Demo Data from SIGIR 2026 / reviewers in the wild / expert
Carlos Cetina
dblp:67/4958
· DBLP profile ↗
76ranked-venue papers
5as first author
37since 2021 · last 2026
0000-0001-8542-5515ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 68 · 5 first-author · 35 since 2021Databases, data management, data science and information retrieval · 10 · 4 since 2021Artificial intelligence and machine learning · 9 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 7 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
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
7 papers |
Requirements engineering and software design · 35% Software maintenance and evolution · 24% Debugging and program repair · 21% | |
| Human-computer interaction and pervasive computing
2 papers |
Collaborative and social computing · 50% Games and playful interaction · 50% |
Topics — the 8 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Requirements engineering and software design
model-driven engineering |
3.1 | 5 | 2024 | A Systematic Literature Review of Model-Driven Engineering Using Machine Learning · IEEE Trans. Software Eng. 2024 Studying the Influence and Distribution of the Human Effort in a Hybrid Fitness Function for Search-Based Model-Driven Engineering · IEEE Trans. Software Eng. 2023 Utilizing Automatic Query Reformulations as Genetic Operations to Improve Feature Location in Software Models · IEEE Trans. Software Eng. 2022 |
Software maintenance and evolution
feature location |
1.5 | 3 | 2025 | How the Quality of Maintenance Tasks is Affected by Criteria for Selecting Engineers for Collaboration · ACM Trans. Softw. Eng. Methodol. 2023 Empowering the Human as the Fitness Function in Search-Based Model-Driven Engineering · IEEE Trans. Software Eng. 2022 Introducing Phylogenetics in Search-based Software Engineering: Phylogenetics-aware SBSE · ACM Trans. Softw. Eng. Methodol. 2025 |
Debugging and program repair
fault localization |
1.2 | 2 | 2023 | Studying the Influence and Distribution of the Human Effort in a Hybrid Fitness Function for Search-Based Model-Driven Engineering · IEEE Trans. Software Eng. 2023 Bug Localization in Model-Based Systems in the Wild · ACM Trans. Softw. Eng. Methodol. 2022 |
Empirical software engineering
systematic literature review |
0.8 | 1 | 2024 | A Systematic Literature Review of Model-Driven Engineering Using Machine Learning · IEEE Trans. Software Eng. 2024 |
Debugging and program repair › fault localization
bug localization |
0.7 | 1 | 2023 | How the Quality of Maintenance Tasks is Affected by Criteria for Selecting Engineers for Collaboration · ACM Trans. Softw. Eng. Methodol. 2023 |
Software maintenance and evolution › traceability
traceability link recovery |
0.7 | 1 | 2023 | How the Quality of Maintenance Tasks is Affected by Criteria for Selecting Engineers for Collaboration · ACM Trans. Softw. Eng. Methodol. 2023 |
Empirical software engineering › AI for software engineering
search-based software engineering |
0.6 | 1 | 2022 | Utilizing Automatic Query Reformulations as Genetic Operations to Improve Feature Location in Software Models · 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
search-based software engineering · 1.9automatic query reformulation · 1.9hybrid fitness function · 1.3human simulation · 1.3evolutionary algorithm · 1.3phylogenetic inference · 0.9evolutionary computation · 0.9systematic literature review · 0.8statistical analysis · 0.6model-based bug localization · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Towards green game software engineering: A comparative analysis of energy consumption between the widespread unity and unreal video game engines
Carlos Pérez, Javier Verón, Francisca Pérez 0001, Maángeles Moraga, Coral Calero, Carlos Cetina |
Inf. Softw. Technol. | 6 |
| 2026 | Software product families from a phylogenetics perspective for video game content generation
Samuel Navarro, Jorge Chueca, Daniel Blasco, Carlos Cetina, Jaime Font 0001 |
J. Syst. Softw. | 4 |
| 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 | 5 |
| 2025 | A multiple case study on reuse in Game Software Engineering
Jose Ignacio Trasobares, África Domingo, Rodrigo Casamayor, Daniel Blasco, Carlos Cetina |
Inf. Softw. Technol. | 5 |
| 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. | 4 |
