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(2007) Zhu, Liming; Ali Babar, Muhammad; Staples, Mark; Nonaka, MakotoBook ChapterThe possible variability of project delay is useful information to understand and mitigate the project delay risk. However, it is not sufficiently considered in the literature concerning effort estimation and simulation in software product line development. In this paper, we propose a project delay simulation model by introducing a random variable to represent the variability of adaptive rework. The model has been validated through stochastic simulations by comparing generated adaptive rework to an actual change effort distribution, and by sensitivity analysis. The result shows that the proposed model is capable of producing reasonable variability of adaptive rework, and consequently, variability of project delay. Analysis of our model indicates that the strength of dependency has a larger impact than the number of residual defects, for the studied simulation settings. However, high levels of adaptive rework variability did not have great impact on overall project delay.
(2004) Zhu, Liming; Ali Babar, Muhammad; Jeffery, DavidBook ChapterSoftware architecture (SA) evaluation is a quality assurance technique that is increasingly attracting significant research and commercial interests. A number of SA evaluation methods have been developed. Most of these methods are scenario-based, which relies on the quality of the scenarios used for the evaluation. Most of the existing techniques for developing scenarios use stakeholders and requirements documents as main sources of collecting scenarios. Recently, architectures of large software systems are usually composed of patterns and styles. One of the purposes of using patterns is to develop systems with predictable quality attributes. Since patterns are documented in a format that requires the inclusion of problem, solution and quality consequences, we observed that scenarios are, though as informal text, pervasive in patterns description, which can be extracted and documented for the SA evaluation. Thus, we claim that the patterns can be another source of collecting quality attributes sensitive scenarios. This position paper presents arguments and examples to support our claim.
(2006) Mariette, Nick; Pan, Zhigeng; Cheok, Adrian; Haller, Michael; Lau, Rynson W.H.; Saito, Hideo; Liang, RonghuaBook ChapterThis paper describes a subjective experiment in progress to study human sound localization using mobile audio augmented reality systems. The experiment also serves to validate a new methodology for studying sound localization where the subject is outdoors and freely mobile, experiencing virtual sound objects corresponding to real visual objects. Subjects indicate the perceived location of a static virtual sound source presented on headphones, by walking to a position where the auditory image coincides with a real visual object. This novel response method accounts for multimodal perception and interaction via self-motion, both ignored by traditional sound localization experiments performed indoors with a seated subject, using minimal visual stimuli. Results for six subjects give a mean localization error of approximately thirteen degrees; significantly lower error for discrete binaural rendering than for ambisonic rendering, and insignificant variation to filter lengths of 64, 128 and 200 samples.