Antero Taivalsaari

dblp:38/5559 · DBLP profile ↗
← Back
21ranked-venue papers
11as first author
4since 2021 · last 2025
0000-0002-7769-2880ORCID · verified

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

Software engineering, systems software and programming languages · 15 · 6 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 6 first-author · 1 since 2021Databases, data management, data science and information retrieval · 4 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author
YearPublicationVenuePosition
2025 Software Reuse in the Generative AI Era: From Cargo Cult Towards Systematic Practices
abstract
Software development is currently under a paradigm shift in which artificial intelligence and generative software reuse are taking the center stage in software creation. Consequently, earlier software reuse practices and methods are rapidly being replaced by AI-assisted approaches in which developers place their trust on code that has been generated by artificial intelligence. This is leading to a new form of software reuse that is conceptually not all that different from cargo cult development. In this short paper we discuss the implications of AI-assisted generative software reuse in the context of emerging "AI native" software engineering, bring forth relevant questions, and define a tentative research agenda and call to action for tackling some of the central issues associated with this approach.
Tommi Mikkonen, Antero Taivalsaari
Internetware2
2025 Hayshark: A Web-Based System for Remote Visualization of Network Traffic
abstract
Any computer or device connected to the Internet today will be exposed to a significant amount of network traffic from potentially thousands of different IP addresses. The vast majority of this traffic is entirely invisible to ordinary users. In this paper we introduce a system called Hayshark that can be used for visualizing and analyzing network traffic on a multitude of computing devices in a quick”at-a-glance” fashion. The Hayshark system constructs and dynamically maintains a live 3D graph representation of all incoming network traffic, and presents the data streams in a visual web-based user interface with force-directed graph layout. The user interface includes detailed message statistics and the ability to quickly dive deeper into individual streams if any anomalies are detected in their behavior.
Antero Taivalsaari
WEBIST1
2023 LiquidAI: Towards an Isomorphic AI/ML System Architecture for the Cloud-Edge Continuum
Kari Systä, Cesare Pautasso, Antero Taivalsaari, Tommi Mikkonen
ICWE3
2021 Full Stack Is Not What It Used to Be
Antero Taivalsaari, Tommi Mikkonen, Cesare Pautasso, Kari Systä
ICWE1
2019 Programming the Tip of the Iceberg: Software Reuse in the 21st Century
abstract
Opportunistic design - an approach in which people develop new software systems by routinely reusing and combining components that were not designed to be used together - has recently become very popular. This emergent pattern places focus on large scale reuse and developer convenience, with the developers "trawling" for most suitable open source components and modules online. The availability of open source assets for almost all imaginable domains has led to software systems in which the visible application code - written by the application developers themselves - forms only the "tip of the iceberg" compared to the reused bulk that remains mostly unknown to the developers. The actual reuse takes place in a rather ad hoc, mix-and-match fashion. In this paper, we take a look at this emerging approach and argue that challenges associated with such development model are quite different from traditional software development.
Antero Taivalsaari, Tommi Mikkonen, Niko Mäkitalo
SEAA1
2019 On the Web Platform Cornucopia
Tommi Mikkonen, Cesare Pautasso, Kari Systä, Antero Taivalsaari
ICWE4
2019 Gateways to Heaven: Observations and Predictions on the Software Architecture of IoT Gateways
abstract
The Internet of Things (IoT) enables connected devices that are an integral part of the physical world. The possibility to connect, manage, configure and dynamically reprogram remote devices through local and global cloud environments will open up a broad variety of new use cases, services, applications and device categories, and will enable entirely new product and application ecosystems as well. In this paper we discuss the software architecture options of IoT gateways as a follow-up to our earlier paper that defined a taxonomy of software architectures for IoT devices. We summarize several different software architecture options for IoT gateways. These options have a significant impact on the overall end-to-end architecture and topology of IoT systems, e.g., in determining how much computation can be performed on the edge of the network. Based on our observations and industry experiences we then make predictions on the future of gateway solutions and IoT systems more broadly.
Antero Taivalsaari, Tommi Mikkonen
MoMM1
2018 Web User Interface Implementation Technologies: An Underview
Antero Taivalsaari, Tommi Mikkonen, Kari Systä, Cesare Pautasso
WEBIST1
2017 Comparing the Built-In Application Architecture Models in the Web Browser
abstract
Depending on one's viewpoint, a generic standards-compatible web browser supports three, four or five built-in application rendering and programming models. In this paper, we provide an overview of the built-in client-side web application architectures. While the dominance of the base HTML/CSS/JS technologies cannot be ignored, we foresee Web Components and WebGL gaining popularity as the world moves towards more complex and even richer web applications, including systems supporting virtual and augmented reality.
Antero Taivalsaari, Tommi Mikkonen, Cesare Pautasso, Kari Systä
ICSA1
2017 Beyond the next 700 lot platforms
abstract
The emergence of the Internet of Things (IoT) brings us connected devices that are an integral part of the physical world. Everyday devices and things will have considerable computing and communication capabilities, and will turn the real world programmable in a very literal sense. The dawn of the Programmable World poses significant challenges above and beyond data acquisition, analytics and other common research topics in the IoT area. In this paper we take a look at the software development issues associated with the Programmable World, highlighting technical topics that deserve developer education and deeper investigation by the research community.
