Fábio Petrillo

According to our database1, Fábio Petrillo authored at least 30 papers between 2008 and 2020.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

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Bibliography

2020
Dataset of Video Game Development Problems.
CoRR, 2020

2019
Who Can Maintain This Code?: Assessing the Effectiveness of Repository-Mining Techniques for Identifying Software Maintainers.
IEEE Software, 2019

Swarm debugging: The collective intelligence on interactive debugging.
Journal of Systems and Software, 2019

On semantic detection of cloud API (anti)patterns.
Information & Software Technology, 2019

Establishing a Search String to Detect Secondary Studies in Software Engineering.
CoRR, 2019

A quality model for evaluating and choosing a stream processing framework architecture.
CoRR, 2019

Software Architecture Metrics: a literature review.
CoRR, 2019

Serverless architecture efficiency: an exploratory study.
CoRR, 2019

A Tertiary Systematic Literature Review on Software Visualization.
Proceedings of the 2019 Working Conference on Software Visualization, 2019

Visualizing sequences of debugging sessions using swarm debugging.
Proceedings of the 27th International Conference on Program Comprehension, 2019

Quality Aspects of Serverless Architecture: An Exploratory Study on Maintainability.
Proceedings of the 14th International Conference on Software Technologies, 2019

Wifi coverage range characterization for smart space applications.
Proceedings of the 1st International Workshop on Software Engineering Research & Practices for the Internet of Things, 2019

2018
Learning from the past: A process recommendation system for video game projects using postmortems experiences.
Information & Software Technology, 2018

Problems and Solutions of Continuous Deployment: A Systematic Review.
CoRR, 2018

The State of Practice on Virtual Reality (VR) Applications: An Exploratory Study on Github and Stack Overflow.
Proceedings of the 2018 IEEE International Conference on Software Quality, 2018

Developer interaction traces backed by IDE screen recordings from think aloud sessions.
Proceedings of the 15th International Conference on Mining Software Repositories, 2018

Challenges and solutions on architecting blockchain systems.
Proceedings of the 28th Annual International Conference on Computer Science and Software Engineering, 2018

2017
How Do Developers Toggle Breakpoints? Observational Studies.
Proceedings of the 2017 IEEE International Conference on Software Quality, 2017

A Lexical and Semantical Analysis on REST Cloud Computing APIs.
Proceedings of the Cloud Computing and Service Science - 7th International Conference, 2017

Towards a REST Cloud Computing Lexicon.
Proceedings of the CLOSER 2017, 2017

2016
Towards Understanding Interactive Debugging.
Proceedings of the 2016 IEEE International Conference on Software Quality, 2016

Understanding interactive debugging with Swarm Debug Infrastructure.
Proceedings of the 24th IEEE International Conference on Program Comprehension, 2016

Are REST APIs for Cloud Computing Well-Designed? An Exploratory Study.
Proceedings of the Service-Oriented Computing - 14th International Conference, 2016

Are the old days gone?: a survey on actual software engineering processes in video game industry.
Proceedings of the 5th International Workshop on Games and Software Engineering, 2016

2015
Visualizing interactive and shared debugging sessions.
Proceedings of the 3rd IEEE Working Conference on Software Visualization, 2015

2012
O Estado-da-Arte das Ferramentas de Visualização de Software.
Proceedings of the XV Iberoamerican Conference on Software Engineering, 2012

2011
Interactive analysis of Likert scale data using a multichart visualization tool.
Proceedings of the 10th Brazilian Symposium on Human Factors in Computing Systems and the 5th Latin American Conference on Human Computer Interaction, 2011

2010
Is agility out there?: agile practices in game development.
Proceedings of the 28th Annual International Conference on Design of Communication, 2010

2009
What went wrong? A survey of problems in game development.
Computers in Entertainment, 2009

2008
Houston, we have a problem...: a survey of actual problems in computer games development.
Proceedings of the 2008 ACM Symposium on Applied Computing (SAC), 2008


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