EDBT 2026 Demo / reviewers in the wild / expert
Riccardo Coppola
dblp:187/0985
· DBLP profile ↗
29ranked-venue papers
8as first author
24since 2021 · last 2026
0000-0003-4601-7425ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 26 · 7 first-author · 23 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AI in GUI-based testing: A survey of techniques, tools, and perceived advantages and limitations
Domenico Amalfitano, Riccardo Coppola, Damiano Distante, Filippo Ricca |
J. Syst. Softw. | 2 |
| 2026 | Gamification of conceptual modeling education with UML class diagrams: an experimental analysisabstractAbstract UML has become, throughout the years, the most popular modeling language for the conceptual design of software. However, UML diagrams are frequently flawed with semantic and syntactical errors. One of the main root causes for such issues can be traced back to software modeling education in software engineering curricula, which is typically given less attention than core development activities. The objective of this manuscript is to describe the application of gamification (i.e., the use of game-related mechanics in non-gameful contexts) to increase the motivation and engagement of Master’s students in learning the core concepts of UML modeling. Our tool prototype includes typical gamification mechanics such as avatars, achievements, scoring mechanisms, and leaderboards and incorporates a system for automatic validation of the correctness of the student’s solution. We empirically evaluated the benefits achieved through the tool by performing a controlled experiment with 280 Master’s students. We found that the use of gamification significantly increased the student commitment to perform exercises, the completeness of the exercises, and the semantic quality of the produced diagrams. Through standard usability questionnaires, we also gathered positive responses and attitudes toward the usage of the tool. Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano |
Softw. Syst. Model. | 2 |
| 2026 | Gamification of software development, verification and validation
Maurizio Leotta, Riccardo Coppola, Luca Ardito |
Softw. Qual. J. | 2 |
| 2025 | Copyright Infringement Issues and Mitigations in Data for Training Generative AI
Anna Arnaudo, Riccardo Coppola, Maurizio Morisio, Antonio Vetrò, Maurizio Borghi, Bryan Khan, Riccardo Raso |
IEEE Big Data | 2 |
| 2025 | An Automated Diagram Generator of Reference Solutions for Modeling Educators
Giacomo Garaccione, Riccardo Coppola, Luca Ardito |
SEAA | 2 |
| 2025 | Enhancing Software Maintainability Through LLM-Assisted Code Refactoring
Tommaso Fulcini, Riccardo Coppola, Flavio Giobergia, Amirali Changizi, Meelad Dashti, Kimia Dorrani, Domenico Amalfitano, Damiano Distante, Filippo Ricca |
PROFES | 2 |
| 2025 | Extraction and empirical evaluation of GUI-level invariants as GUI Oracles in mobile app testing
Ali Asghar Yarifard, Saeed Araban, Samad Paydar, Vahid Garousi, Maurizio Morisio, Riccardo Coppola |
Inf. Softw. Technol. | 6 |
| 2025 | Kotlin assimilating the Android ecosystem: An appraisal of diffusion and impact on maintainability
Riccardo Coppola, Tommaso Fulcini, Luca Ardito, Marco Torchiano |
J. Syst. Softw. | 1 |
| 2025 | Ranking approaches for similarity-based web element locationabstractContext: GUI-based tests for web applications are frequently broken by fragility, i.e. regression tests fail due to changing properties of the web elements. The most influential factor for fragility are the locators used in the scripts, i.e. the means of identifying the elements of the GUI. Objective: We extend a state-of-the-art Multi-Locator solution that considers 14 locators from the DOM model of a web application, and identifies overlapping nodes in the DOM tree (VON-Similo). We augment the approach with standard Machine Learning and Learning to Rank (LTR) approaches to aid the location of web elements. Method: We document an experiment with a ground truth of 1163 web element pairs, taken from different releases of 40 web applications, to compare the robustness of the algorithms to locator weight change, and the performance of LTR approaches in terms of MeanRank and PctAtN. Results: Using LTR algorithms, we obtain a maximum probability of finding the correct target at the first position of 88.4% (lowest 82.57%), and among the first three positions of 94.79% (lowest 91.86%). The best mean rank of the correct candidate is 1.57. Conclusion: The similarity-based approach proved to be highly dependable in the context of web application testing, where a low percentage of matching errors can still be accepted. Riccardo Coppola, Robert Feldt, Michel Nass, Emil Alégroth |
J. Syst. Softw. | 1 |
| 2025 | Gamification of conceptual modeling education: an analysis of productivity and students' perception
Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano |
Softw. Qual. J. | 2 |