Antero Taivalsaari, Tommi Mikkonen
SMC1
2017 The Web as a Software Platform: Ten Years Later
Antero Taivalsaari, Tommi Mikkonen
WEBIST1
2017 Architecting Liquid Software
Andrea Gallidabino, Cesare Pautasso, Tommi Mikkonen, Kari Systä, Jari-Pekka Voutilainen, Antero Taivalsaari
J. Web Eng.6
2016 Kiuas - IoT Cloud Environment for Enabling the Programmable World
abstract
The Internet of Things (IoT) represents the next significant step in the evolution of the Internet and software development. Until recently, the majority of work in the IoT area focused on data acquisition, analytics and visualization. However, we believe that the evolution towards IoT will eventually result in the creation of a Programmable World in which even the simplest things and most ordinary artifacts are connected to public or private clouds and can be controlled and programmed remotely. In this paper we will introduce Kiuas -- a cloud-based IoT development environment for enabling the Programmable World. The main objective of the Kiuas system is to make software development for complex, large and dynamic topologies of IoT devices as effortless as possible.
Petri Selonen, Antero Taivalsaari
SEAA2
2016 On the Architecture of Liquid Software: Technology Alternatives and Design Space
abstract
The liquid metaphor refers to software that operates seamlessly across multiple devices owned by one or multiple users. Liquid software architectures can dynamically deploy and redeploy stateful software components and transparently adapt them to the capabilities of heterogeneous target devices. The key design goal in liquid software development is to minimize the efforts that are related to multiple device ownership (e.g., installation, synchronization and general maintenance of personal computers, smartphones, tablets, home displays, cars and wear-able devices), while keeping the users in full control of their devices, applications and data. In this paper we present a design space for liquid software, categorizing and discussing the most important architectural issues and alternatives. These alternatives represent relevant capabilities offered by emerging technologies and deployment platforms that are then positioned and compared within the design space presented in the paper.
Andrea Gallidabino, Cesare Pautasso, Ville Ilvonen, Tommi Mikkonen, Kari Systä, Jari-Pekka Voutilainen, Antero Taivalsaari
WICSA7
2014 Liquid Software Manifesto: The Era of Multiple Device Ownership and Its Implications for Software Architecture
abstract
Today, the digital life of people in developed markets is dominated by PCs and smart phones. Yet, as successful as PCs and smart phones are, the dominant era of PCs and smart phones is about to come to an end. Device shipment trends indicate that the number of web-enabled devices other than PCs and smart phones will grow rapidly. In the near future, people will commonly use various types of internet-connected devices in their daily lives. Unlike today, no single device will dominate the user's digital life. The transition to a world of multiple device ownership is still rife with problems. Since devices are mostly standalone and only stay in sync in limited ways, the users will have to spend a lot of time managing them. These device management chores become much more tedious as the number of devices in a person's life increases. In this paper we look at the ongoing paradigm shift towards multiple device ownership and its implications for software architecture. We argue that the transition to multiple device ownership will eventually lead us to liquid software - an approach that will allow data and applications to seamlessly move between multiple devices and screens. The new era will imply significant changes in the development, deployment and use of software, opening up new opportunities in software engineering research as well.
Antero Taivalsaari, Tommi Mikkonen, Kari Systä
COMPSAC1
2013 Cloud computing and its impact on mobile software development: Two roads diverged
Tommi Mikkonen, Antero Taivalsaari
J. Syst. Softw.2
2008 Web Applications - Spaghetti Code for the 21st Century
abstract
The software industry is currently in the middle of a paradigm shift. Applications are increasingly written for the World Wide Web. Unfortunately, the technologies used for Web application development today violate well-known software engineering principles, and they have reintroduced problems that had already been eliminated years ago in the aftermath of the ldquospaghetti code warsrdquo of the 1970s. In this paper, we investigate Web application development from the viewpoint of software engineering principles. We argue that current Web technologies are inadequate in supporting many of these principles, but also that there is no fundamental reason for Web applications to be any worse than conventional applications in any of these areas. Rather, the current inadequacies are an accidental consequence of the poor conceptual and technological foundation of the Web development technologies today.
Tommi Mikkonen, Antero Taivalsaari
SERA2
1999 Generalized and Stationary Scrolling
abstract
We present a generalized definition of scrolling that unifies a wide range of existing interaction techniques, from conventional scrolling through pan and zoom systems and fish-eye views. Furthermore it suggests a useful class of new scrolling techniques in which objects do not move across the display. These “stationary scrolling” techniques do not exhibit either of two problems that plague spatial scrolling system: discontinuity in salience and the undermining of the user's spatial memory.
Randall B. Smith, Antero Taivalsaari
ACM Symposium on User Interface Software and Technology2
1997 TDE: Supporting Geographically Distributed Software Design with Shared, Collaborative Workspaces
Antero Taivalsaari, Sami Vaaraniemi
CAiSE1
1994 Prototype-Based Languages: Object Lessons from Class-Free Programming (Panel)
Randall B. Smith, Mark Lentczner, Walter R. Smith, Antero Taivalsaari, David M. Ungar
OOPSLA4
1993 On the notion of object
Antero Taivalsaari
J. Syst. Softw.1