EDBT 2026 Demo / reviewers in the wild / expert
Emanuela Guglielmi
dblp:318/1211
· DBLP profile ↗
14ranked-venue papers
7as first author
14since 2021 · last 2027
0000-0002-5443-1303ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 14 · 7 first-author · 14 since 2021Databases, data management, data science and information retrieval · 2 · 2 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2027 | Revisiting code readability improvement with LLMs: A critical assessment of fine-tuned modelsabstractAbstract Code comprehension is vital for software development. Still, unreadable code remains a significant issue, costing substantial time and money losses. While tools to identify code exhibiting a low readability exist, take actions to improve such a quality aspect is far from trivial. To support developers in such a task, Vitale et al. introduced at ASE’23 an approach using a transformer model (T5) fine-tuned on code commits in which developers explicitly stated their goal to improve code readability. The authors reported that their model is able to generate readability-improving changes being identical to those implemented by developers (exact matches) in 21% of cases and that, even when they differ, they still improve readability in the vast majority of cases ( $$\sim $$ 80%). Given the major advances in AI made in the last few years, we questioned whether a fine-tuning for such a task was still needed in the era of Large Language Models (LLMs), thus revisiting the work by Vitale et al. with state-of-the-art models. In doing so, we found out one major issue with the original study design: The training-test splitting was performed randomly ( i.e., readability-improving commits mined from open source projects were randomly split between training and test) rather than by project, significantly inflating the reported performance due to repeating readability-improving commits done within the same project. Indeed, as we will show, even newer and more powerful LLMs fine-tuned for this task can only achieve a $$\sim $$ 1% of exact matches. Once fixed this issue, we shifted our attention on assessing whether fine-tuning on available developer readability improvements is actually needed given the recent advances in general-purpose LLMs. We compare the performance of fine-tuned state-of-the-art LLMs with what they achieve in zero-shot setting, also including in our study commercial LLMs (GPT-4.1). As we will show, quantitative metrics ( e.g., exact matches, CrystalBLEU) tell very little about the readability-improving capabilities of LLMs and, thus, our study is mainly qualitative in nature, with a total of $$\sim $$ 9,500 inspected LLMs’ change recommendations. While all models do improve code readability, our results clearly show that fine-tuning using mined readability-improving commits does not help and, instead, results in sensibly poorer readability recommendations as compared to LLMs used in a zero-shot setting, with GPT-4.1 being the one achieving the best results. Antonio Vitale, Emanuela Guglielmi, Valentina Piantadosi, Antonio Mastropaolo, Gabriele Bavota, Rocco Oliveto, Simone Scalabrino |
Empir. Softw. Eng. | 2 |
| 2026 | On the Impact of Code Comments for Automated Bug-Fixing: An Empirical StudyabstractLarge Language Models (LLMs) are increasingly relevant in Software Engineering research and practice, with Automated Bug Fixing (ABF) being one of their key applications. ABF involves transforming a buggy method into its fixed equivalent. A common preprocessing step in ABF involves removing comments from code prior to training. However, we hypothesize that comments may play a critical role in fixing certain types of bugs by providing valuable design and implementation insights. In this study, we investigate how the presence or absence of comments, both during training and at inference time, impacts the bug-fixing capabilities of LLMs. We conduct an empirical evaluation comparing two model families, each evaluated under all combinations of training and inference conditions (with and without comments), and thereby revisiting the common practice of removing comments during training. To address the limited availability of comments in state-of-the-art datasets, we use an LLM to automatically generate comments for methods lacking them. Our findings show that comments improve ABF accuracy by up to threefold when present in both phases, while training with comments does not degrade performance when instances lack them. Additionally, an interpretability analysis identifies that comments detailing method implementation are particularly effective in aiding LLMs to fix bugs accurately. Antonio Vitale, Emanuela Guglielmi, Simone Scalabrino, Rocco Oliveto |
ICPC | 2 |
| 2026 | Using large language models to test voice user interfacesabstractAbstract Voice-based virtual assistants enable hands-free operation, allowing users to perform tasks, access information, and control smart home devices through simple voice commands. Their growing ubiquity in smartphones, smart speakers, and other devices led to the flourish of more and more apps taking advantage of a Voice User Interface (VUI). VUI testing is far from trivial due to the wide variability in human speech (e.g., different accents, dialects, speech patterns), and the fact that users can express the same command in numerous ways, using different (but semantically equivalent) wordings and phrases. For this reason, techniques have been proposed to support VUI testing. The basic idea behind these specialized approaches is to generate paraphrases for the set of voice commands for which developers implemented support in the VUI. Preliminary results from a recent study suggest that specialized models can outperform a general-purpose