Kevin Schneider

Dr. Kevin Schneider

orcid

Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 November 2004
Verified
Conference Paper
Open access
PDF file
CGCarl Gutwin
Carl Gutwin
RPReagan Penner
Reagan Penner
KSKevin Schneider
Kevin Schneider

1 May 2013
Verified
Conference Paper
Closed access
MAMuhammad Asaduzzaman
Muhammad Asaduzzaman
AMAhmed Shah Mashiyat
Ahmed Shah Mashiyat
CRChanchal K. Roy
Chanchal K. Roy
KSKevin Schneider
Kevin Schneider
Community-based question answering services accumulate large volumes of knowledge through the voluntary services of people across the globe. Stack Overflow is an example of such a service that targets developers and software engineers. In general, questions in Stack Overflow are answered in a very short time. However, we found that the number of unanswered questions has increased significantly in the past two years. Understanding why questions remain unanswered can help information seekers improve the quality of their questions, increase their chances of getting answers, and better decide when to use Stack Overflow services. In this paper, we mine data on unanswered questions from Stack Overflow. We then conduct a qualitative study to categorize unanswered questions, which reveals characteristics that would be difficult to find otherwise. Finally, we conduct an experiment to determine whether we can predict how long a question will remain unanswered in Stack Overflow.

1 January 2005
Verified
Conference Paper
Closed access
DCD. Callele
D. Callele
ENE. Neufeld
E. Neufeld
KSKevin Schneider
Kevin Schneider
The software engineering process in video game development is not clearly understood, hindering the development of reliable practices and processes for this field. An investigation of factors leading to success or failure in video game development suggests that many failures can be traced to problems with the transition from preproduction to production. Three examples, drawn from real video games, illustrate specific problems: 1) how to transform documentation from its preproduction form to a form that can be used as a basis for production;, 2) how to identify implied information in preproduction documents; and 3) how to apply domain knowledge without hindering the creative process. We identify 3 levels of implication and show that there is a strong correlation between experience and the ability to identify issues at each level. The accumulated evidence clearly identifies the need to extend traditional requirements engineering techniques to support the creative process in video game development.

1 October 2002 in Information and Software Technology
Verified
Journal Article
Closed access
JCJames R Cordy
James R Cordy
TDThomas R Dean
Thomas R Dean
AMAndrew J Malton
Andrew J Malton
KSKevin Schneider
Kevin Schneider

1 March 2022 in International Journal of Medical Informatics
Verified
Journal Article
Closed access
SKSara H. Kassani
Sara H. Kassani
PKPeyman Hosseinzadeh Kassani
Peyman Hosseinzadeh Kassani
MWMichal J. Wesolowski
Michal J. Wesolowski
KSKevin Schneider
Kevin Schneider
RDRalph Deters
Ralph Deters

1 October 2011
Verified
Conference Paper
Closed access
SUSharif Uddin
Sharif Uddin
CRChanchal K. Roy
Chanchal K. Roy
KSKevin Schneider
Kevin Schneider
AHAbram Hindle
Abram Hindle
Clone detection techniques essentially cluster textually, syntactically and/or semantically similar code fragments in or across software systems. For large datasets, similarity identification is costly both in terms of time and memory, and especially so when detecting near-miss clones where lines could be modified, added and/or deleted in the copied fragments. The capability and effectiveness of a clone detection tool mostly depends on the code similarity measurement technique it uses. A variety of similarity measurement approaches have been used for clone detection, including fingerprint based approaches, which have had varying degrees of success notwithstanding some limitations. In this paper, we investigate the effectiveness of simhash, a state of the art fingerprint based data similarity measurement technique for detecting both exact and near-miss clones in large scale software systems. Our experimental data show that simhash is indeed effective in identifying various types of clones in a software system despite wide variations in experimental circumstances. The approach is also suitable as a core capability for building other tools, such as tools for: incremental clone detection, code searching, and clone management.