Demo Data from SIGIR 2026 / reviewers in the wild / expert
Lorena Arcega
dblp:151/5211
· DBLP profile ↗
25ranked-venue papers
6as first author
11since 2021 · last 2025
0000-0002-2464-8894ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 22 · 5 first-author · 11 since 2021Artificial intelligence and machine learning · 3Databases, data management, data science and information retrieval · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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
2 papers |
Requirements engineering and software design · 44% Debugging and program repair · 22% Software maintenance and evolution · 22% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Requirements engineering and software design
model-driven engineering |
1.1 | 2 | 2022 | Empowering the Human as the Fitness Function in Search-Based Model-Driven Engineering · IEEE Trans. Software Eng. 2022 Bug Localization in Model-Based Systems in the Wild · ACM Trans. Softw. Eng. Methodol. 2022 |
Debugging and program repair
fault localization |
0.6 | 1 | 2022 | Bug Localization in Model-Based Systems in the Wild · ACM Trans. Softw. Eng. Methodol. 2022 |
Software maintenance and evolution
feature location |
0.6 | 1 | 2022 | Empowering the Human as the Fitness Function in Search-Based Model-Driven Engineering · IEEE Trans. Software Eng. 2022 |
Empirical software engineering
developer studies |
0.2 | 1 | 2022 | Bug Localization in Model-Based Systems in the Wild · ACM Trans. Softw. Eng. Methodol. 2022 |
Methods — techniques the papers use, named apart from their topics
statistical analysis · 0.6search-based software engineering · 0.6reformulation operation · 0.6model-based bug localization · 0.6human fitness function · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Deepening Our Understanding on the Use of Models and Code in Game Software Engineering: A Controlled Experiment in Unreal EngineabstractVideo games are not just a work of art; they also involve a significant amount of programming. This programming part can be developed using code (C++) or software models (Blueprints), as is the case with the widespread Unreal game engine. In fact, in Unreal projects, it is common to use both code and software models. This work deepens our understanding of the use of code and software models in the software development of video games. To achieve this, we conducted a controlled experiment by comparing code and software models in Unreal. The experiment involved 31 active professional developers from 15 video game companies. Our results can help to explain the success of software models in video game workers. The results show that Blueprints benefit both developers and artists as effective development artifacts. Despite challenges in testing, modularization, and performance, they improve correctness. Their visual, constrained structure reduces errors and supports interdisciplinary collaboration. Jose Ignacio Trasobares, África Domingo, Jorge Echeverría, Lorena Arcega, Carlos Cetina |
MODELS | 4 |
| 2025 | Boosting bug localization in software models of video games with simulations and component-specific genetic operationsabstractAbstract The development and maintenance of video games present unique challenges that differentiate them from Classic Software Engineering (CSE) such as the increased difficulty in locating bugs within video games. This distinction has given rise to Game Software Engineering (GSE), a subfield that intersects software engineering and video games. Our work proposes a novel way for bug localization in video games by evolving simulations via an evolutionary algorithm, which helps to explore the large number of possible simulations. Simulations generate data (i.e., traces) from the behavior of non-player characters (NPCs). NPCs are not controlled by the player and are key components of video games. We hypothesize that such traces can be instrumental in locating bugs. Our approach automatically locates potential buggy model elements from traces. Furthermore, we propose a novel way of applying genetic operations to evolve simulations by selectively combining their components, rather than combining all components as a whole. We evaluate our approach in the commercial video game Kromaia, and the results indicate that evolving simulations using our novel component-specific genetic operations boosts bug localization. Specifically, our approach improved the F-measure for all bug categories over randomly combining all components, the baseline (which focuses on CSE and utilizes bug reports), and Random Search by 7.93%, 27.17%, and 46.34%, respectively. This work opens a new research direction for further exploration in bug localization within GSE and potentially in CSE as well. Moreover, it encourages other researchers to explore alternative genetic operations rather than selecting them by default. Rodrigo Casamayor, Lorena Arcega, Francisca Pérez 0001, Carlos Cetina |