| 2025 | Introducing Phylogenetics in Search-based Software Engineering: Phylogenetics-aware SBSEabstractPhylogenetics studies the relationships, in terms of biological history and kinship, of a set of taxa (e.g., species). We argue that in Search-based Software Engineering (SBSE), the individuals of an evolutionary computation-driven population could be considered as taxa for which the leverage of Phylogenetic Inference might be beneficial. In this work, we present our Phylogenetics-aware SBSE approach. Our approach introduces a novel Phylogenetic Operation to promote results which are sufficiently aligned (in terms of lineage) with a certain reference given by the domain expert. Our approach is evaluated in two heterogeneous industrial case studies: Procedural Content Generation from Game Software Engineering, and Feature Location from Software Maintenance. The results are analyzed using quality-of-the-solution and acceptance-by-developers measurements. We performed a statistical analysis to determine whether the impact on the results is significant compared to baselines that do not leverage Phylogenetics. The results show that our approach significantly outperforms two baselines in both case studies. Furthermore, two focus groups confirmed the acceptance of our approach and stressed that solution acceptance may make the difference in industrial environments. Our work has the potential to motivate a new breed of research work on Phylogenetics awareness to produce better results in Software Engineering. Daniel Blasco, Antonio Iglesias, Jorge Echeverría, Francisca Pérez 0001, Carlos Cetina |
ACM Trans. Softw. Eng. Methodol. | 5 |
| 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 | 4 |
| 2024 | Improving Requirement Traceability by Leveraging Video Game Simulations in Search-Based Software Engineering
Javier Verón, Raúl Lapeña, Carlos Cetina, Oscar Pastor 0001, Francisca Pérez 0001 |
CAiSE | 3 |
| 2024 | Game Software Engineering: A Controlled Experiment Comparing Automated Content Generation TechniquesabstractBackground Video games are complex projects that involve a seamless integration of art and software during the development process to compose the final product. In the creation of a video game, software is fundamental as it governs the behavior and attributes that shape the player’s experience within the game. When assessing the quality of a video game, one needs to consider specific quality aspects, namely ‘design’, ‘difficulty’, ‘fun’, and ‘immersiveness’, which are not considered for traditional software. On the other hand, there are not well-established best practices for the empirical assessment of video games as there are for the empirical evaluation of more traditional software. Aims Our goal is to carry out a rigorous empirical evaluation of the latest proposals to automatically generate content for video games following best practices established in software engineering research. Specifically, we compare Procedural Content Generation (PCG) and Reuse-based Content Generation (RCG). Our study also considers the perception of players and professional developers on the generated content. Method We conducted a controlled experiment where human subjects had to play with content that was automatically generated for a commercial video game by the two techniques (PCG and RCG), and evaluate it according to specific quality aspects of video games. A total of 44 subjects including professional developers and players participated in our experiment. Results The results suggest that participants perceive that RCG generates content is of higher quality than PCG. Conclusions The results can turn the tide for content generation. So far, RCG has been neglected as a viable option: typically, reuse is frowned upon by the developers, who aim to avoid repetition in their video games as much as possible. However, our study uncovered that RCG unlocks latent content that is actually favoured by players and developers alike. This revelation poses an opportunity towards opening new horizons for content generation research. Mar Zamorano López, África Domingo, Carlos Cetina, Federica Sarro |
ESEM | 3 |
