Top 3 Winning Articles of the “The Time is Write 2.0” Competition

Here are the three winners of our The Time is Write 2.0 competition! You can read the three articles below, but first: congrats to Dipika Rajesh, Aditi Balaji and Pratyush Singh.

The Time is Write is an article writing competition that encourages all the aspiring writers to lay out their thoughts in writin and to share them on a global platform. This year, participants had to write a short article on the topic “Your Dream Software: Revolutionize the future”, about what their idea of a perfect software might be in order to revolutionize a particular field.

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Tending To Infinity

What kind of thoughts does the word ‘infinity’ evoke in your mind? Do you visualize a never-ending expanse that stretches in all directions? Or maybe a straight line extending in both directions beyond visual perception. Some of us may even think of an astronomical figure and conceptualize infinity to lie much beyond this number itself. Yet, how does mathematics treat infinity? How do we logically/formally make sense of this idea and put it to great use to further enrich our understanding of this universe?

Let’s explore and demystify what this rather abstract construct really conveys to us through the language of mathematics. Continue reading

What about developer surveys for software engineering research?

In this blog post we present some ideas that one can consider before conducting a qualitative survey to evaluate new software engineering tools and systems. These tips derive from our own surveys conducted on Android developers as part of my research in software engineering.

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How do students differ in gamified education?


Gamification of University-level courses is becoming a common practice, as many professors decide to try offering their students a more engaging learning environment. Nevertheless, we still do not have a clear idea on how individual students engage differently with a gamified course. But now a detailed, long-term study from the University of Lisbon has presented some insightful observations on this topic.

During the course of their study, the researchers observed three editions of a gamified University of Lisbon course on Multimedia Content Production. The course employed a blended learning method that combined theoretical lectures, lab classes, and an online Moodle component where students engaged in discussions and completed online assignments.

Throughout the years, the researchers have learned from the experience and improved the course’s gameful design. A general observation from the student’s feedback is that they all felt the gamified course was indeed more engaging than the previous non-gamified editions. However, there were some noticeable differences on how individual students engaged with the course, which the researchers sought to investigate.

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Cancer: From Biology to Computer Science

October is the breast cancer awareness month. Cancer is classified as a genetic disease caused by the abnormal cell division that destroy body tissue. Wait! Cell? Body tissue? Disease? So now you might be wondering: what does this have to do with computers?

In fact, cancer research has been in the heart of life sciences for the past few decades. Since genetics play an important role in most cancers, computational methods are crucial in understanding the development of the disease as well as predicting the results of clinical trials for treatment. That’s where computer science comes into action.

Biological background

Before we define the computational problem, let’s review some biology from high school and learn some facts about cancer.

Our human body consists of trillions of cells. Although each cell has the exact same DNA all over your body, every cell carries out its own function. The DNA is a long sequence of nucleotides preserved inside a cell nucleus.


Photo adapted from: The Fatal Lover, Mata Hari (2016) watch online 1080

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