Pontifical Catholic University of Rio Grande do Sul
Generative Artificial Intelligence (GenAI) has become an emerging technology with the availability of several tools that could impact Software Engineering (SE) activities. As any other disruptive technology, GenAI led to the speculation that its full potential can deeply change SE. However, an overfocus on improving activities for which GenAI is more suitable could negligent other relevant areas of the process. In this paper, we aim to explore which SE activities are not expected to be profoundly changed by GenAI. To achieve this goal, we performed a survey with SE practitioners to identify their expectations regarding GenAI in SE, including impacts, challenges, ethical issues, and aspects they do not expect to change. We compared our results with previous roadmaps proposed in SE literature. Our results show that although practitioners expect an increase in productivity, coding, and process quality, they envision that some aspects will not change, such as the need for human expertise, creativity, and project management. Our results point to SE areas for which GenAI is probably not so useful, and future research could tackle them to improve SE practice.
The utilization of artificial intelligence (AI) applications has experienced tremendous growth in recent years, bringing forth numerous benefits and conveniences. However, this expansion has also provoked ethical concerns, such as privacy breaches, algorithmic discrimination, security and reliability issues, transparency, and other unintended consequences. To determine whether a global consensus exists regarding the ethical principles that should govern AI applications and to contribute to the formation of future regulations, this paper conducts a meta-analysis of 200 governance policies and ethical guidelines for AI usage published by public bodies, academic institutions, private companies, and civil society organizations worldwide. We identified at least 17 resonating principles prevalent in the policies and guidelines of our dataset, released as an open-source database and tool. We present the limitations of performing a global scale analysis study paired with a critical analysis of our findings, presenting areas of consensus that should be incorporated into future regulatory efforts. All components tied to this work can be found in this https URL
Parallel programming often requires developers to handle complex computational tasks that can yield many errors in its development cycle. Rust is a performant low-level language that promises memory safety guarantees with its compiler, making it an attractive option for HPC application developers. We identified that the Rust ecosystem could benefit from more comprehensive scientific benchmark suites for standardizing comparisons and research. The NAS Parallel Benchmarks (NPB) is a standardized suite for evaluating various hardware aspects and is often used to compare different frameworks for parallelism. Therefore, our contributions are a Rust version of NPB, an analysis of the expressiveness and performance of the language features, and parallelization strategies. We compare our implementation with consolidated sequential and parallel versions of NPB. Experimental results show that Rust's sequential version is 1.23\% slower than Fortran and 5.59\% faster than C++, while Rust with Rayon was slower than both Fortran and C++ with OpenMP.
This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual humans with respect to their faces, body animation, motion in the virtual environment and etc. We are interested in investigating the way people perceive visual manifestations of virtual humans' personality traits when they are interactive and organized in groups. Many applications in games and movies can benefit from the findings regarding the perceptual analysis with the main goal to provide more realistic characters and improve the users' experience. We provide experiments with subjects and obtained results indicate that, although is very subtle, people perceive more the extraversion (the personality trait that we measured), into the crowds of virtual humans, when interacting with virtual humans behaviors, than when just observing as a spectator camera.
Reducing network latency in mobile applications is an effective way of improving the mobile user experience and has tangible economic benefits. This paper presents PALOMA, a novel client-centric technique for reducing the network latency by prefetching HTTP requests in Android apps. Our work leverages string analysis and callback control-flow analysis to automatically instrument apps using PALOMA's rigorous formulation of scenarios that address "what" and "when" to prefetch. PALOMA has been shown to incur significant runtime savings (several hundred milliseconds per prefetchable HTTP request), both when applied on a reusable evaluation benchmark we have developed and on real applications
Neurological disorders that affect speech production, such as Alzheimer's Disease (AD), significantly impact the lives of both patients and caregivers, whether through social, psycho-emotional effects or other aspects not yet fully understood. Recent advancements in Large Language Model (LLM) architectures have developed many tools to identify representative features of neurological disorders through spontaneous speech. However, LLMs typically lack interpretability, meaning they do not provide clear and specific reasons for their decisions. Therefore, there is a need for methods capable of identifying the representative features of neurological disorders in speech and explaining clearly why these features are relevant. This paper presents an explainable LLM method, named SLIME (Statistical and Linguistic Insights for Model Explanation), capable of identifying lexical components representative of AD and indicating which components are most important for the LLM's decision. In developing this method, we used an English-language dataset consisting of transcriptions from the Cookie Theft picture description task. The LLM Bidirectional Encoder Representations from Transformers (BERT) classified the textual descriptions as either AD or control groups. To identify representative lexical features and determine which are most relevant to the model's decision, we used a pipeline involving Integrated Gradients (IG), Linguistic Inquiry and Word Count (LIWC), and statistical analysis. Our method demonstrates that BERT leverages lexical components that reflect a reduction in social references in AD and identifies which further improve the LLM's accuracy. Thus, we provide an explainability tool that enhances confidence in applying LLMs to neurological clinical contexts, particularly in the study of neurodegeneration.