| 2024 | Gamifying Business Process Modeling Education: A Longitudinal StudyabstractGamification, the practice consisting of adapting game elements and features in non-recreational contexts to increase user motivation and interest, has become increasingly common in recent years in the different fields of Software Engineering such as development, requirements definition, testing, and education. Giacomo Garaccione, Riccardo Coppola, Luca Ardito |
EASE | 2 |
| 2024 | Teaching Scrum with a focus on efficiency and inclusivenessabstractThe Scrum framework has gained widespread adoption in the industry for its emphasis on collaboration and continuous improvement. However, it has not reached a similar relevance in Software Engineering (SE) curricula. This work reports the experience of five editions of a SE course within an M.Sc. Degree in Computer Engineering. The course primary educational objective is to provide students with the skills to manage software development projects with Scrum. The course is based on the execution of a team project and on the definition of qualitative and quantitative means of assessment of the application of Scrum. The conduction of five editions of the course allowed us to identify several lessons learned about time budgeting and team compositions in agile student projects and its evidence of the applicability of the framework to software development courses. Marco Torchiano, Antonio Vetrò, Riccardo Coppola |
EASE | 3 |
| 2024 | Evaluating Large Language Models in Exercises of UML Class Diagram ModelingabstractLarge Language Models (LLM) have rapidly affirmed in the latest years as a means to support or substitute human actors in a variety of tasks. LLM agents can generate valid software models, because of their inherent ability in evaluating textual requirements provided to them in the form of prompts. Daniele De Bari, Giacomo Garaccione, Riccardo Coppola, Marco Torchiano, Luca Ardito |
ESEM | 3 |
| 2024 | Gamification of a BPMN Modeling Course: an Analysis of Effectiveness and Student PerceptionabstractBackground. Gamification, i.e. the use of game-like elements in non-recreational contexts for increasing user participation and interest, has been adopted several times for Software Engineering activities for both practitioners and learners. There is, however, little evidence in the literature about applications of gamification to the discipline of Process Modeling, and even fewer experience reports are available about the use of gamified tooling in education. Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano |
ESEM | 2 |
| 2024 | Gamification of business process modeling education: an experimental analysisabstractAbstract Gamification, the practice of using game elements in non-recreational contexts to increase user participation and interest, has been applied more and more throughout the years in software engineering. Business process modeling is a skill considered fundamental for software engineers, with Business Process Modeling Notation (BPMN) being one of the most commonly used notations for this discipline. BPMN modeling is present in different curricula in specific Master’s Degree courses related to software engineering but is usually seen by students as an unappealing or uninteresting activity. Gamification could potentially solve this issue, though there have been no relevant attempts in research yet. This paper aims at collecting preliminary insights on how gamification affects students’ motivation in performing BPMN modeling tasks and—as a consequence—their productivity and learning outcomes. A web application for modeling BPMN diagrams augmented with gamification mechanics such as feedback, rewards, progression, and penalization has been compared with a non-gamified version that provides more limited feedback in an experiment involving 200 students. The diagrams modeled by the students are collected and analyzed after the experiment. Students’ opinions are gathered using a post-experiment questionnaire. Statistical analysis showed that gamification leads students to check more often for their solutions’ correctness, increasing the semantic correctness of their diagrams, thus showing that it can improve students’ modeling skills. The results, however, are mixed and require additional experiments in the future to fine-tune the tool for actual classroom use. Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano |
Softw. Syst. Model. | 2 |
| 2024 | On Effectiveness and Efficiency of Gamified Exploratory GUI TestingabstractContext: Gamification appears to improve enjoyment and quality of execution of software engineering activities, including software testing. Though commonly employed in industry, manual exploratory testing of web application GUIs was proven to be mundane and expensive. Gamification applied to that kind of testing activity has the potential to overcome its limitations, though no empirical research has explored this area yet.Goal: Collect preliminary insights on how gamification, when performed by novice testers, affects the effectiveness, efficiency, test case realism, and user experience in exploratory testing of web applications.Method: Common gamification features augment