Paolo Busetta

dblp:84/2138 · DBLP profile ↗
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14ranked-venue papers
3as first author
3since 2021 · last 2023
—ORCID · none

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

Software engineering, systems software and programming languages · 5 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 1 first-authorDatabases, data management, data science and information retrieval · 2Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2023 Multimedia interactive exercises for online training
Anna Perini, Kurt Schneider, Linda Marilena Bertolli, Angelo Susi, Artem Gabbasov, Paolo Busetta, Matteo Pedrotti
Multim. Tools Appl.6
2023 Specifying requirements for collection and analysis of online user feedback
Maurizio Astegher, Paolo Busetta, Artem Gabbasov, Matteo Pedrotti, Anna Perini, Angelo Susi
Requir. Eng.2
2021 Specifying Requirements for Data Collection and Analysis in Data-Driven RE. A Research Preview
Maurizio Astegher, Paolo Busetta, Anna Perini, Angelo Susi
REFSQ2
2017 Tool-Supported Collaborative Requirements Prioritisation
abstract
Automated decision-making techniques are useful to support engineers when performing requirements engineering tasks. However, to be effectively used in practice they need to be integrated into the organisational context, in which stakeholder engagement becomes a critical adoption factor. In this paper, we propose a tool-supported collaborative requirements prioritisation process, called GRP, which exploits gamification elements to engage distributed stakeholders to contribute to the overall decision-making process. Analytic Hierarchy Process is used as key component of the game engine, and enables an iterative prioritisation process. The GRP process has been evaluated through an exploratory case study, which has been conducted at a small software company, providing us with preliminary evidence about the effectiveness of the proposed solution. The main findings and lessons learned from the case study are presented.
Paolo Busetta, Fitsum Meshesha Kifetew, Denisse Muñante Arzapalo, Anna Perini, Alberto Siena, Angelo Susi
COMPSAC (1)1
2017 DMGame: A Gamified Collaborative Requirements Prioritisation Tool
abstract
Automated decision-making techniques have been proposed to support engineers in selecting and prioritising requirements. However, to be effectively used in practice they need to be integrated into the organisational context, and their users, namely the members of the development team, and more generally the project's stakeholders, need to be engaged in the resulting tool-supported decision-making process. In this demo paper, we present a tool-supported collaborative requirements prioritisation process, which exploits game elements to engage distributed stakeholders to contribute to the overall decision-making process. AHP and Genetic Algorithms are used as key component of the game engine, which enables an iterative prioritisation process. The tool is part of the tool-suite developed in the SUPERSEDE project which aims at supporting a flexible feedback-anddata-driven software evolution approach.
Fitsum Meshesha Kifetew, Denisse Muñante Arzapalo, Anna Perini, Angelo Susi, Alberto Siena, Paolo Busetta
RE6
2017 Gamifying Collaborative Prioritization: Does Pointsification Work?
abstract
Gamification has been applied in software engineering contexts, and more recently in requirements engineering with the purpose of improving the motivation and engagement of people performing specific engineering tasks. But often an objective evaluation that the resulting gamified tasks successfully meet the intended goal is missing. On the other hand, current practices in designing gamified processes seem to rest on a try, test and learn approach, rather than on first principles design methods. Thus empirical evaluation should play an even more important role.We combined gamification and automated reasoning techniques to support collaborative requirements prioritization in software evolution. A first prototype has been evaluated in the context of three industrial use cases. To further investigate the impact of specific game elements, namely point-based elements, we performed a quasi-experiment comparing two versions of the tool, with and without pointsification. We present the results from these two empirical evaluations, and discuss lessons learned.
Fitsum Meshesha Kifetew, Denisse Muñante Arzapalo, Anna Perini, Angelo Susi, Alberto Siena, Paolo Busetta, Danilo Valerio
RE6
2015 Using Ontologies for Modeling Virtual Reality Scenarios
Mauro Dragoni, Chiara Ghidini, Paolo Busetta, Mauro Fruet, Matteo Pedrotti
ESWC3
2007 Adaptive, intelligent presentation of information for the museum visitor in PEACH
Oliviero Stock, Massimo Zancanaro, Paolo Busetta, Charles B. Callaway, Antonio Krüger, Michael Kruppa, Tsvi Kuflik, Elena Not, Cesare Rocchi
User Model. User Adapt. Interact.3
2006 An Agent-Based Architecture for Museum Visitors' Guide Systems
Tsvi Kuflik, Adriano Albertini, Paolo Busetta, Cesare Rocchi, Oliviero Stock, Massimo Zancanaro
ENTER3
2005 Opening the home: a web service approach to domotics
Marco Aiello 0001, Maurizio Marchese, Paolo Busetta, Gaetano Calabrese
IADIS AC3
2004 Agent Patterns for Ambient Intelligence
Paolo Bresciani, Loris Penserini, Paolo Busetta, Tsvi Kuflik
ER3
2004 Service Delivery in Smart Environments by Implicit Organizations
abstract
We present a novel technique to combine services, provided by mobile as well as fixed devices, on-the-fly and in a context-sensitive way within smart environments containing groups of people. The key intuition at the base of our approach is that, in those environments, similar functions are provided simultaneously by many agents on board of different devices; the issue becomes then of combining and coordinating their services in order to exploit their aggregated power or improve delivery. At the core of our work is the idea of implicit organizations, that is, teams of agents that continuously renegotiate how to provide services while the environment evolves. A concept demonstrator shows how implicit organizations can support a smart virtual meeting room. We foresee the application of our approach in assisting users and groups of users in active environments, such as an active museum. Here, our approach can enhance knowledge transfer and communication for groups visiting together cultural exhibits.
Paolo Busetta, Tsvi Kuflik, Mattia Merzi, Silvia Rossi 0002
MobiQuitous1
2001 Extending Multi-agent Cooperation by Overhearing
Paolo Busetta, Luciano Serafini, Dhirendra Singh, Floriano Zini
CoopIS1
2001 Transaction Oriented Computational Models for Multi-Agent Systems
abstract
BDI (Belief, Desire, Intention) is a mature and commonly adopted architecture for intelligent agents. However, the current computational model adopted by BDI has a number of problems with concurrency control, recoverability and predictability. This has hindered the construction of agents having robust and predictable behaviour. Indeed the conceptual and practical tools needed for building dependable agent systems, resilient to faults and other unexpected situations, are still at an early stage of research. To this end, we propose to use ideas from established database technology as an adjunct to BDI agent systems. In the long term, we envisage a two layer model for distributed system development. The upper layer, called "behavioural" in our scheme, consists of concepts and techniques coming from agent research. The lower layer, called "control", is based on more traditional computer technologies and implements the actions decided by the upper layer. The emphasis of the upper behavioural layer is on flexibility of the software development process, in order to be effective in application domains that are difficult to analyse or rapidly changing. By contrast, the main focus of the lower control layer is rigorous and efficient implementation within wellknown boundaries. We discuss the development of an agent system having a computational model with well-defined correctness criteria. Instead of hardwiring robustness and fault-tolerant behaviour into agent plans, well defined notions of correctness exist at the semantic level. Verification can then be undertaken at the desired level of abstraction.
Kotagiri Ramamohanarao, James Bailey 0001, Paolo Busetta
ICTAI3