| 2024 | A Comparative Analysis of Energy Consumption Between Visual Scripting models and C++ in Unreal Engine: Raising Awareness on the importance of Green MDDabstractVideo game engines are used in most modern video games because they simplify and speed up development. In addition, some of the most popular engines, such as Unreal Engine 5 (UE5), also integrate visual scripting tools. Visual scripting in UE5, through Blueprints, is a model-driven development approach that replaces text code, like C++, with a visual language of interconnected nodes representing functions and data flows, forming a flowchart-like logic diagram. This approach simplifies game development by abstracting complex code into intuitive, visual models, enabling creators to construct and iterate game components without extensive programming knowledge. Although Blueprint models usually decrease the complexity of implementing components, thus accelerating the development, they might lead to less energy-efficient runtime performance than C++. In this work, we evaluate the energy consumption of three relevant video game components (health system management, inputs processing, and collections operations for an inventory), each implemented with Blueprint models and C++. The results show that the energy consumption per frame when using C++ is up to 48% lower than when using Blueprint models. The combination of artistic and technical profiles in video game developments has favoured the adoption of Blueprint models. However, there is a lack of works analyzing the energy consumption. Until this work, there was no evidence that the success of models for developing video games, like the one under study in this work, was accompanied by a cost in energy consumption for certain situations. Given the huge popularity of video games, this cost in energy might reach up to the equivalent of the energy consumption of 28 million European households. Javier Verón, Carlos Pérez, Coral Calero, María Ángeles Moraga, Francisca Pérez 0001, Carlos Cetina |
MODELS | 6 |
| 2024 | Search-based co-creation of software models: The case of particle systems for video games
Jorge Chueca, Carlos Cetina, Oscar Pastor 0001, Jaime Font 0001 |
Inf. Softw. Technol. | 2 |
| 2024 | The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer games
Jorge Chueca, Javier Verón, Jaime Font 0001, Francisca Pérez 0001, Carlos Cetina |
Inf. Softw. Technol. | 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. | 3 |
| 2024 | A systematic literature review on the application of process mining to Industry 4.0
Katsiaryna Akhramovich, Estefanía Serral, Carlos Cetina |
Knowl. Inf. Syst. | 3 |
| 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. | 4 |
| 2024 | A Systematic Literature Review of Model-Driven Engineering Using Machine LearningabstractModel-driven engineering (MDE) is a software engineering paradigm based on the systematic use of models. Over the past few years, engineers have significantly increased the use of MDE, which has been reported as a successful paradigm for developing industrial software. Recently, there have also been remarkable advancements in the Artificial Intelligence (AI) domain, with a significant increase in advanced Machine Learning (ML) techniques. The advances in both fields have led to a surge in works that dwell within the intersection of ML and MDE. This work places the focus on systematically reviewing works that leverage ML to solve MDE problems. We have reviewed a total of 9,194 papers, selecting 98 studies for further analysis. The results of our Systematic Literature Review (SLR) bring light to the current state of the art and trends in the field, discussing the drift in the usage of the different available ML techniques along with the remaining research gaps and open challenges. Our SLR has the potential to produce a positive impact in the research community by steering it towards ML techniques that have been successfully applied to solve MDE challenges. Ana Cristina Marcén, Antonio Iglesias, Raúl Lapeña, Francisca Pérez 0001, Carlos Cetina |
IEEE Trans. Software Eng. | 5 |
| 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. | 5 |
| 2023 | Procedural content improvement of game bosses with an evolutionary algorithm
Daniel Blasco, Jaime Font 0001, Francisca Pérez 0001, Carlos Cetina |
Multim. Tools Appl. | 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. | 4 |
| 2023 | How the Quality of Maintenance Tasks is Affected by Criteria for Selecting Engineers for CollaborationabstractIn industry, software projects might span over decades, with many engineers joining or leaving the company over time. In these circumstances, no single engineer has all of the knowledge when maintenance tasks such as Traceability Link Recovery (TLR), Bug Localization (BL), and Feature Location (FL) are performed. Thus, collaboration has the potential to boost the quality of maintenance tasks since the solution advanced by one engineer might be enhanced with contributions from other engineers. However, assembling a team of software engineers to collaborate may not be as intuitive as we