Softw. Syst. Model. | 2 |
| 2024 | Comparing MDD and CcD in the Bug Localization Context: An Empirical Evaluation in Video Games
Isis Roca, África Domingo, Oscar Pastor 0001, Carlos Cetina, Lorena Arcega |
CAiSE | 5 |
| 2024 | Co-evolving scenarios and simulated players to locate bugs that arise from the interaction of software models of video gamesabstractGame Software Engineering (GSE) is a field that focuses on developing and maintaining the software part of video games. A key component of video game development is the utilization of game engines, with many engines using software models to capture various aspects of the game. A challenge that GSE faces is the localization of bugs, mainly when working with large and intricated software models. Additionally, the interaction between software models (i.e. bosses, enemies, or environmental elements) during gameplay is often a significant source of bugs. In response to this challenge, we propose a co-evolution approach for bug localization in the software models of video games, called CoEBA. The CoEBA approach leverages Search-Based Software Engineering (SBSE) techniques to locate bugs in software models while considering their interactions. We conducted an evaluation in which we applied our approach to a commercial video game, Kromaia. We compared our approach with a state-of-the-art baseline approach that relied on the bug localization approach used by Kromaia’s developers and a random search used as a sanity check. Our co-evolution approach outperforms the baseline approach in precision, recall, and F-measure. In addition, to provide evidence of the significance of our results, we conducted a statistical analysis. that shows significant differences in precision and recall values. The proposed approach, CoEBA, which considers the interaction between software models, can identify and locate bugs that other bug localization approaches may have overlooked. Isis Roca, Oscar Pastor 0001, Carlos Cetina, Lorena Arcega |
Inf. Softw. Technol. | 4 |
| 2024 | On the interaction between the search parameters and the nature of the search problems in search-based model-driven engineeringabstractAbstract The use of search‐based software engineering to address model‐driven engineering activities (SBMDE) is becoming more popular. Many maintenance tasks can be reformulated as a search problem, and, when those tasks are applied to software models, the search strategy has to retrieve a model fragment. There are no studies on the influence of the search parameters when applied to software models. This article evaluates the impact of different search parameter values on the performance of an evolutionary algorithm whose population is in the form of software models. Our study takes into account the nature of the model fragment location problems (MFLPs) in which the evolutionary algorithm is applied. The evaluation searches 1895 MFLPs (characterized through five measures that define MFLPs) from two industrial case studies and uses 625 different combinations of search parameter values. The results show that the impact on the performance when varying the population size, the replacement percentage, or the crossover rate produces changes of around 30% in performance. With regard to the nature of the problems, the size of the search space has the largest impact. Search parameter values and the nature of the MFLPs influence the performance when applying an evolutionary algorithm to perform fragment location on models. Search parameter values have a greater effect on precision values, and the nature of the MFLPs has a greater effect on recall values. Our results should raise awareness of the relevance of the search parameters and the nature of the problems for the SBMDE community. Isis Roca, Jaime Font 0001, Lorena Arcega, Carlos Cetina |
Softw. Pract. Exp. | 3 |
| 2023 | Comparing software product lines and Clone and Own for game software engineering under two paradigms: Model-driven development and code-driven development
Jorge Chueca, Jose Ignacio Trasobares, África Domingo, Lorena Arcega, Carlos Cetina, Jaime Font 0001 |
J. Syst. Softw. | 4 |