The current information age has increasingly required organizations to become data-driven. However, analyzing and managing raw data is still a challenging part of the data mining process. Even though we can find interview studies proposing design implications or recommendations for future visualization solutions in the data mining scope, they cover the entire workflow and do not fully focus on the challenges during the preprocessing phase and on how visualization can support it. Moreover, they do not organize a final list of insights consolidating the findings of other related studies. Hence, to better understand the current practice of enterprise professionals in data mining workflows, in particular during the preprocessing phase, and how visualization supports this process, we conducted semi-structured interviews with thirteen data analysts. The discussion about the challenges and opportunities based on the responses of the interviewees resulted in a list of ten insights. This list was compared with the closest related works, improving the reliability of our findings and providing background, as a consolidated set of requirements, for future visualization research papers applied to visual data exploration in data mining. Furthermore, we provide greater details on the profile of the data analysts, the main challenges they face, and the opportunities that arise while they are engaged in data mining projects in diverse organizational areas.
Virtual humans (VH) have been used in Computer Graphics (CG) for many years, and perception studies have been applied to understand how people perceive them. Some studies have already examined how realism impacts the comfort of viewers. In some cases, the user's comfort is related to human identification. For example, people from a specific group may look positively at others from the same group. Gender is one of those characteristics that have in-group advantages. For example, in terms of VHs, studies have shown that female humans are more likely to recognize emotions in female VHs than in male VHs. However, there are many other variables that can impact the user perception. To aid this discussion, we conducted a study on how people perceive comfort and realism in relation to interactive VHs with different genders and expressing negative, neutral, or positive emotions in groups. We created a virtual environment for participants to interact with groups of VHs, which are interactive and should evolve in real-time, using a popular game engine. To animate the characters, we opted for cartoon figures that are animated by tracking the facial expressions of actors, using available game engine platforms to conduct the driven animation. Our results indicate that the emotion of the VH group impacts both comfort and realism perception, even by using simple cartoon characters in an interactive environment. Furthermore, the findings suggest that individuals reported feeling better with a positive emotion compared to a negative emotion, and that negative emotion recognition is impacted by the gender of the VHs group. Additionally, although we used simple characters, the results are consistent with the perception obtained when analysing realistic the state-of-the-art virtual humans, which positive emotions tend to be more correctly recognized than negative ones.
This paper presents a study regarding group behavior in a controlled experiment focused on differences in an important attribute that vary across cultures -- the personal spaces -- in two Countries: Brazil and Germany. In order to coherently compare Germany and Brazil evolutions with same population applying same task, we performed the pedestrian Fundamental Diagram experiment in Brazil, as performed in Germany. We use CNNs to detect and track people in video sequences. With this data, we use Voronoi Diagrams to find out the neighbor relation among people and then compute the walking distances to find out the personal spaces. Based on personal spaces analyses, we found out that people behavior is more similar, in terms of their behaviours, in high dense populations and vary more in low and medium densities. So, we focused our study on cultural differences between the two Countries in low and medium densities. Results indicate that personal space analyses can be a relevant feature in order to understand cultural aspects in video sequences. In addition to the cultural differences, we also investigate the personality model in crowds, using OCEAN. We also proposed a way to simulate the FD experiment from other countries using the OCEAN psychological traits model as input. The simulated countries were consistent with the literature.
Thanks to the advance of technology, all kinds of applications are becoming more complete and capable of performing complex tasks that save much of our time. But to perform these tasks, applications require that some personal information are shared, for example credit card, bank accounts, email addresses, etc. All these data must be transferred securely between the final user and the institution application. Nonetheless, several applications might contain residual flaws that may be explored by criminals in order to steal users data. Hence, to help information security professionals and developers to perform penetration tests (pentests) on web applications, this paper presents Robin: A Web Security Tool. The tool is also applied to a real case study in which a very dangerous vulnerability was found. This vulnerability is also described in this paper.
Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend shapes, to driven animations using facial and body tracking, these advancements can potentially enhance the perception of comfort and realism in relation to VHs. Previously, Psychology studied facial movements in humans, with some works separating expressions into macro and micro expressions. Also, some previous CG studies have analyzed how macro and micro expressions are perceived, replicating psychology studies in VHs, encompassing studies with realistic and cartoon VHs, and exploring different VH technologies. However, instead of using facial tracking animation methods, these previous studies animated the VHs using blendshapes interpolation. To understand how the facial tracking technique alters the perception of VHs, this paper extends the study to macro and micro expressions, employing two datasets to transfer real facial expressions to VHs and analyze how their expressions are perceived. Our findings suggest that transferring facial expressions from real actors to VHs significantly diminishes the accuracy of emotion perception compared to VH facial animations created by artists.
Machine learning has significantly advanced healthcare by aiding in disease prevention and treatment identification. However, accessing patient data can be challenging due to privacy concerns and strict regulations. Generating synthetic, realistic data offers a potential solution for overcoming these limitations, and recent studies suggest that fine-tuning foundation models can produce such data effectively. In this study, we explore the potential of foundation models for generating realistic medical images, particularly chest x-rays, and assess how their performance improves with fine-tuning. We propose using a Latent Diffusion Model, starting with a pre-trained foundation model and refining it through various configurations. Additionally, we performed experiments with input from a medical professional to assess the realism of the images produced by each trained model.
Data pipeline frameworks provide abstractions for implementing sequences of data-intensive transformation operators, automating the deployment and execution of such transformations in a cluster. Deploying a data pipeline, however, requires computing resources to be allocated in a data center, ideally minimizing the overhead for communicating data and executing operators in the pipeline while considering each operator's execution requirements. In this paper, we model the problem of optimal data pipeline deployment as planning with action costs, where we propose heuristics aiming to minimize total execution time. Experimental results indicate that the heuristics can outperform the baseline deployment and that a heuristic based on connections outperforms other strategies.
The COVID-19 pandemic has permanently altered workplace structures, making remote work a widespread practice. While many employees advocate for flexibility, many employers reconsider their attitude toward remote work and opt for structured return-to-office mandates. Media headlines repeatedly emphasize that the corporate world is returning to full-time office work. This study examines how companies employing software engineers and supporting roles regulate work location, whether corporate policies have evolved in the last five years, and, if so, how, and why. We collected data on remote work regulation from corporate HR and/or management representatives from 68 corporate entities that vary in size, location, and orientation towards remote or office work. Our findings reveal that although many companies prioritize office-centred working (50%), most companies in our sample permit hybrid working to varying degrees (85%). Remote work regulation does not reveal any particular new "best practice" as policies differ greatly, but the single most popular arrangement was the three in-office days per week. More than half of the companies (51%) encourage or mandate office days, and more than quarter (28%) have changed regulations, gradually increasing the mandatory office presence or implementing differentiated conditions. Although no companies have increased flexibility, only four companies are returning to full-time office work. Our key recommendation for office-oriented companies is to consider a trust-based alternative to strict office presence mandates, while for companies oriented toward remote working, we warn about the points of no (or hard) return. Finally, the current state of policies is clearly not final, as companies continue to experiment and adjust their work regulation.
The task of recognizing goals and plans from missing and full observations can be done efficiently by using automated planning techniques. In many applications, it is important to recognize goals and plans not only accurately, but also quickly. To address this challenge, we develop novel goal recognition approaches based on planning techniques that rely on planning landmarks. In automated planning, landmarks are properties (or actions) that cannot be avoided to achieve a goal. We show the applicability of a number of planning techniques with an emphasis on landmarks for goal and plan recognition tasks in two settings: (1) we use the concept of landmarks to develop goal recognition heuristics; and (2) we develop a landmark-based filtering method to refine existing planning-based goal and plan recognition approaches. These recognition approaches are empirically evaluated in experiments over several classical planning domains. We show that our goal recognition approaches yield not only accuracy comparable to (and often higher than) other state-of-the-art techniques, but also substantially faster recognition time over such techniques.