an existing exploratory testing tool: Final Score with Leaderboard, Injected Bugs, Progress Bar, and Exploration Highlights. The original tool and the gamified version are then compared in an experiment involving 144 participants. User experience is elicited using the Technology Acceptance Model (TAM) questionnaire instrument.Results: Statistical analysis identified several significant differences for metrics that represent the effectiveness and efficiency of tests showing an improvement in coverage when they were developed with gamification. Additionally, user experience is improved with gamification.Conclusions: Gamification of exploratory testing has a tangible effect on how testers create test cases for web applications. While the results are mixed, the effects are most beneficial and interesting and warrant more research in the future. Further research shall be aimed at confirming the presented results in the context of state-of-the-art testing tools and real-world development environments. Riccardo Coppola, Tommaso Fulcini, Luca Ardito, Marco Torchiano, Emil Alégroth |
IEEE Trans. Software Eng. | 1 |
| 2023 | Gamification of Business Process Modeling Notation education: an experience reportabstractBusiness Process Modeling (BPM) is a skill considered fundamental for computer engineers, with Business Process Modeling Notation (BPMN) being one of the most commonly used notations for this discipline. BPMN modeling is present in different curricula in specific Master’s Degree courses related to software engineering, but, in practice, students often underperform on BPMN modeling exercises due to difficulties in learning good modeling practices. In recent years, more and more fields of computer science have employed gamification (the usage of game elements in non-recreational contexts to gain benefits in terms of interest, participation, motivation, and enjoyment) with positive results during both development and teaching processes. Thus, we have developed a platform for BPMN modeling that employs gamification mechanics to facilitate learning good modeling practices with mechanisms such as rewarding good modeling solutions and penalizing less correct ones, with a dedicated feedback mechanism that maps correctly modeled elements to the corresponding concept. A preliminary laboratory experiment has been conducted with students of an Information Systems course to evaluate how students receive the mechanics and if there may be benefits in using a gamified environment for teaching process modeling throughout an entire course. Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano |
EASE | 2 |
| 2023 | Robust web element identification for evolving applications by considering visual overlapsabstractFragile (i.e., non-robust) test execution is a common challenge for automated GUI-based testing of web applications as they evolve. Despite recent progress, there is still room for improvement since test execution failures caused by technical limitations result in unnecessary maintenance costs that limit its effectiveness and efficiency. One of the most reported technical challenges for web-based tests concerns how to reliably locate a web element used by a test script.This paper proposes the novel concept of Visually Overlapping Nodes (VON) that reduces fragility by utilizing the phenomenon that visual web elements (observed by the user) are constructed from multiple web-elements in the Document Object Model (DOM) that overlaps visually.We demonstrate the approach in a tool, VON Similo, which extends the state-of-the-art multi-locator approach (Similo) that is also used as the baseline for an experiment. In the experiment, a ground truth set of 1163 manually collected web element pairs, from different releases of the 40 most popular web applications on the internet, are used to compare the approaches’ precision, recall, and accuracy.Our results show that VON Similo provides 94.7% accuracy in identifying a web element in a new release of the same SUT. In comparison, Similo provides 83.8% accuracy.These results demonstrate the applicability of the visually overlapping nodes concept/tool for web element localization in evolving web applications and contribute a novel way of thinking about web element localization in future research on GUI-based testing. Michel Nass, Emil Alégroth, Robert Feldt, Riccardo Coppola |
ICST | 4 |
| 2023 | Multi-device, Robust, and Integrated Android GUI Testing: A Conceptual Framework
Riccardo Coppola, Luca Ardito, Marco Torchiano |
ICTSS | 1 |