| 2023 | On the influence of architectural languages on requirements traceabilityabstractAbstract Today, a considerable number of Architectural Languages (ALs) have been proposed for specifying and analyzing the architecture of software systems. Despite the popularity of different ALs, how ALs influence software system maintainability has not received much attention. One of the most important tasks in software maintenance is requirements traceability. Requirements traceability establishes links between requirements and other software artifacts, facilitating system maintenance. In this paper, we analyze the influence of ALs on requirements traceability. Taking into account the ALs used by the industry, we analyze how ALs influence traceability among requirements and architecture models. We conducted an evaluation with our industrial partner CAF. The results show significant differences in AL performance. We also analyze the results in terms of AL concepts, requirements model elements, and AL type in order to understand the performance differences. General‐Purpose/Research Languages achieve the best results for all of the performance indicators, providing a mean precision value of 0.51, a recall value of 0.38, a combined F‐measure of 0.40, and an Matthews Correlation Coefficient value of 0.33. Those ALs that influence engineers to use more generic and domain‐independent terms to specify their architectures obtain the best results during requirements traceability. Our results have the potential to help AL designers to improve their languages and also to help practitioners make a more informed decision about whether or not a given AL meets their traceability needs. Manuel Ballarín, Lorena Arcega, Vicente Pelechano, Carlos Cetina |
Softw. Pract. Exp. | 2 |
| 2022 | Bug localization in game software engineering: evolving simulations to locate bugs in software models of video gamesabstractVideo games have characteristics that differentiate their development and maintenance from classic software development and maintenance. These differences have led to the coining of the term Game Software Engineering to name the emerging subfield that intersects Software Engineering and video games. One of these differences is that video game developers perceive more difficulties than other non-game developers when it comes to locating bugs. Our work proposes a novel way to locate bugs in video games by means of evolving simulations. As the baseline, we have chosen BLiMEA, which targets classic software engineering and uses bug reports and the defect localization principle to locate bugs. We also include Random Search as a sanity check in the evaluation. We evaluate the approaches in a commercial video game (Kromaia). The results for F-measure range from 46.80%. to 70.28% for five types of bugs. Our approach improved the results of the baseline by 20.29% in F-measure. To the best of our knowledge, this is the first approach that is designed specifically for bug localization in video games. A focus group with professional video game developers has confirmed the acceptance of our approach. Our approach opens a new research direction for bug localization for both game software engineering and possibly classic software engineering. Rodrigo Casamayor, Lorena Arcega, Francisca Pérez 0001, Carlos Cetina |
MoDELS | 2 |
| 2022 | Bug Localization in Model-Based Systems in the WildabstractThe companies that have adopted the Model-Driven Engineering (MDE) paradigm have the advantage of working at a high level of abstraction. Nevertheless, they have the disadvantage of the lack of tools available to perform bug localization at the model level. In addition, in an MDE context, a bug can be related to different MDE artefacts, such as design-time models, model transformations, or run-time models. Starting the bug localization in the wrong place or with the wrong tool can lead to a result that is unsatisfactory. We evaluate how to apply the existing model-based approaches in order to mitigate the effect of starting the localization in the wrong place. We also take into account that software engineers can refine the results at different stages. In our evaluation, we compare different combinations of the application of bug localization approaches and human refinement. The combination of our approaches plus manual refinement obtains the best results. We performed a statistical analysis to provide evidence of the significance of the results. The conclusions obtained from this evaluation are: humans have to be involved at the right time in the process (or results can even get worse), and artefact-independence can be achieved without worsening the results. Lorena Arcega, Jaime Font 0001, Øystein Haugen, Carlos Cetina |
ACM Trans. Softw. Eng. Methodol. | 1 |