might think. In the context of a worldwide industrial supplier of railway solutions, this work evaluates how the quality of TLR, BL, and FL is affected by the criteria for selecting engineers for collaboration. The criteria for collaboration are based on engineers’ profile information to select the set of search queries that are involved in the maintenance task. Collaboration is achieved by applying automatic query reformulation, and the location relies on an evolutionary algorithm. Our work uncovers how software engineers who might be seen as not being relevant in the collaboration can lead to significantly better results. A focus group confirmed the relevance of the findings. Francisca Pérez 0001, Raúl Lapeña, Ana Cristina Marcén, Carlos Cetina |
ACM Trans. Softw. Eng. Methodol. | 4 |
| 2023 | Studying the Influence and Distribution of the Human Effort in a Hybrid Fitness Function for Search-Based Model-Driven EngineeringabstractSearch-Based Software Engineering (SBSE) offers solutions that efficiently explore large complex problem spaces. To obtain more favorable solutions, human participation in the search process is needed. However, humans cannot handle the same number of solutions as an algorithm. We propose the first hybrid fitness function that combines human effort with human simulations. Human effort refers to human participation for providing evaluations of candidate solutions during the search process, whereas human simulations refer to recreations of a scenario in a specific situation for automatically obtaining the evaluation of candidate solutions. We also propose three variants for the hybrid fitness function that vary in the distribution of human effort in order to study whether the variants influence the performance in terms of solution quality. Specifically, we leverage our hybrid fitness function to locate bugs in software models for the video games of game software engineering. Video games are a fertile domain for these hybrid functions because simulated players are naturally developed as part of the video games (e.g., bots in First-Person Shooters). Our evaluation is at the scale of industrial settings with a commercial video game (Play Station 4 and Steam) and 29 professional video game developers. Hybridizing the fitness function outperforms the results of the best baseline by 33.46% in F-measure. A focus group confirms the acceptance of the hybrid fitness function. Hybridizing the fitness function significantly improves the bug localization process by reducing the amount of tedious manual work and by minimizing the number of bugs that go unnoticed. Furthermore, the variant that obtains the best results is a counter-intuitive result that was under the radar of the interactive SBSE community. These results can help not only video game developers to locate bugs, but they can also inspire SBSE researchers to bring hybrid fitness functions to other software engineering tasks. Rodrigo Casamayor, Carlos Cetina, Oscar Pastor 0001, Francisca Pérez 0001 |
IEEE Trans. Software Eng. | 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 | 4 |
| 2022 | Leveraging execution traces to enhance traceability links recovery in BPMN models
Raúl Lapeña, Francisca Pérez 0001, Oscar Pastor 0001, Carlos Cetina |
Inf. Softw. Technol. | 4 |
| 2022 | Leveraging BPMN particularities to improve traceability links recovery among requirements and BPMN models
Raúl Lapeña, Francisca Pérez 0001, Carlos Cetina, Oscar Pastor 0001 |
Requir. Eng. | 3 |
| 2022 | Enhancing software model encoding for feature location approaches based on machine learning techniques
Ana Cristina Marcén, Francisca Pérez 0001, Oscar Pastor 0001, Carlos Cetina |
Softw. Syst. Model. | 4 |
| 2022 | Evaluating the benefits of empowering model-driven development with a machine learning classifierabstractAbstract Increasingly, the model driven engineering (MDE) community is paying more attention to the techniques offered by the machine learning (ML) community. This has led to the application of ML techniques to MDE related tasks in hope of increasing the current benefits of MDE. Nevertheless, there is a lack of empirical experiments that evaluate the benefits that ML brings to MDE. In this work, we evaluate the benefits of empowering model engineers of model‐driven development (MDD) with an ML classifier. To do this, we tackled how to embed the ML classifier as part of the MDD. Then, this was evaluated using two different real industrial cases. Our results show that despite the ML part takes an extra effort, the use of the ML classifier pays off in terms of the quality results, the perceived usefulness, and intention to use. Ana Cristina Marcén, Francisca Pérez 0001, Oscar Pastor 0001, Carlos Cetina |
