Dale Paas

dblp:304/3269 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2023
0009-0007-6968-6484ORCID · corroborated

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

Software engineering, systems software and programming languages · 4 · 4 since 2021
YearPublicationVenuePosition
2023 Prioritizing Natural Language Test Cases Based on Highly-Used Game Features
abstract
Software testing is still a manual activity in many industries, such as the gaming industry. But manually executing tests becomes impractical as the system grows and resources are restricted, mainly in a scenario with short release cycles. Test case prioritization is a commonly used technique to optimize the test execution. However, most prioritization approaches do not work for manual test cases as they require source code information or test execution history, which is often not available in a manual testing scenario. In this paper, we propose a prioritization approach for manual test cases written in natural language based on the tested application features (in particular, highly-used application features). Our approach consists of (1) identifying the tested features from natural language test cases (with zero-shot classification techniques) and (2) prioritizing test cases based on the features that they test. We leveraged the NSGA-II genetic algorithm for the multi-objective optimization of the test case ordering to maximize the coverage of highly-used features while minimizing the cumulative execution time. Our findings show that we can successfully identify the application features covered by test cases using an ensemble of pre-trained models with strong zero-shot capabilities (an F-score of 76.1%). Also, our prioritization approaches can find test case orderings that cover highly-used application features early in the test execution while keeping the time required to execute test cases short. QA engineers can use our approach to focus the test execution on test cases that cover features that are relevant to users.
Markos Viggiato, Dale Paas, Cor-Paul Bezemer
ESEC/SIGSOFT FSE2
2023 A Taxonomy of Testable HTML5 Canvas Issues
abstract
The HTML5canvas> is widely used to display high quality graphics in web applications. However, the combination of web, GUI, and visual techniques that are required to buildcanvas> applications, together with the lack of testing and debugging tools, makes developing such applications very challenging. To help direct future research on testingcanvas> applications, in this paper we present a taxonomy of testablecanvas> issues. First, we extracted 2,403canvas>-related issue reports from 123 open source GitHub projects that use the HTML5canvas>. Second, we constructed our taxonomy by manually classifying a random sample of 332 issue reports. Our manual classification identified five broad categories of testablecanvas> issues, such as Visual and Performance issues. We found that Visual issues are the most frequent (35%), while Performance issues are relatively infrequent (5%). We also found that many testablecanvas> issues that present themselves visually on thecanvas> are actually caused by other components of the web application. Our taxonomy of testablecanvas> issues can be used to steer future research intocanvas> issues and testing.
Finlay Macklon, Markos Viggiato, Natalia Romanova, Chris Buzon, Dale Paas, Cor-Paul Bezemer
IEEE Trans. Software Eng.5
2023 Identifying Similar Test Cases That Are Specified in Natural Language
abstract
Software testing is still a manual process in many industries, despite the recent improvements in automated testing techniques. As a result, test cases (which consist of one or more test steps that need to be executed manually by the tester) are often specified in natural language by different employees and many redundant test cases might exist in the test suite. This increases the (already high) cost of test execution. Manually identifying similar test cases is a time-consuming and error-prone task. Therefore, in this paper, we propose an unsupervised approach to identify similar test cases. Our approach uses a combination of text embedding, text similarity and clustering techniques to identify similar test cases. We evaluate five different text embedding techniques, two text similarity metrics, and two clustering techniques to cluster similar test steps and three techniques to identify similar test cases from the test step clusters. Through an evaluation in an industrial setting, we showed that our approach achieves a high performance to cluster test steps (an F-score of 87.39%) and identify similar test cases (an F-score of 86.13%). Furthermore, a validation with developers indicates several different practical usages of our approach (such as identifying redundant test cases), which help to reduce the testing manual effort and time.
Markos Viggiato, Dale Paas, Chris Buzon, Cor-Paul Bezemer
IEEE Trans. Software Eng.2
2022 Automatically Detecting Visual Bugs in HTML5 Canvas Games
abstract
The HTML5 is used to display high quality graphics in web applications such as web games (i.e., games). However, automatically testing games is not possible with existing web testing techniques and tools, and manual testing is laborious. Many widely used web testing tools rely on the Document Object Model (DOM) to drive web test automation, but the contents of the are not represented in the DOM. The main alternative approach, snapshot testing, involves comparing oracle snapshot images with test-time snapshot images using an image similarity metric to catch visual bugs, i.e., bugs in the graphics of the web application. However, creating and maintaining oracle snapshot images for games is onerous, defeating the purpose of test automation. In this paper, we present a novel approach to automatically detect visual bugs in games. By leveraging an internal representation of objects on the , we decompose snapshot images into a set of object images, each of which is compared with a respective oracle asset (e.g., a sprite) using four similarity metrics: percentage overlap, mean squared error, structural similarity, and embedding similarity. We evaluate our approach by injecting 24 visual bugs into a custom game, and find that our approach achieves an accuracy of 100%, compared to an accuracy of 44.6% with traditional snapshot testing.
Finlay Macklon, Mohammad Reza Taesiri, Markos Viggiato, Stefan Antoszko, Natalia Romanova, Dale Paas, Cor-Paul Bezemer
ASE6