| 2022 | Empowering the Human as the Fitness Function in Search-Based Model-Driven EngineeringabstractIn Search-Based Software Engineering, more than 100 works have involved the human in the search process to obtain better results. However, the case where the human completely replaces the fitness function remains neglected. There is a good reason for that; no matter how intelligent the human is, humans cannot assess millions of candidate solutions as heuristics do. In this work, we study the influence of using the Human as the Fitness Function (HaFF) on the quality of the results. To do that, we focus on Search-Based Model-Driven Engineering (SBMDE) because inspecting models should require less human effort than inspecting code thanks to the abstraction of models. Therefore, we analyze the impact of HaFF in a real-world industrial case study of feature location in models. Furthermore, we also consider a reformulation operation (replacement) in the evaluation because a recent work reported that this operation significantly reduces the number of iterations required in comparison to the widespread crossover and mutation operations. The combination of HaFF and the reformulation operation (HaFF_R) improves the results of the best baseline by 0.15% in recall and 14.26% in precision. Analyzing the results, we learned how to better leverage HaFF_R, which increased the improvement with regard to the best baseline to 1.15% in recall and 20.05% in precision. HaFF_R significantly improves precision because humans are immune to the main limitations of the baselines: vocabulary mismatch and tacit knowledge. A focus group confirmed the acceptance of HaFF. These results are relevant for SBMDE because feature location is one of the main activities performed during maintenance and evolution. Our results, and what we learned from them, can also motivate and help other researchers to explore the benefits of HaFF. In fact, we provide a guideline that further discusses how to apply HaFF to other software engineering problems. Francisca Pérez 0001, Jaime Font 0001, Lorena Arcega, Carlos Cetina |
IEEE Trans. Software Eng. | 3 |
| 2021 | Handling nonconforming individuals in search-based model-driven engineering: nine generic strategies for feature location in the modeling space of the meta-object facility
Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
Softw. Syst. Model. | 2 |
| 2019 | Collaborative feature location in models through automatic query expansion
Francisca Pérez 0001, Jaime Font 0001, Lorena Arcega, Carlos Cetina |
Autom. Softw. Eng. | 3 |
| 2019 | An approach for bug localization in models using two levels: model and metamodel
Lorena Arcega, Jaime Font 0001, Øystein Haugen, Carlos Cetina |
Softw. Syst. Model. | 1 |
| 2018 | Evolutionary Algorithm for Bug Localization in the Reconfigurations of Models at RuntimeabstractSystems with models at runtime are becoming increasingly complex, and this is also accompanied by more software bugs. In this paper, we focus on bugs appearing as the result of dynamic reconfigurations of the system due to context changes. We materialize our approach for bug localization in reconfigurations as an evolutionary algorithm. We guide the evolutionary algorithm with a fitness function that measures the similarity to the description of the bug report. The result is a ranked list of reconfiguration sequences, which is intended to identify the reconfiguration rules that are relevant to the bug. We evaluated our approach in BSH and CAF, two real-world industrial case studies, measuring the results in terms of recall, precision, F-measure and Matthews Correlation Coefficient (MCC). In our evaluation, we compare our approach with two other approaches: a baseline that is the one used by our industrial partners for bug localization and a random search as sanity check. Our study shows that our approach, which takes advantage of the reconfigurations of models at runtime, outperforms the other two approaches. We also performed a statistical analysis to provide evidence of the significance of the results. Lorena Arcega, Jaime Font 0001, Carlos Cetina |
MoDELS | 1 |
| 2018 | Automatic query reformulations for feature location in a model-based family of software products
Francisca Pérez 0001, Jaime Font 0001, Lorena Arcega, Carlos Cetina |
Data Knowl. Eng. | 3 |
| 2018 | Achieving Feature Location in Families of Models Through the Use of Search-Based Software EngineeringabstractThe application of search-based software engineering techniques to new problems is increasing. Feature location is one of the most important and common activities performed by developers during software maintenance and evolution. Features must be located across families of products and the software artifacts that realize each feature must be identified. However, when dealing with industrial software artifacts, the search space can be huge. We propose and compare five search algorithms to locate features over families of product models guided by latent semantic analysis (LSA), a technique that measures similarities between textual queries. The algorithms are applied to two case studies from our industrial partners (leading manufacturers of home appliances and rolling stock) and are compared in terms of precision and recall. Statistical analysis of the results is performed to provide evidence of the significance of the results. The combination of an evolutionary algorithm with LSA can be used to locate features in families of models from industrial scenarios such as the ones from our industrial partners. Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