Softw. Pract. Exp. | 4 |
| 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. | 4 |
| 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. | 4 |
| 2022 | Utilizing Automatic Query Reformulations as Genetic Operations to Improve Feature Location in Software ModelsabstractIn the combination of Model-Driven Engineering (MDE) and Search-Based Software Engineering (SBSE), genetic operations are one of the key ingredients. Our work proposes a novel adaptation of automatic query reformulations as genetic operations that leverage the latent semantics of software models (the cornerstone artefact of MDE). We analyze the impact of these reformulation operations in a real-world industrial case study of feature location in models. As baselines, we use: 1) the widespread single-point crossover plus random mutation; and 2) mask crossover plus random mutation, which is the best performer for feature location in models. We also perform a statistical analysis to provide quantitative evidence of the impact of the results and to show that this impact is significant. Our reformulation operations improve the results of the best baseline by 37.73 percent in recall and 14.08 percent in precision. These results are relevant for the task of feature location in models (one of the main activities performed during software maintenance and evolution). Furthermore, given that the only requirement to apply our approach is term availability in models, our work opens a new research direction to improve more tasks in MDE such as bug location or requirements traceability. Francisca Pérez 0001, Tewfik Ziadi, Carlos Cetina |
IEEE Trans. Software Eng. | 3 |
| 2021 | Comparing UML-Based and DSL-Based Modeling from Subjective and Objective Perspectives
África Domingo, Jorge Echeverría, Oscar Pastor 0001, Carlos Cetina |
CAiSE | 4 |
| 2021 | On the influence of model fragment properties on a machine learning-based approach for feature location
Manuel Ballarín, Ana Cristina Marcén, Vicente Pelechano, Carlos Cetina |
Inf. Softw. Technol. | 4 |
| 2021 | Evaluating the influence of scope on feature location
África Domingo, Jorge Echeverría, Oscar Pastor 0001, Carlos Cetina |
Inf. Softw. Technol. | 4 |
| 2021 | An empirical study of performance using Clone & Own and Software Product Lines in an industrial context
Jorge Echeverría, Francisca Pérez 0001, José Ignacio Panach, Carlos Cetina |
Inf. Softw. Technol. | 4 |
| 2021 | Topic modeling for feature location in software models: Studying both code generation and interpreted models
Francisca Pérez 0001, Raúl Lapeña, Ana Cristina Marcén, Carlos Cetina |
Inf. Softw. Technol. | 4 |
| 2021 | An evolutionary approach for generating software models: The case of Kromaia in Game Software Engineering
Daniel Blasco, Jaime Font 0001, Mar Zamorano López, Carlos Cetina |
J. Syst. Softw. | 4 |
| 2021 | Comparison of search strategies for feature location in software models
Jorge Echeverría, Jaime Font 0001, Francisca Pérez 0001, Carlos Cetina |
J. Syst. Softw. | 4 |
| 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. | 4 |
| 2020 | Evaluating the Benefits of Model-Driven Development - Empirical Evaluation Paper
África Domingo, Jorge Echeverría, Oscar Pastor 0001, Carlos Cetina |
CAiSE | 4 |
| 2020 | A fine-grained requirement traceability evolutionary algorithm: Kromaia, a commercial video game case study
Daniel Blasco, Carlos Cetina, Oscar Pastor 0001 |
Inf. Softw. Technol. | 2 |
| 2020 | Comparing manual and automated feature location in conceptual models: A Controlled experiment
Francisca Pérez 0001, Jorge Echeverría, Raúl Lapeña, Carlos Cetina |
Inf. Softw. Technol. | 4 |
| 2020 | Traceability Link Recovery between Requirements and Models using an Evolutionary Algorithm Guided by a Learning to Rank Algorithm: Train control and management case
Ana Cristina Marcén, Raúl Lapeña, Oscar Pastor 0001, Carlos Cetina |
J. Syst. Softw. | 4 |
| 2019 | Improving Traceability Links Recovery in Process Models Through an Ontological Expansion of Requirements
Raúl Lapeña, Francisca Pérez 0001, Carlos Cetina, Oscar Pastor 0001 |
CAiSE | 3 |
| 2019 | Collaborative feature location in models through automatic query expansion
Francisca Pérez 0001, Jaime Font 0001, Lorena Arcega, Carlos Cetina |
Autom. Softw. Eng. | 4 |