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Goal recognition is the problem of recognizing the intended goal of autonomous agents or humans by observing their behavior in an environment. Over the past years, most existing approaches to goal and plan recognition have been ignoring the need to deal with imperfections regarding the domain model that formalizes the environment where autonomous agents behave. In this thesis, we introduce the problem of goal recognition over imperfect domain models, and develop solution approaches that explicitly deal with two distinct types of imperfect domains models: (1) incomplete discrete domain models that have possible, rather than known, preconditions and effects in action descriptions; and (2) approximate continuous domain models, where the transition function is approximated from past observations and not well-defined. We develop novel goal recognition approaches over imperfect domains models by leveraging and adapting existing recognition approaches from the literature. Experiments and evaluation over these two types of imperfect domains models show that our novel goal recognition approaches are accurate in comparison to baseline approaches from the literature, at several levels of observability and imperfections.
Cloud computing aims to power the next generation data centers and enables application service providers to lease data center capabilities for deploying applications depending on user QoS (Quality of Service) requirements. Cloud applications have different composition, configuration, and deployment requirements. Quantifying the performance of resource allocation policies and application scheduling algorithms at finer details in Cloud computing environments for different application and service models under varying load, energy performance (power consumption, heat dissipation), and system size is a challenging problem to tackle. To simplify this process, in this paper we propose CloudSim: an extensible simulation toolkit that enables modelling and simulation of Cloud computing environments. The CloudSim toolkit supports modelling and creation of one or more virtual machines (VMs) on a simulated node of a Data Center, jobs, and their mapping to suitable VMs. It also allows simulation of multiple Data Centers to enable a study on federation and associated policies for migration of VMs for reliability and automatic scaling of applications.
Neurological disorders that affect speech production, such as Alzheimer's Disease (AD), significantly impact the lives of both patients and caregivers, whether through social, psycho-emotional effects or other aspects not yet fully understood. Recent advancements in Large Language Model (LLM) architectures have developed many tools to identify representative features of neurological disorders through spontaneous speech. However, LLMs typically lack interpretability, meaning they do not provide clear and specific reasons for their decisions. Therefore, there is a need for methods capable of identifying the representative features of neurological disorders in speech and explaining clearly why these features are relevant. This paper presents an explainable LLM method, named SLIME (Statistical and Linguistic Insights for Model Explanation), capable of identifying lexical components representative of AD and indicating which components are most important for the LLM's decision. In developing this method, we used an English-language dataset consisting of transcriptions from the Cookie Theft picture description task. The LLM Bidirectional Encoder Representations from Transformers (BERT) classified the textual descriptions as either AD or control groups. To identify representative lexical features and determine which are most relevant to the model's decision, we used a pipeline involving Integrated Gradients (IG), Linguistic Inquiry and Word Count (LIWC), and statistical analysis. Our method demonstrates that BERT leverages lexical components that reflect a reduction in social references in AD and identifies which further improve the LLM's accuracy. Thus, we provide an explainability tool that enhances confidence in applying LLMs to neurological clinical contexts, particularly in the study of neurodegeneration.
Recent approaches to goal and plan recognition using classical planning domains have achieved state of the art results in terms of both recognition time and accuracy by using heuristics based on planning landmarks. To achieve such fast recognition time these approaches use efficient, but incomplete, algorithms to extract only a subset of landmarks for planning domains and problems, at the cost of some accuracy. In this paper, we investigate the impact and effect of using various landmark extraction algorithms capable of extracting a larger proportion of the landmarks for each given planning problem, up to exhaustive landmark extraction. We perform an extensive empirical evaluation of various landmark-based heuristics when using different percentages of the full set of landmarks. Results show that having more landmarks does not necessarily mean achieving higher accuracy and lower spread, as the additional extracted landmarks may not necessarily increase be helpful towards the goal recognition task.
The Multi-Agent Programming Contest, MAPC, is an annual event organized since 2005 out of Clausthal University of Technology. Its aim is to investigate the potential of using decentralized, autonomously acting intelligent agents, by providing a complex scenario to be solved in a competitive environment. For this we need suitable benchmarks where agent-based systems can shine. We present previous editions of the contest and also its current scenario and results from its use in the 2019 MAPC with a special focus on its suitability. We conclude with lessons learned over the years.
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