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Chris Lewis 0002

dblp:76/882-2 · DBLP profile ↗
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12ranked-venue papers
6as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-authorHuman-computer interaction and ubiquitous computing · 7 · 3 first-authorSoftware engineering, systems software and programming languages · 5 · 3 first-authorDatabases, data management, data science and information retrieval · 1

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
4 papers
Empirical software engineering · 42% Debugging and program repair · 28% Requirements engineering and software design · 11%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Embedded and real-time systems · 50% Distributed systems · 50%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Debugging and program repair › failure recovery
runtime repair
0.222010
Runtime repair of software faults using event-driven monitoring · ICSE (2) 2010
Zenet: generating and enforcing real-time temporal invariants · ICSE (2) 2010
Empirical software engineering
developer studies
0.212013
Does bug prediction support human developers? findings from a google case study · ICSE 2013
Empirical software engineering › software engineering research methodology
industrial case study
0.212013
Does bug prediction support human developers? findings from a google case study · ICSE 2013
Empirical software engineering
software defect prediction
0.212013
Does bug prediction support human developers? findings from a google case study · ICSE 2013
Requirements engineering and software design
software architecture
0.112011
Workshop on games and software engineering: (GAS 2011) · ICSE 2011
Debugging and program repair
program repair
0.112010
Runtime repair of software faults using event-driven monitoring · ICSE (2) 2010
Program analysis › dynamic analysis
runtime monitoring
0.112010
Runtime repair of software faults using event-driven monitoring · ICSE (2) 2010
Program verification › dynamic verification
runtime verification
0.112010
Zenet: generating and enforcing real-time temporal invariants · ICSE (2) 2010
Games and playful interaction
game development
0.012011
Workshop on games and software engineering: (GAS 2011) · ICSE 2011
Embedded and real-time systems › event-driven systems
event-driven real-time systems
0.012010
Zenet: generating and enforcing real-time temporal invariants · ICSE (2) 2010
Distributed systems
fault tolerance
0.012010
Runtime repair of software faults using event-driven monitoring · ICSE (2) 2010

