Aug 2026· Journal of Prosthodontics· 0 citations· 20 references
Medicine
TL;DR
Aesthetic preferences for AI-assisted smile designs differed meaningfully between software platforms and, to a lesser extent, between dental specialists and laypeople, with specialists showing a distinctly stronger relative preference for Smilecloud.
Abstract
Purpose
To evaluate aesthetic preferences for artificial intelligence (AI)-assisted smile designs produced using four digital smile design software platforms, and to explore associations between these preferences and demographic factors, among dental specialists and laypeople.
Materials And Methods
A cross-sectional study was conducted to assess aesthetic preferences for AI-assisted smile designs among dental specialists and laypeople. Photographs of 10 standardized models were processed through four digital smile design software platforms: Smilefy, Smilecloud, DTS PRO, and Trios Smile Design. A single prosthodontist reviewed each automated output and adjusted tooth shape, color, midline, gingival contour, and occlusal plane where needed to conform to clinical norms; outputs are therefore best described as AI-assisted rather than fully automated. Each output was labeled A-D to blind participants to the software used; this letter assignment was shuffled independently for each of the 10 model sets rather than following a single fixed layout, though the specific mapping used per set was not formally logged. Participants ranked the four outputs per model from 1 (most aesthetic) to 4 (least aesthetic) using a blinded, pretested questionnaire. Of the participants recruited, at least partial ranking data were available for an analytic sample of 78 dental specialists and 86 laypeople (164 total; demographic data were available for 76 and 85, respectively). Because rankings were ordinal, clustered within participants, and forced-choice, aesthetic preference was analyzed using the Friedman test with Kendall's coefficient of concordance (W) as an effect size, followed by Wilcoxon signed-rank pairwise comparisons with Holm correction. Associations between preference and professional group, age, and gender were examined using Mann-Whitney U and Kruskal-Wallis tests (Holm-corrected), applied to each software's mean rank.
Results
Rankings differed significantly across the four software platforms (Friedman χ2 = 349.8, df = 3, p < 0.001; Kendall's W = 0.71, indicating strong agreement). Smilefy and Smilecloud were the most preferred designs overall (mean ranks 1.78 and 1.90, respectively, out of 4), while Trios was the least preferred (mean rank 3.55). Specialists showed significantly stronger relative preference for Smilecloud than laypeople did (rank-biserial r = 0.37, Holm-adjusted p < 0.001), while laypeople were relatively more tolerant of Trios than specialists were (r = -0.44, Holm-adjusted p < 0.001). Within specialists, preference against Trios strengthened significantly with age (Kruskal-Wallis H = 26.2, p < 0.001, ε2 = 0.32); no other age or gender association survived correction for multiple comparisons in either group.
Conclusions
Aesthetic preferences for AI-assisted smile designs differed meaningfully between software platforms and, to a lesser extent, between dental specialists and laypeople, with specialists showing a distinctly stronger relative preference for Smilecloud. Age-related differences were most evident among specialists' preferences for Trios. Given the cross-sectional, non-randomized design and the operator-adjusted nature of the outputs evaluated, these findings should be read as associations rather than causal drivers of preference.
Agile - denoting "the quality of being agile, readiness for motion, nimbleness, activity, dexterity in motion" - software development methods are attempting to offer an answer to the eager business community asking for lighter weight along with faster and nimbler software development processes. This is especially the case with the rapidly growing and volatile Internet software industry as well as for the emerging mobile application environment. The new agile methods have evoked substantial amount of literature and debates. However, academic research on the subject is still scarce, as most of existing publications are written by practitioners or consultants. The aim of this publication is to begin filling this gap by systematically reviewing the existing literature on agile software development methodologies. This publication has three purposes. First, it proposes a definition and a classification of agile software development approaches. Second, it analyses ten software development methods that can be characterized as being "agile" against the defined criterion. Third, it compares these methods and highlights their similarities and differences. Based on this analysis, future research needs are identified and discussed.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 728 citations· ⚡54
Context: Software startups are newly created companies with no operating history and fast in producing cutting-edge technologies. These companies develop software under highly uncertain conditions, tackling fast-growing markets under severe lack of resources. Therefore, software startups present a unique combination of characteristics which pose several challenges to software development activities. Objective: This study aims to structure and analyze the literature on software development in startup companies, determining thereby the potential for technology transfer and identifying software development work practices reported by practitioners and researchers. Method: We conducted a systematic mapping study, developing a classification schema, ranking the selected primary studies according their rigor and relevance, and analyzing reported software development work practices in startups. Results: A total of 43 primary studies were identified and mapped, synthesizing the available evidence on software development in startups. Only 16 studies are entirely dedicated to software development in startups, of which 10 result in a weak contribution (advice and implications (6); lesson learned (3); tool (1)). Nineteen studies focus on managerial and organizational factors. Moreover, only 9 studies exhibit high scientific rigor and relevance. From the reviewed primary studies, 213 software engineering work practices were extracted, categorized and analyzed. Conclusion: This mapping study provides the first systematic exploration of the state-of-art on software startup research. The existing body of knowledge is limited to a few high quality studies. Furthermore, the results indicate that software engineering work practices are chosen opportunistically, adapted and configured to provide value under the constrains imposed by the startup context.
Nicolò Paternoster, Carmine Giardino, M. Unterkalmsteiner et al.· Information and Software Tec...· 394 citations· ⚡54
The growing literature on affect among software developers mostly reports on the linkage between happiness, software quality, and developer productivity. Understanding happiness and unhappiness in all its components -- positive and negative emotions and moods -- is an attractive and important endeavor. Scholars in industrial and organizational psychology have suggested that understanding happiness and unhappiness could lead to cost-effective ways of enhancing working conditions, job performance, and to limiting the occurrence of psychological disorders. Our comprehension of the consequences of (un)happiness among developers is still too shallow, being mainly expressed in terms of development productivity and software quality. In this paper, we study what happens when developers are happy and unhappy while developing software. Qualitative data analysis of responses given by 317 questionnaire participants identified 42 consequences of unhappiness and 32 of happiness. We found consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts. Our classification scheme, available as open data enables new happiness research opportunities of cause-effect type, and it can act as a guideline for practitioners for identifying damaging effects of unhappiness and for fostering happiness on the job.
D. Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.· Journal of Systems and Softw...· 236 citations· ⚡13
Mobile phones have been closed environments until recent years. The change brought by open platform technologies such as the Symbian operating system and Java technologies has opened up a significant business opportunity for anyone to develop application software such as games for mobile terminals. However, developing mobile applications is currently a challenging task due to the specific demands and technical constraints of mobile development. Furthermore, at the moment very little is known about the suitability of the different development processes for mobile application development. Due to these issues, we have developed an agile development approach called Mobile-D. The Mobile-D approach is briefly outlined here and the experiences gained from four case studies are discussed.
P. Abrahamsson, Antti Hanhineva, H. Hulkko et al.· Conference on Object-Oriente...· 225 citations· ⚡18
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