LLM (ChatGPT). However, a simple prompt and interaction strategy with ChatGPT has been adopted. In other words, it is still unknown whether optimizing the LLM usage allows to obtain better results. In this paper, we aim to thoroughly study to what extent LLMs (ChatGPT, specifically) can be adopted to test VUIs. We focused on optimizing the used prompt and the interaction with the model. Our results show that an optimized use of LLMs results in new state-of-the-art performance for VUI testing in terms of number of correct and bug-revealing paraphrases. While introducing the generated paraphrases into the Voice Interaction Models of the skills allows to fix some bugs, we observe that many bugs remain, and some are even introduced by the generated paraphrases. Our results call for specialized approaches for fixing bugs in VUIs. Emanuela Guglielmi, Angelica Spina, Gabriele Bavota, Rocco Oliveto, Simone Scalabrino |
Empir. Softw. Eng. | 1 |
| 2026 | More Code, Less Understanding? On the Impact of AI Assistants on Developers' Productivity and Code OwnershipabstractArtificial Intelligence (AI) is transforming many domains, including software engineering. AI-based tools are gaining popularity and are increasingly being integrated into software development workflows, automating complex tasks such as code writing and reviewing. When it comes to coding tasks, some evidence suggests that tools like Copilot boost developers’ productivity (e.g.,developers can handle a larger number of pull requests per week). However, it remains unclear whether this comes at the expense of code ownership (i.e.,the developer’ ability to argue about their implementation choices). To partially address this gap, we present an experiment aimed at investigating the impact of AI-based assistants on developers’ productivity and behavior in the context of code writing (e.g.,developing a program from scratch or evolving an existing code). Our focus is on the interplay between productivity and code ownership. We asked 69 participants (34 BSc and 13 MSc students, 8 researchers, and 14 professional developers) to perform two code writing tasks, one with the support of AI and one without. Then, we compared the two treatments in terms of: (i) time spent on the coding task and percentage of the task completeness—both being productivity proxies; and (ii) ability of the participants to answer questions about the code they implemented—code ownership proxy. While the time-based analyses did not provide strong evidence on the impact of AI on the investigated dependent variables, participants using AI achieved a much higher task completeness (>2× in terms of median), confirming a positive impact on their productivity. However, such a boost did not come for free. Indeed, we also observed a loss in code ownership when participants used AI, with lower ability to answer technical questions (–12.5%). Alberto Martin-Lopez, Rosalia Tufano, Emanuela Guglielmi, Ana Belén Sánchez, Ana Lourdes Sanz, Simone Scalabrino, Rocco Oliveto, Sergio Segura, Gabriele Bavota |
IEEE Trans. Software Eng. | 3 |
| 2025 | Personalized Code Readability Assessment: Are We There Yet?abstractUnreadable code could be a breeding ground for errors. Thus, previous work defined approaches based on machine learning to automatically assess code readability that can warn developers when some code artifacts (e.g., classes) become unreadable. Given datasets of code snippets manually evaluated by several developers in terms of their perceived readability, such approaches (i) establish a snippet-level ground truth, and (ii) train a binary (readable/unreadable) or a ternary (readable/neutral/unreadable) code readability classifier. Given this procedure, all existing approaches neglect the subjectiveness of code readability, i.e., the possible different developer-specific nuances in the code readability perception. In this paper, we aim to understand to what extent it is possible to assess code readability as subjectively perceived by developers through a personalized code readability assessment approach. This problem is significantly more challenging than the snippet-level classification problem: We assume that, in a realistic scenario, a given developer is keen to provide only a few code readability evaluations, thus less data is available. For this reason, we adopt an LLM with few-shot learning to achieve our goal. Our results, however, show that such an approach achieves worse results than a state-of-the-art feature-based model that is trained to work at the snippet-level. We tried to understand why this happens by looking more closely at the quality of the available code readability datasets and assessed the consistency of the interdeveloper evaluations. We observed that up to a third of the evaluations are self-contradictory. Our negative results call for new and more reliable code readability datasets. Antonio Vitale, Emanuela Guglielmi, Rocco Oliveto, Simone Scalabrino |
ICPC | 2 |