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

invariant inference · 0.2execution trace analysis · 0.2event-driven monitoring · 0.2deployment study · 0.2bug prediction algorithm · 0.2
YearPublicationVenuePosition
2014 Xylem: The Code of Plants
Heather Logas, E. James Whitehead Jr., Michael Mateas, Richard Vallejos, Lauren Scott, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Daniel G. Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Chris Lewis 0002, Daniel Cetina, Shayne Clementi
FDG14
2014 Software verification games: Designing Xylem, The Code of Plants
Heather Logas, E. James Whitehead Jr., Michael Mateas, Richard Vallejos, Lauren Scott, Daniel G. Shapiro, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi, Chris Lewis 0002
FDG16
2013 Dark patterns in the design of games
José P. Zagal, Staffan Björk, Chris Lewis 0002
FDG3
2013 Does bug prediction support human developers? findings from a google case study
abstract
While many bug prediction algorithms have been developed by academia, they're often only tested and verified in the lab using automated means. We do not have a strong idea about whether such algorithms are useful to guide human developers. We deployed a bug prediction algorithm across Google, and found no identifiable change in developer behavior. Using our experience, we provide several characteristics that bug prediction algorithms need to meet in order to be accepted by human developers and truly change how developers evaluate their code.
Chris Lewis 0002, Zhongpeng Lin, Caitlin Sadowski, Xiaoyan Zhu 0003, Rong Ou, E. James Whitehead Jr.
ICSE1
2012 Motivational game design patterns of 'ville games
abstract
The phenomenal growth of social network games in the last five years has left many game designers, game scholars, and long-time game players wondering how these games so effectively engage their audiences. Without a strong understanding of the sources of appeal of social network games, and how they relate to the appeal of past games and other human activities, it has proven difficult to interpret the phenomenon accurately or build upon its successes. In this paper we propose and employ a particular approach to this challenge, analyzing the motivational game design patterns in the popular 'Ville style of game using the lenses of behavioral economics and behavioral psychology, explaining ways these games engage and retain players. We show how such games employ strategies in central, visible ways that are also present (if perhaps harder to perceive) in games with very different mechanics and audiences. Our conclusions point to lessons for game design, game interpretation, and the design of engaging software of any type.
Chris Lewis 0002, Noah Wardrip-Fruin, E. James Whitehead Jr.
FDG1
2011 An inclusive view of player modeling
abstract
"Player modeling" is a loose concept. It can equally apply to everything from a predictive model of player actions resulting from machine learning to a designer's description of a player's expected reactions in response to some piece of game content. This lack of a precise terminology prevents practitioners from quickly finding introductions to applicable modeling methods or determining viable alternatives to their own techniques. We introduce a vocabulary that distinguishes between the major existing player modeling applications and techniques. Four facets together define the kind for a model: the scope of application, the purpose of use, the domain of modeled details, and the source of a model's derivation or motivation. This vocabulary allows the identification of relevant player modeling methods for particular problems and clarifies the roles that a player model can take.
Adam M. Smith 0001, Chris Lewis 0002, Kenneth Hullet, Anne Sullivan
FDG2
2011 Workshop on games and software engineering: (GAS 2011)
abstract
At the core of video games are complex interactions leading to emergent behaviors. This complexity creates difficulties architecting components, predicting their behaviors and testing the results. The Workshop on Games and Software Engineering (GAS 2011) provides an opportunity for software engineering researchers and practitioners who work with games to come together and discuss how these two areas can be intertwined.
E. James Whitehead Jr., Chris Lewis 0002
ICSE2
2011 An empirical analysis of the FixCache algorithm
abstract
The FixCache algorithm, introduced in 2007, effectively identifies files or methods which are likely to contain bugs by analyzing source control repository history. However, many open questions remain about the behaviour of this algorithm. What is the variation in the hit rate over time? How long do files stay in the cache? Do buggy files tend to stay buggy, or can they be redeemed? This paper analyzes the behaviour of the FixCache algorithm on four open source projects. FixCache hit rate is found to generally increase over time for three of the four projects; file duration in cache follows a Zipf distribution; and topmost bug-fixed files go through periods of greater and lesser stability over a project's history.
Caitlin Sadowski, Chris Lewis 0002, Zhongpeng Lin, Xiaoyan Zhu 0003, E. James Whitehead Jr.
MSR2
2010 Mining game statistics from web services: a World of Warcraft armory case study
abstract
Collecting large sets of quantitative video game play data can take many months or years. This delays the progress of interpreting data and drawing interesting conclusions. Mining game data from publicly accessible web services allows us to quickly retrieve quantitative results. This will allow the pace of quantitative research in video games to increase, as well as provide pointers towards maximizing the efficiency of future qualitative study.
Chris Lewis 0002, Noah Wardrip-Fruin
FDG1
2010 What went wrong: a taxonomy of video game bugs
abstract
Video games are complex, emergent systems that are difficult to design and test. This difficulty invariably leads to failures being present in the game, negatively impacting the play experience of some. We present a taxonomy of possible failures, divided into temporal and non-temporal failures. The taxonomy can guide the thinking of designers and testers alike, helping them expose bugs in the game. This will lead to games being better tested and designed, with fewer failures when released.
Chris Lewis 0002, E. James Whitehead Jr., Noah Wardrip-Fruin
FDG1
2010 Zenet: generating and enforcing real-time temporal invariants
abstract
Generating correct specifications for real-time event-driven software systems is difficult and time-consuming. Even when such specifications have been created, they are often used to guide development rather than state properties guaranteed by the actual system. We propose a specification generator that reads execution traces and can generate invariants with real-time constraints. That specification can also offer programmers the ability to repair violated invariants at runtime. Creating fault-tolerant systems in this manner would provide software engineers guarantees about the software's high-level operation and its ability to recover from errors.
Chris Lewis 0002
ICSE (2)1
2010 Runtime repair of software faults using event-driven monitoring
abstract
In software with emergent properties, despite the best efforts to remove faults before execution, there is a high likelihood that faults will occur during runtime. These faults can lead to unacceptable program behavior during execution, even leading to the program terminating unexpectedly. Using a distributed event-driven runtime software-fault monitor to repair faulty states creates an enforceable runtime specification. Using such an architecture can help ensure that emergent systems operate within specification, increasing the reliability of such software.
Chris Lewis 0002, E. James Whitehead Jr.
ICSE (2)1