| 2023 | Code review guidelines for GUI-based testing artifactsabstractReview of software artifacts, such as source or test code, is a common practice in industrial practice. However, although review guidelines are available for source and low-level test code, for GUI-based testing artifacts, such guidelines are missing. The goal of this work is to define a set of guidelines from literature about production and test code, that can be mapped to GUI-based testing artifacts. A systematic literature review is conducted, using white and gray literature to identify guidelines for source and test code. These synthesized guidelines are then mapped, through examples, to create actionable, and applicable, guidelines for GUI-based testing artifacts. The results of the study are 33 guidelines, summarized in nine guideline categories, that are successfully mapped as applicable to GUI-based testing artifacts. Of the collected literature, only 10 sources contained test-specific code review guidelines. These guideline categories are: perform automated checks, use checklists, provide context information, utilize metrics, ensure readability, visualize changes, reduce complexity, check conformity with the requirements and follow design principles and patterns. This pivotal set of guidelines provides an industrial contribution in filling the gap of general guidelines for review of GUI-based testing artifacts. Additionally, this work highlights, from an academic perspective, the need for future research in this area to also develop guidelines for other specific aspects of GUI-based testing practice, and to take into account other facets of the review process not covered by this work, such as reviewer selection. Riccardo Coppola, Emil Alégroth, Tony Gorschek |
Inf. Softw. Technol. | 2 |
| 2022 | A taxonomy of metrics for GUI-based testing research: A systematic literature review
Riccardo Coppola, Emil Alégroth |
Inf. Softw. Technol. | 1 |
| 2022 | Feature Matching-based Approaches to Improve the Robustness of Android Visual GUI TestingabstractIn automated Visual GUI Testing (VGT) for Android devices, the available tools often suffer from low robustness to mobile fragmentation, leading to incorrect results when running the same tests on different devices. To soften these issues, we evaluate two feature matching-based approaches for widget detection in VGT scripts, which use, respectively, the complete full-screen snapshot of the application ( Fullscreen ) and the cropped images of its widgets ( Cropped ) as visual locators to match on emulated devices. Our analysis includes validating the portability of different feature-based visual locators over various apps and devices and evaluating their robustness in terms of cross-device portability and correctly executed interactions. We assessed our results through a comparison with two state-of-the-art tools, EyeAutomate and Sikuli. Despite a limited increase in the computational burden, our Fullscreen approach outperformed state-of-the-art tools in terms of correctly identified locators across a wide range of devices and led to a 30% increase in passing tests. Our work shows that VGT tools’ dependability can be improved by bridging the testing and computer vision communities. This connection enables the design of algorithms targeted to domain-specific needs and thus inherently more usable and robust. Luca Ardito, Andrea Bottino, Riccardo Coppola, Fabrizio Lamberti, Francesco Manigrasso, Lia Morra, Marco Torchiano |
ACM Trans. Softw. Eng. Methodol. | 3 |
| 2021 | Translation from layout-based to visual android test scripts: An empirical evaluation
Riccardo Coppola, Luca Ardito, Marco Torchiano, Emil Alégroth |
J. Syst. Softw. | 1 |
| 2021 | Special issue on new generations of UI testingabstractSpecial issue on new generations of UI testingMarket demands for faster delivery and higher software quality are progressively becoming more stringent.A key hindrance for software companies to meet those demands is how to test the software due to the intrinsic costs of development, maintenance and evolution of testware, especially since testware should be defined and aligned, with all layers of the system under test (SUT), including all user interface (UI) abstraction levels.UI-based test approaches are forms of end-to-end testing.The interaction with the system is carried out by mimicking the operations that a human user would perform.Regarding graphical user interfaces (i.e., GUIs), different GUI-based test approaches exist according to the layer of abstraction of the GUI that is considered for creating test locators and oracles: specifically, first generation, or coordinate-based, tests use the exact position on the screen to identify the elements to interact with; second generation, or layout-based, tests leverage GUI properties as locators; and third generation, or visual, tests make use of image recognition.The three approaches provide various benefits and drawbacks.They are seldom used together because of the costs mentioned above, despite growing academic evidence of the complimentary benefits.User interfaces are, however, not limited to GUIs, especially with the recent diffusion of innovative typologies of user interfaces (e.g., conversational, voice-recognition, gesture-based and textual UIs) that are still rarely tested by developers; testing techniques can also be distinguished based on the way the test scripts are generated, i.e., if they are written inside JUnit-like test scripts or obtained through the capture of interactions with the SUT, or automatically