| 2019 | The new era of software reuseabstractThe new era of Rafael Capilla, Barbara Gallina, Carlos Cetina |
J. Softw. Evol. Process. | 3 |
| 2019 | Opportunities for software reuse in an uncertain world: From past to emerging trendsabstractAbstract Much has been investigated about software reuse since the software crisis. The development of software reuse methods, implementation techniques, and cost models has resulted in a significant amount of research over years. Nevertheless, the increasing adoption of reuse techniques, many of them subsumed under higher level software engineering processes, and advanced programming techniques that ease the way to reuse software assets, have hidden somehow in the recent years new research trends on the practice of reuse and caused the disappearance of several reuse conferences. Also, new forms of reuse like open data and feature models have brought new opportunities for reuse beyond the traditional software components. From past to present, we summarize in this research the recent history of software reuse, and we report new research areas and forms of reuse according to current needs in industry and application domains, as well as promising research trends for the upcoming years. Rafael Capilla, Barbara Gallina, Carlos Cetina, John M. Favaro |
J. Softw. Evol. Process. | 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. | 4 |
| 2018 | Exploring New Directions in Traceability Link Recovery in Models: The Process Models Case
Raúl Lapeña, Jaime Font 0001, Carlos Cetina, Oscar Pastor 0001 |
CAiSE | 3 |
| 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 | 3 |
| 2018 | Measures to report the Location Problem of Model Fragment LocationabstractModel Fragment Location (MFL) aims at identifying model elements that are relevant to a requirement, feature, or bug. Many MFL approaches have been introduced in the last few years to address the identification of the model elements that correspond to a specific functionality. However, there is a lack of detail when the measurements about the search space (models) and the measurements about the solution to be found (model fragment) are reported. Generally, the only reported measure is the model size. In this paper, we propose using five measurements (size, volume, density, multiplicity, and dispersion) to report the location problems. These measurements are the result of analyzing 1,308 MFLs in a family of industrial models over the last four years. Using two MFL approaches, we emphasize the importance of these measurements in order to compare results. Our work not only proposes improving the reporting of the location problem, but it also provides real measurements of location problems that are useful to other researchers in the design of synthetic location problems. Manuel Ballarín, Ana Cristina Marcén, Vicente Pelechano, Carlos Cetina |
MoDELS | 4 |
| 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. | 4 |
| 2018 | Fragment retrieval on models for model maintenance: Applying a multi-objective perspective to an industrial case study
Francisca Pérez 0001, Raúl Lapeña, Jaime Font 0001, Carlos Cetina |
Inf. Softw. Technol. | 4 |
| 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. | 4 |
| 2017 | On the Influence of Models at Run-Time Traces in Dynamic Feature Location
Lorena Arcega, Jaime Font 0001, Øystein Haugen, Carlos Cetina |
ECMFA | 4 |
| 2017 | Ontological Evolutionary Encoding to Bridge Machine Learning and Conceptual Models: Approach and Industrial Evaluation
Ana Cristina Marcén, Francisca Pérez 0001, Carlos Cetina |
ER | 3 |
| 2017 | The Influence of Requirements in Software Model Development in an Industrial EnvironmentabstractTextual description of requirements is a specification technique that is widely used in industry, where time is key for success. How requirements are specified textually greatly depends on human factors. In order to study how requirements processing is affected by the level of detail in textual descriptions, this paper compares enriched textual requirements specifications with non-enriched ones. To do this, we have conducted an experiment in industry with 19 engineers of CAF (Construcciones y Auxiliares de Ferrocarril), which is a supplier of railway solutions. The experiment is a crossover design that analyzes efficiency, effectiveness, and perceived difficulty starting from a written specification of requirements that subjects must process in order to build software models. The results show that effectiveness and efficiency for enriched requirements are better, while non-enriched requirements are slightly more difficult to deal with. Therefore, even though enriched requirements require more time to be specified, the results are more successfully when using them. Jorge Echeverría, Francisca Pérez 0001, José Ignacio Panach, Carlos Cetina, Oscar Pastor 0001 |