IEEE Trans. Evol. Comput. | 2 |
| 2017 | On the Influence of Models at Run-Time Traces in Dynamic Feature Location
Lorena Arcega, Jaime Font 0001, Øystein Haugen, Carlos Cetina |
ECMFA | 1 |
| 2017 | Leveraging variability modeling to address metamodel revisions in Model-based Software Product Lines
Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
Comput. Lang. Syst. Struct. | 2 |
| 2017 | Improving feature location in long-living model-based product families designed with sustainability goals
Carlos Cetina, Jaime Font 0001, Lorena Arcega, Francisca Pérez 0001 |
J. Syst. Softw. | 3 |
| 2016 | Feature Location in Model-Based Software Product Lines Through a Genetic Algorithm
Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
ICSR | 2 |
| 2016 | Feature location in models through a genetic algorithm driven by information retrieval techniques
Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
MoDELS | 2 |
| 2016 | Achieving Knowledge Evolution in Dynamic Software Product LinesabstractDynamic Software Product Lines (DSPLs) offer a strategy to deal with software changes that need to be handled at run-time. In response to context changes, a DSPL capitalize on knowledge about the architecture variability of the software system to shift between configurations. Similar to any other kind of software, a DSPL needs to evolve over time but current approaches require software engineers to manually perform the DSPL evolution. Our work addresses the evolution of the architecture variability that makes up the knowledge of the DSPL. Given a new version of the architecture variability, we calculate its configuration space and propose strategies that allow migration from the current version to the new version. Our strategy solves the collision of the realization layer resulting from the integration of the new version of the variability specification. We evaluate our dynamic evolution strategy using the Goal-Question-Metric method for a Smart Hotel case study with 239 possible configurations as starting point. Our experiment indicates that the proposed technique would enable automatic evolution in 9 out of 10 cases. In the rest of the cases, all of the DSPL configurations changed between the old and the new version, which frustrates an automatic evolution. Lorena Arcega, Jaime Font 0001, Øystein Haugen, Carlos Cetina |
SANER | 1 |
| 2015 | Addressing metamodel revisions in model-based software product linesabstractMetamodels evolve over time, which can break the conformance between the models and the metamodel. Model migration strategies aim to co-evolve models and metamodels together, but their application is not fully automatizable and is thus cumbersome and error prone. We introduce the Variable MetaModel (VMM) strategy to address the evolution of the reusable model assets of a model-based Software Product Line. The VMM strategy applies variability modeling ideas to express the evolution of the metamodel in terms of commonalities and variabilities. When the metamodel evolves, the models continue to conform to the VMM, avoiding the need for migration. We have applied both the traditional migration strategy and the VMM strategy to a retrospective case study that includes 13 years of evolution of our industrial partner, an induction hobs manufacturer. The comparison between the two strategies shows better results for the VMM strategy in terms of model indirection, automation, and trust leak. Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
GPCE | 2 |
| 2015 | Building software product lines from conceptualized model patternsabstractSoftware Product Lines (SPLs) can be established from a set of similar models. Establishing the Product Line by mechanically finding model differences may not be the best approach. The identified model fragments may not be seen as recognizable units by the application engineers. We propose to identify model patterns by human-in-the-loop and conceptualize them as reusable model fragments. The approach provides the means to identify and extract those model patterns and further apply them to existing product models. Model fragments obtained by applying our approach seem to perform better than mechanically found ones. It turns out that the repetition of a fragment does not guarantee its relevance as reusable asset for the SPL engineers and vice versa, a fragment that has not been repeated yet, may be relevant as a reusable asset. We have validated these ideas with our industrial partner BSH, an induction hobs manufacturer that generates the firmware of their products from a model-driven SPL. Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
SPLC | 2 |
| 2013 | Tailoring Activity Recognition to Provide Cues that Trigger Autobiographical Memory of Elderly People
Lorena Arcega, Jaime Font 0001, Carlos Cetina |
MobiQuitous | 1 |