Guy Smith

dblp:39/3403 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2002
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 3 first-authorSoftware engineering, systems software and programming languages · 1Graphics, computer vision, multimedia, augmented reality and games · 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
Empirical software engineering · 100%
Artificial intelligence
1 paper
Learning theory · 50% Deep learning architectures and training · 50%

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

TopicWeightPapersLastEvidence papers
Empirical software engineering
collaborative software development
0.012002
Accelerating software development through collaboration · ICSE 2002
Empirical software engineering › open source software
open source software development
0.012002
Accelerating software development through collaboration · ICSE 2002
Machine learning › Deep learning architectures and training
boolean neural network
0.011999
Comments on 'Design of Supervised Classifiers Using Boolean Neural Neworks' · IEEE Trans. Pattern Anal. Mach. Intell. 1999
Machine learning › Learning theory › classification
supervised classification
0.011999
Comments on 'Design of Supervised Classifiers Using Boolean Neural Neworks' · IEEE Trans. Pattern Anal. Mach. Intell. 1999
Empirical software engineering
software engineering practice
0.012002
Accelerating software development through collaboration · ICSE 2002

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

kernel-based classification · 0.0k-nearest neighbors · 0.0
YearPublicationVenuePosition
2002 Accelerating software development through collaboration
abstract
In early 1999, VA Software launched a project to understand how the Internet development community had been able to produce software such as Linux, Apache and Samba that was generally developed faster and with higher quality than comparable commercially available alternatives [1,2,3,20]. Our goal was simple: determine how to make more software development projects successful.We discovered that successful Internet community projects employed a number of practices that were not well characterized by traditional software engineering methodologies. We now refer to those practices as Collaborative Software Development or CSD. Late in 1999 we developed the SourceForge platform to make it easy for even small software development projects to employ those practices, and in November of 1999 launched the SourceForge.net web site based on the SourceForge platform.The site was an overwhelming success, and in less than two years, grew to support more than 27,000 software development projects and over a quarter million software developers worldwide. SourceForge.net affords us an unequaled test bed for understanding CSD. In response to demand from companies seeking to enable CSD within their organizations, we announced a commercial version of the SourceForge platform, SourceForge Enterprise Edition, in August 2001.This paper describes the principles of CSD, the software development pain points those principles address, and our experience enabling CSD with the SourceForge platform.
Larry M. Augustin, Dan Bressler, Guy Smith
ICSE3
1999 Comments on 'Design of Supervised Classifiers Using Boolean Neural Neworks'
abstract
Gazula and Kabuka (1995) describe a binary neural network which implements a nonparametric statistical classifier. However, they implement a kernel-based classifier rather than k-nearest-neighbors, as stated in their paper. The commenter states that some other aspects of their paper are not clear. One of the original authors replies to points made by the commenter.
Guy Smith
IEEE Trans. Pattern Anal. Mach. Intell.1
1998 Texture segmentation using zero crossings information
abstract
Image texture can be defined as a local two-dimensional random field. The Gauss Markov random field (GMRF) and grey level co-occurrence (GLC) algorithms compute features from models of this random field. However, the GMRF and GLC algorithms capture only second-order interactions between pixels. We describe an algorithm which models texture as a local two-dimensional random field and captures high-order interactions.
Guy Smith, Ian Dennis Longstaff
ICPR1
1997 Measuring texture classification algorithms
Guy Smith, Ian Burns
Pattern Recognit. Lett.1