaliante Wiese, Christoph Treude, Marco Aurélio Gerosa, Igor Steinmacher
ESEC/SIGSOFT FSE1
2023 Ready Worker One? High-Res VR for the Home Office
abstract
Many employees prefer to work from home, yet struggle to squeeze their office into an already fully-utilized space. Virtual Reality (VR) seemingly offered a solution with its ability to transform even modest physical spaces into spacious, productive virtual offices, but hardware challenges—such as low resolution—have prevented this from becoming a reality. Now that hardware issues are being overcome, we are able to investigate the suitability of VR for daily work. To do so, we (1) studied the physical space that users typically dedicate to home offices and (2) conducted an exploratory study of users working in VR for one week. For (1) we used digital ethnography to study 430 self-published images of software developer workstations in the home, confirming that developers faced myriad space challenges. We used speculative design to re-envision these as VR workstations, eliminating many challenges. For (2) we asked 10 developers to work in their own home using VR for about two hours each day for four workdays, and then interviewed them. We found that working in VR improved focus and made mundane tasks more enjoyable. While some subjects reported issues—annoyances with the fit, weight, and umbilical cord of the headset—the vast majority of these issues seem to be addressable. Together, these studies show VR technology has the potential to address many key problems with home workstations, and, with continued improvements, may become an integral part of creating an effective workstation in the home.
Anastasia Ruvimova, Felipe Fronchetti, Boden A Kahn, Luiz Henrique Susin, Zekeya Hurley, Thomas Fritz 0001, Mark S. Hancock, David C. Shepherd
VRST2
2022 Can guided decomposition help end-users write larger block-based programs? a mobile robot experiment
abstract
Block-based programming environments, already popular in computer science education, have been successfully used to make programming accessible to end-users in domains like robotics, mobile apps, and even DevOps. Most studies of these applications have examined small programs that fit within a single screen, yet real-world programs often grow large, and editing these large block-based programs quickly becomes unwieldy. Traditional programming language features, like functions, allow programmers to decompose their programs. Unfortunately, both previous work, and our own findings, suggest that end-users rarely use these features, resulting in large monolithic code blocks that are hard to understand. In this work, we introduce a block-based system that provides users with a hierarchical, domain-specific program structure and requires them to decompose their programs accordingly. Through a user study with 92 users, we compared this approach, which we call guided program decomposition, to a traditional system that supports functions, but does not require decomposition. We found that while almost all users could successfully complete smaller tasks, those who decomposed their programs were significantly more successful as the tasks grew larger. As expected, most users without guided decomposition did not decompose their programs, resulting in poor performance on larger problems. In comparison, users of guided decomposition performed significantly better on the same tasks. Though this study investigated only a limited selection of tasks in one specific domain, it suggests that guided decomposition can benefit end-user programmers. While no single decomposition strategy fits all domains, we believe that similar domain-specific sub-hierarchies could be found for other application areas, increasing the scale of code end-users can create and understand.
Nico Ritschel, Felipe Fronchetti, Reid Holmes, Ronald Garcia, David C. Shepherd
Proc. ACM Program. Lang.2
2022 How Gender-Biased Tools Shape Newcomer Experiences in OSS Projects
abstract
Previous research has revealed that newcomer women are disproportionately affected by gender-biased barriers in open source software (OSS) projects. However, this research has focused mainly on social/cultural factors, neglecting the software tools and infrastructure. To shed light on how OSS tools and infrastructure might factor into OSS barriers to entry, we conducted two studies: (1) a field study with five teams of software professionals, who worked through five use cases to analyze the tools and infrastructure used in their OSS projects; and (2) a diary study with 22 newcomers (9 women and 13 men) to investigate whether the barriers matched the ones identified by the software professionals. The field study produced a bleak result: software professionals found gender biases in 73 percent of all the newcomer barriers they identified. Further, the diary study confirmed these results: Women newcomers encountered gender biases in 63 percent of barriers they faced. Fortunately, many kinds of barriers and biases revealed in these studies could potentially be ameliorated through changes to the OSS software environments and tools.
Hema Susmita Padala, Christopher J. Mendez, Felipe Fronchetti, Igor Steinmacher, Zoe Steine-Hanson, Claudia Hilderbrand, Amber Horvath, Charles Hill 0001, Logan Simpson, Margaret M. Burnett, Marco Aurélio Gerosa, Anita Sarma
IEEE Trans. Software Eng.3