ESEM | 4 |
| 2017 | Analyzing the impact of natural language processing over feature location in modelsabstractFeature Location (FL) is a common task in the Software Engineering field, specially in maintenance and evolution of software products. The results of FL depend in a great manner in the style in which Feature Descriptions and software artifacts are written. Therefore, Natural Language Processing (NLP) techniques are used to process them. Through this paper, we analyze the influence of the most common NLP techniques over FL in Conceptual Models through Latent Semantic Indexing, and the influence of human participation when embedding domain knowledge in the process. We evaluated the techniques in a real-world industrial case study in the rolling stocks domain. Raúl Lapeña, Jaime Font 0001, Oscar Pastor 0001, Carlos Cetina |
GPCE | 4 |
| 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. | 4 |
| 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. | 1 |
| 2016 | Comprehensibility of Variability in Model Fragments for Product Configuration
Jorge Echeverría, Francisca Pérez 0001, Carlos Cetina, Oscar Pastor 0001 |
CAiSE | 3 |
| 2016 | Evaluating Bug-Fixing in Software Product Lines: an Industrial Case Studyabstract[Background] Bug-fixing could be complex in industrial practice since thousands of products share features in their configuration. Despite the importance and complexity of bug-fixing, there is still a lack of empirical data about the difficulties found in industrial Software Product Lines (SPLs). [Aims] This paper aims to evaluate engineers' performance fixing errors and propagating the fixes to other configured products in the context of an industrial SPL. [Method] We designed and conducted an empirical study to collect data with regard to bug-fixing tasks within the context of a Induction Hob SPL in the BSH group, the largest manufacturer of home appliances in Europe. [Results] We found that effectiveness, efficiency and satisfaction got reached good values. Through interviews we also found difficulties related to unused features, cloning features unintentionally, detecting modified features, and propagating the fix when the source of the bug is the interaction between features. [Conclusions] The identified difficulties are relevant to know how to better apply SPLs in industry in the future. Jorge Echeverría, Francisca Pérez 0001, Andrés Abellanas, José Ignacio Panach, Carlos Cetina, Oscar Pastor 0001 |
ESEM | 5 |
| 2016 | Leveraging Feature Location to Extract the Clone-and-Own Relationships of a Family of Software Products
Manuel Ballarín, Raúl Lapeña, Carlos Cetina |
ICSR | 3 |
| 2016 | Feature Location in Model-Based Software Product Lines Through a Genetic Algorithm
Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
ICSR | 4 |
| 2016 | Feature location in models through a genetic algorithm driven by information retrieval techniques
Jaime Font 0001, Lorena Arcega, Øystein Haugen, Carlos Cetina |
MoDELS | 4 |
| 2016 | Towards clone-and-own support: locating relevant methods in legacy productsabstractClone-and-Own (CAO) is a common practice in families of software products consisting of reusing code from methods in legacy products in new developments. In industrial scenarios, CAO consumes high amounts of time and effort without guaranteeing good results. We propose a novel approach, Computer Assisted CAO (CACAO), that given the natural language requirements of a new product, and the legacy products from that family, ranks the legacy methods in the family for each of the new product requirements according to their relevancy to the new development. We evaluated our approach in the industrial domain of train control software. Without CACAO, software engineers tasked with the development of a new product had to manually review a total of 2200 methods in the family. Results show that CACAO can reduce the number of methods to be reviewed, and guide software engineers towards the identification of relevant legacy methods to be reused in the new product. Raúl Lapeña, Manuel Ballarín, Carlos Cetina |
SPLC | 3 |