obtained traversing a model of the user interface, as modern model-based testing tools do it.Test automation is a well-rooted practice in the industrial environment.However, there are software development domains, e.g., web and mobile apps, where UI testing is still not adopted on a systematic basis.The results of many investigations in literature highlighted many reasons for this lack of penetration of the most evolved UI testing techniques among developers:1 Scarce documentation of the available testing tools; 2 Significant maintenance effort when keeping the test scripts aligned with the evolution of the AUT, e.g., for performing regression testing; 3 Limited perception of the benefits that advanced UI testing techniques yield when confronted with traditional manual testing. Emil Alégroth, Luca Ardito, Riccardo Coppola, Robert Feldt |
Softw. Test. Verification Reliab. | 3 |
| 2020 | Effectiveness of Kotlin vs. Java in android app development tasks
Luca Ardito, Riccardo Coppola, Giovanni Malnati, Marco Torchiano |
Inf. Softw. Technol. | 2 |
| 2019 | Espresso vs. EyeAutomate: An Experiment for the Comparison of Two Generations of Android GUI TestingabstractContext: Different approaches exist for automated GUI testing of Android applications, each with its peculiarities, advantages, and drawbacks. The most common are either based on the structure of the GUI or use visual recognition. Luca Ardito, Riccardo Coppola, Maurizio Morisio, Marco Torchiano |
EASE | 2 |
| 2019 | Scripted GUI testing of Android open-source apps: evolution of test code and fragility causes
Riccardo Coppola, Maurizio Morisio, Marco Torchiano, Luca Ardito |
Empir. Softw. Eng. | 1 |
| 2019 | Mobile GUI Testing Fragility: A Study on Open-Source Android ApplicationsabstractAndroid applications do not seem to be tested as thoroughly as desktop ones. In particular, graphical user interface (GUI) testing appears generally limited. Like web-based applications, mobile apps suffer from GUI test fragility, i.e., GUI test classes failing or needing updates due to even minor modifications in the GUI or in the application under test. The objective of our study is to estimate the adoption of GUI testing frameworks among Android open-source applications, the quantity of modifications needed to keep test classes up to date, and their amount due to GUI test fragility. We introduce a set of 21 metrics to measure the adoption of testing tools and the evolution of test classes and test methods, and to estimate the fragility of test suites. We computed our metrics for six GUI testing frameworks, none of which achieved a significant adoption among Android projects hosted on GitHub. When present, GUI test methods associated with the considered tools are modified often, and a relevant portion (70% on average) of those modifications is induced by GUI-related fragilities. On average, for the projects considered, more than 7% of the total modified lines of code between consecutive releases belong to test classes developed with the analyzed testing frameworks. The measured percentage was higher on average than the one required by other generic test code, based on the JUnit testing framework. Fragility of GUI tests constitutes a relevant concern, probably an obstacle for developers to adopt test automation. This first evaluation of the fragility of Android scripted GUI testing can constitute a benchmark for developers and testers leveraging the analyzed test tools and the basis for the definition of a taxonomy of fragility causes and guidelines to mitigate the issue. Riccardo Coppola, Maurizio Morisio, Marco Torchiano |
IEEE Trans. Reliab. | 1 |
| 2016 | Constant SNR, Rate Control, and Entropy Coding for Predictive Lossy Hyperspectral Image CompressionabstractPredictive lossy compression has been shown to represent a very flexible framework for lossless and lossy onboard compression of multispectral and hyperspectral images with quality and rate control. In this paper, we improve predictive lossy compression in several ways, using a standard issued by the Consultative Committee on Space Data Systems, namely CCSDS-123, as an example of application. First, exploiting the flexibility in the error control process, we propose a constant-signal-to-noise-ratio algorithm that bounds the maximum relative error between each pixel of the reconstructed image and the corresponding pixel of the original image. This is very useful to avoid low-energy areas of the image being affected by large errors. Second, we propose a new rate control algorithm that has very low complexity and provides performance equal to or better than existing work. Third, we investigate several entropy coding schemes that can speed up the hardware implementation of the algorithm and, at the same time, improve coding efficiency. These advances make predictive lossy compression an extremely appealing framework for onboard systems due to its simplicity, flexibility, and coding efficiency. Marco Conoscenti, Riccardo Coppola, Enrico Magli |
IEEE Trans. Geosci. Remote. Sens. | 2 |