Speech language models have expanded automatic speech recognition (ASR) from transcription to general speech-to-text generation. Yet existing benchmarks still assume a single ground-truth transcript per utterance, an assumption that struggles when models produce readable, formatted, or structured outputs. In this work, we introduce Grounded Generative Speech Recognition (GSR), reformulating speech recognition as generating semantically grounded text instead of a single transcript. We define a grounded reformulation space that characterizes all valid textual realizations supported by the input speech, and establish a four-level hierarchy of reformulation capabilities, including literal transcription, canonical reformulation, semantic reformulation and speech-grounded structuring. Based on this formulation, we present GSR-Bench, the first comprehensive benchmark designed to evaluate generative speech recognition systems beyond exact transcript matching. GSR-Bench covers diverse scenarios including refined meeting transcription, cross-dialect translation, context-aware speech understanding, and robustness under silent or noisy acoustic conditions. To address the limitations of word-level evaluation metrics, we develop a multi-dimensional evaluation framework combining speech grounding assessment and LLM-based semantic judgment, whose reliability is validated through human preference studies. Extensive experiments across representative architectures, ranging from conventional ASR systems to end-to-end Speech-LLMs, reveal fundamental trade-offs between transcription fidelity and generative reformulation ability. Our analysis further identifies critical failure modes, including acoustic hallucination, unsupported generation, and instruction drift, providing insights into the design and evaluation of future grounded generative speech systems.
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 727 citations· ⚡54
Consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts are found.
D. Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.· Journal of Systems and Softw...· 236 citations· ⚡13
The Mobile-D approach is briefly outlined here and the experiences gained from four case studies are discussed, which helped develop an agile development approach for mobile application development.
P. Abrahamsson, Antti Hanhineva, H. Hulkko et al.· Conference on Object-Oriente...· 225 citations· ⚡18
GAOKAO-Bench is introduced, an intuitive benchmark that employs questions from the Chinese GAOKAO examination as test samples, including both subjective and objective questions that contribute a robust evaluation benchmark for future large language models and offers valuable insights into the advantages and limitations...
Xiaotian Zhang, Chun-yan Li, Yi Zong et al.· arXiv.org· 216 citations· ⚡17
A study with 42 participants investigates the relationship between the affective states, creativity, and analytical problem-solving skills of software developers and offers support for the claim that happy developers are indeed better problem solvers in terms of their analytical abilities.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· PeerJ· 216 citations· ⚡13
This state-of-practice investigation was performed using a literature review followed by a multiple-case study approach and presents how inconsistency between managerial strategies and execution can lead to failure by means of a behavioral framework.
Carmine Giardino, Xiaofeng Wang, P. Abrahamsson· International Conference on...· 175 citations· ⚡19
Flint-interactive gives AI agents a language for creating interactive visualizations. Click a chart, filter data, highlight related content, and explore beyond the view the author originally chose. The post Flint-interactive: A language for creating interactive data visualizations appeared first on Microsoft Research.