| 2016 | Improving feature location by transforming the query from natural language into requirementsabstractSoftware maintenance and evolution activities are responsible for the emergence of a great demand of feature location approaches that search relevant code in a large codebase. However, this search is usually performed manually and relies heavily on developers. In this paper, we propose a feature location approach that, instead of searching directly into code from a natural language query as other approaches do, transforms a natural language query to a query that is made up of the requirements that are located as relevant. Furthermore, our approach limits the scope of the code search space by selecting only the code of those products that hold relevant requirements. We evaluate the overall effectiveness of our approach in the industrial domain of train control software. Our results show that our approach improves in 18.1% the results of precision with regard to searching directly into code, which encourages further research in this direction. Raúl Lapeña, Jaime Font 0001, Francisca Pérez 0001, Carlos Cetina |
SPLC | 4 |
| 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 | 4 |
| 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 | 4 |
| 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 | 4 |
| 2015 | Automating the variability formalization of a model family by means of common variability languageabstractThe aim of domain engineering process is to define and realise the commonality and variability of a Software Product Line. In the context of a family of models, spotting the commonalities and differences may become cumbersome and error prone as the number of models and its complexity increases. This work presents an approach to automate the formalization of variability in a given family of models. As output, the variability is made explicit in terms of Common Variability Language. The model commonalities and differences are specified as placements over a base model and replacements in a model library. The resulting Software Product Line (SPL) enables the derivation of new product models by reusing the extracted model fragments. Furthermore, the SPL can be evolved by the creation of new models, which are in turn automatically decomposed as model fragments of the SPL. The approach has been validated with our industrial partner (BSH), an induction hobs company. Finally, we present five different evolution scenarios encountered during the validation. Jaime Font 0001, Manuel Ballarín, Øystein Haugen, Carlos Cetina |
SPLC | 4 |
| 2013 | Tailoring Activity Recognition to Provide Cues that Trigger Autobiographical Memory of Elderly People
Lorena Arcega, Jaime Font 0001, Carlos Cetina |
MobiQuitous | 3 |
| 2013 | Prototyping Dynamic Software Product Lines to evaluate run-time reconfigurations
Carlos Cetina, Pau Giner, Joan Fons, Vicente Pelechano |
Sci. Comput. Program. | 1 |
| 2011 | Implicit interaction design for pervasive workflows
Pau Giner, Carlos Cetina, Joan Fons, Vicente Pelechano |
Pers. Ubiquitous Comput. | 2 |
| 2010 | Designing and Prototyping Dynamic Software Product Lines: Techniques and Guidelines
Carlos Cetina, Pau Giner, Joan Fons, Vicente Pelechano |
SPLC | 1 |
| 2009 | Presto: A pluggable platform for supporting user participation in smart workflowsabstractMobile devices play a key role in reducing the gap between the physical and the digital world. The use of automatic identification capabilities can improve the user participation in business processes. However, the solutions available today for connecting physical elements with digital services are Pau Giner, Carlos Cetina, Joan Fons, Vicente Pelechano |
MobiQuitous | 2 |
| 2009 | Strategies for variability transformation at run-time
Carlos Cetina, Øystein Haugen, Franck Fleurey, Vicente Pelechano |
SPLC | 1 |
| 2008 | Applying Software Product Lines to Build Autonomic Pervasive SystemsabstractIncreasingly, software needs to dynamically adapt its behavior at run-time in response to changing conditions in the supporting computing infrastructure and in the surrounding physical environment. This paper introduces an approach for the design of pervasive SPLs that is based on model driven development (MDD) and Variability Modeling principles. Variability models are interpreted at run-time to reconfigure pervasive systems according to fluctuations in the environment. This approach helps to improve Pervasive SPLs to produce software that adapts itself in an autonomic way. We have developed an adaptive pervasive system for smart homes to validate this approach. Carlos Cetina, Joan Fons, Vicente Pelechano |
SPLC | 1 |