| 2025 | Is it Really Fun? Detecting Low Engagement Events in Video GamesabstractThe gaming industry has witnessed remarkable growth in recent years, attracting millions of people who engage in its products both as a hobby and for professional purposes (e.g., e-sports). Video games are software products that have a unique and fundamental requirement: They must be engaging. Previous research introduced approaches aimed at measuring engagement, some of which specifically designed for video games. Such approaches could be useful for practitioners since they can be adopted on the large collection of gameplay videos daily published on platforms such as Twitch and YouTube to allow developers to monitor players’ engagement and detect areas in which it is low. Such specialized approaches have been evaluated on datasets in which the engagement was manually assessed by external evaluators based on the face of the player (we call it perceived engagement). We still do not know whether such approaches can capture the real engagement of players. Also, it is unclear to what extent practitioners would be willing to adopt such approaches in practice. In this paper, we provide two contributions. First, we ran an experiment with human 40 players aimed at defining a dataset of gameplay sessions in which participants self-reported their real engagement after every minute. We captured both their face and the gameplay. Based on this data, we compared state-of-the-art machine learning-based approaches to detect lowly engaging sessions. Our results show that the best model correctly classifies engagement in 74.7% of the cases and ranks video games in terms of their real engagement very similarly to how players would rank them (Spearman ρ = 0.833). Second, to assess the practicality of adopting such approaches in an industrial setting, we conducted two semi-structured interviews with senior game developers, who provided generally positive feedback and interesting insights for future developments. Emanuela Guglielmi, Gabriele Bavota, Nicole Novielli, Rocco Oliveto, Simone Scalabrino |
MSR | 1 |
| 2025 | Enhancing Just-In-Time Defect Prediction Models with Developer-Centric FeaturesabstractEnsuring high software quality in development cycles with frequent updates is critical, especially in Agile and CI/CD environments. Just-In-Time Software Defect Prediction (JIT-SDP) has emerged as a promising solution for finding bugs early, as it enables immediate identification of changes prone to defects. JIT-SPD models based on Machine Learning focus primarily on project- and change-specific features, such as number of lines added and number of files modified in the change. Recent research has started to investigate developer-related features for defect prediction. However, these studies overlook information about developers’ work habits and cross-project activities. In this paper, we try to fill this gap by introducing a set of developer-centric features for JIT-SDP, which span through temporal aspects (when do developers usually make commits?), change-related aspects (how do developers usually make commits?), and project-related aspects (how are the contributions distributed among different repositories?). We conducted an empirical evaluation to understand if such features allow to improve ML-based JIT-SPD models and evaluated the importance of developer-centric features on the performance of the model. Our results show that integrating developer-centric features improves model performance. We observed a +15.48% precision and +10.47% recall in a within-project evaluation and +14.59% precision and even +85.83% recall in cross-project evaluation. Emanuela Guglielmi, Andrea D'Aguanno, Rocco Oliveto, Simone Scalabrino |
MSR | 1 |
| 2025 | Mining and measuring the impact of change patterns for improving the size and build time of docker images
Giovanni Rosa, Emanuela Guglielmi, Mattia Iannone, Simone Scalabrino, Rocco Oliveto |
Empir. Softw. Eng. | 2 |
| 2025 | Automatic Identification of Game Stuttering via Gameplay Videos AnalysisabstractModern video games are extremely complex software systems and, as such, they might suffer from several types of post-release issues. A particularly insidious issue is constituted by drops in the frame rate (i.e., stuttering events), which might have a negative impact on the user experience. Stuttering events are frequently documented in the million of hours of gameplay videos shared by players on platforms such as Twitch or YouTube. From the developers’ perspective, these videos represent a free source of documented “testing activities.” However, especially for popular games, the quantity and length of these videos make impractical their manual inspection. We introduce HASTE, an approach for the automatic detection of stuttering events in gameplay videos that can be exploited to generate candidate bug reports. HASTE firstly splits a given video into visually coherent slices, with the goal of filtering-out those that not representing actual gameplay (e.g., navigating the game settings). Then, it identifies the subset of pixels in the video frames which actually show the game in action excluding additional elements on screen such as the logo of the YouTube channel, on-screen chats, and so forth. In this way, HASTE can exploit state-of-the-art image similarity metrics to identify candidate stuttering events, namely subsequent frames being almost identical in the pixels depicting the game. We evaluate the different steps behind HASTE on a total of 105 videos showing that it can correctly extract video slices with a 76% precision, and can correctly identify the slices related to gameplay with a recall and precision higher than 77%. Overall, HASTE achieves 71% recall and 89% precision for the identification of stuttering events in gameplay videos. Emanuela Guglielmi, Gabriele Bavota, Rocco Oliveto, Simone Scalabrino |
ACM Trans. Softw. Eng. Methodol. | 1 |
| 2024 | Continuous Quality Improvement of AI-based Systems: the QualAI ProjectabstractQualAI is a two-year project aimed at defining a set of recommenders to continuously monitor, assess, and improve the quality of AI-based systems, with a particular focus on machine learning (ML) applications. We will develop recommenders for the quality assurance of both data and ML models to enable practitioners to mitigate technical debt. Special attention will be paid to communication challenges that may arise in hybrid teams comprising data scientists and software developers. This paper presents the project outline, provides an executive summary of the research activities, outlines the expected project outcomes, and reports the results obtained to date. Nicole Novielli, Rocco Oliveto, Fabio Palomba, Fabio Calefato, Giuseppe Colavito, Vincenzo De Martino, Antonio Della Porta, Giammaria Giordano, Emanuela Guglielmi, Filippo Lanubile, Luigi Quaranta, Gilberto Recupito, Simone Scalabrino, Angelica Spina, Antonio Vitale |
ESEM | 9 |
| 2024 | Help Them Understand: Testing and Improving Voice User InterfacesabstractVoice-based virtual assistants are becoming increasingly popular. Such systems provide frameworks to developers for building custom apps. End-users can interact with such apps through a Voice User Interface (VUI), which allows the user to use natural language commands to perform actions. Testing such apps is not trivial: The same command can be expressed in different semantically equivalent ways. In this article, we introduce VUI-UPSET, an approach that adapts chatbot-testing approaches to VUI-testing. We conducted an empirical study to understand how VUI-UPSET compares to two state-of-the-art approaches (i.e., a chatbot testing technique and ChatGPT) in terms of (i) correctness of the generated paraphrases, and (ii) capability of revealing bugs. To this aim, we analyzed 14,898 generated paraphrases for 40 Alexa Skills. Our results show that VUI-UPSET generates more bug-revealing paraphrases than the two baselines with, however, ChatGPT being the approach generating the highest percentage of correct paraphrases. We also tried to use the generated paraphrases to improve the skills. We tried to include in the voice interaction models of the skills (i) only the bug-revealing paraphrases, (ii) all the valid paraphrases. We observed that including only bug-revealing paraphrases is sometimes not sufficient to make all the tests pass. Emanuela Guglielmi, Giovanni Rosa, Simone Scalabrino, Gabriele Bavota, Rocco Oliveto |
ACM Trans. Softw. Eng. Methodol. | 1 |
| 2023 | On the Robustness of Code Generation Techniques: An Empirical Study on GitHub CopilotabstractSoftware engineering research has always being concerned with the improvement of code completion approaches, which suggest the next tokens a developer will likely type while coding. The release of GitHub Copilot constitutes a big step forward, also because of its unprecedented ability to automatically generate even entire functions from their natural language description. While the usefulness of Copilot is evident, it is still unclear to what extent it is robust. Specifically, we do not know the extent to which semantic-preserving changes in the natural language description provided to the model have an effect on the generated code function. In this paper we present an empirical study in which we aim at understanding whether different but semantically equivalent natural language descriptions result in the same recommended function. A negative answer would pose questions on the robustness of deep learning (DL)-based code generators since it would imply that developers using different wordings to describe the same code would obtain different recommendations. We asked Copilot to automatically generate 892 Java methods starting from their original Javadoc description. Then, we generated different semantically equivalent descriptions for each method both manually and automatically, and we analyzed the extent to which predictions generated by Copilot changed. Our results show that modifying the description results in different code recommendations in ∼46% of cases. Also, differences in the semantically equivalent descriptions might impact the correctness of the generated code (±28%). Antonio Mastropaolo, Luca Pascarella, Emanuela Guglielmi, Matteo Ciniselli, Simone Scalabrino, Rocco Oliveto, Gabriele Bavota |
ICSE | 3 |
| 2023 | Using gameplay videos for detecting issues in video games
Emanuela Guglielmi, Simone Scalabrino, Gabriele Bavota, Rocco Oliveto |
Empir. Softw. Eng. | 1 |
| 2022 | Sorry, I don't Understand: Improving Voice User Interface TestingabstractVoice-based virtual assistants are becoming increasingly popular. Such systems provide frameworks to developers on which they can build their own apps. End-users can interact with such apps through a Voice User Interface (VUI), which allows to use natural language commands to perform actions. Testing such apps is far from trivial: The same command can be expressed in different ways. To support developers in testing VUIs, Deep Learning (DL)-based tools have been integrated in the development environments (e.g., the Alexa Developer Console, or ADC) to generate paraphrases for the commands (seed utterances) specified by the developers. Such tools, however, generate few paraphrases that do not always cover corner cases. In this paper, we introduce VUI-UPSET, a novel approach that aims at adapting chatbot-testing approaches to VUI-testing. Both systems, indeed, provide a similar natural-language-based interface to users. We conducted an empirical study to understand how VUI-UPSET compares to existing approaches in terms of (i) correctness of the generated paraphrases, and (ii) capability of revealing bugs. Multiple authors analyzed 5,872 generated paraphrases, with a total of 13,310 manual evaluations required for such a process. Our results show that, while the DL-based tool integrated in the ADC generates a higher percentage of meaningful paraphrases compared to VUI-UPSET, VUI-UPSET generates more bug-revealing paraphrases. This allows developers to test more thoroughly their apps at the cost of discarding a higher number of irrelevant paraphrases. Emanuela Guglielmi, Giovanni Rosa, Simone Scalabrino, Gabriele Bavota, Rocco Oliveto |
ASE | 1 |