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  • 1.
    Bevilacqua, Fernando
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Variations of Facial Actions While Playing Games with Inducing Boredom and Stress2016In: 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), IEEE, 2016Conference paper (Refereed)
    Abstract [en]

    This paper presents an experiment aimed at empirically exploring the variations of facial actions (FA) during gaming sessions with induced boredom and stress. Twenty adults with different ages and gaming experiences played three games while being recorded by a video camera and monitored by a heart rate sensor. The games were carefully designed to have a linear progression from a boring to a stressful state. Self-reported answers indicate participants perceived the games as being boring at the beginning and stressful at the end. The 6 hours of recordings of all subjects were manually analyzed and FA were annotated. We annotated FA that appeared in the recordings at least twice; annotations were categorized by the period when they happened (boring/stressful part of the games) and analysed on a group and on an individual level. Group level analysis revealed that FA patterns were related to no more than 25% of the subjects. The individual level analysis revealed particular patterns for 50% of the subjects. More FA annotations were made during the stressful part of the games. We conclude that, for the context of our experiment, FA provide an unclear foundation for detection of boredom/stressful states when observed from a group level perspective, while the individual level perspective might produce more information.

  • 2.
    Declercq, Julian
    University of Skövde, School of Informatics.
    Developing a modular extendable tool for Serious Games content creation: Combining existing techniques with a focus on narrative generation and player adaptivity2018Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    A large part of any game development process consists of content creation, which costs both time and effort. Procedural generation techniques exist to help narrative generation, but they are scattered and require extensive manual labour to set up. On top of that, Serious Games content created with these techniques tend to be uninteresting and lack variety which can ultimately lead to the Serious Games missing their intended purpose. This paper delivers a prototype for a modular tool that aims to solve these problems by combining existing narrative generation techniques with common sense database knowledge and player adaptivity techniques. The prototype tool implements Ceptre as a core module for the generation of stories and ConceptNet as a commonsense knowledge database. Two studies have been conducted with content created by the tool. One study tested if generation rules created by commonsense can be used to flesh out stories, while the other one evaluated if adapted stories yield better scores. The results of the first test state that adding rules retrieved through common sense knowledge did not improve story quality, but they can however be used to extend stories without compromising story quality. It also shows that ideally, an extensive natural language processing module should be used to present the stories rather than a basic implementation. The statistically insignificant result of the second test was potentially caused by the compromises taken when conducting the test. Reconduction of this test using real game data, rather than data from the compromised personality test, might be preferable.

  • 3.
    Eriksson, Fredrik
    University of Skövde, School of Humanities and Informatics.
    Fördjupning inom karaktärsanimation: Realistisk animation ”Rytmisk sportgymnastik”2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsen är en reflekterande och behandlar ett verk som har skapats inom ramen för examensarbete i medier vid Högskolan i Skövde. Verket består av en datoranimerad sekvens med rytmisk sportgymnastik. Texten inleds med idén bakom verket och de mål som har satts upp för arbetet.

    Efter det ges en kort introduktion till rotoscoping och varför de vanliga metoderna inte fungerar i just detta fall. Därefter följer hur jag anpassat den traditionella rotoscoping-metoden till 3D-verktyget Maya och utvunnet rörelsedata för att vidare förädla rörelsen med hjälp av några av Disneys 12 animationsprinciper.

    Sedan tillkommer en redovisning av de estetiska moment som har ingått i framställandet av min animation och klarlägger den tekniska och kreativa processen bakom verket. Den centrala slutsatsen som presenteras i rapporten är att en utvecklad form av traditionell rotoscoping kombinerad med ett par av Disneys 12 animationsprinciper har använts och fungerat för att avbilda rytmisk sportgymnastik med band med hjälp av tekniskt låg kvalitativ referensmaterial.

  • 4.
    Jakobson, Fredrik
    University of Skövde, School of Informatics.
    Open source routing software: A comparative study of open source software routers2014Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    As the performance of PCs is increasing it is of great interest to use these cheap devices as routers,which traditionally consisted of more expensive and customized hardware for that purpose. Thesoftware was also traditionally proprietary and thereby costly, but as the open source communityhas grown there have been development of open source solutions that can perform the task ofacting as a router. However as there are so many solutions out there, it can be hard for the potentialusers to choose which particular solution to use, without having to put in too much work intogetting a fully functional router solution. This study achieved this purpose by benchmarking themost popular open source software routers, in terms of performance and scalability as well asproviding a brief analysis of their basic security features. The routers that were studied wasClearOS, Untangle NG Firewall and IPFire, and after the study was complete IPFire was consideredthe superior with ClearOS as the second and Untangle as third and last.

  • 5.
    Jensen, Aksel
    University of Skövde, School of Informatics.
    AI Training Grounds: A study of adaptive AI in RPGs with low stochastic dependence2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Artificial intelligence is used in video games for controlling AI agents but often follow a static pre-defined behaviour. An AI capable of online learning would be able to adapt their behaviour to whatever they may encounter. ‘Dynamic scripting’ is one such technique designed to be used in games with random outcomes. This study seeks to examine if there is a measurable difference in the learning efficiency of dynamic scripting between games with stochastic outcomes and those with deterministic outcomes. A CRPG was made with dynamic scripting implemented in charge of a team of AI agents and a toggle to force deterministic or stochastic game rules. A series of encounters against a static AI was then performed until the dynamic team was deemed effective enough and the learning efficiency measured by how long this took. The results suggest a difference favouring dynamic scripting in deterministic environments.

  • 6.
    Jensen, Aksel
    University of Skövde, School of Informatics.
    AI Training Grounds: A study of adaptive AI in RPGs with lowstochastic dependence2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Artificial intelligence is used in video games for controlling AI agents but often follow astatic pre-defined behaviour. An AI capable of online learning would be able to adapttheir behaviour to whatever they may encounter. „Dynamic scripting‟ is one suchtechnique designed to be used in games with random outcomes. This study seeks toexamine if there is a measurable difference in the learning efficiency of dynamicscripting between games with stochastic outcomes and those with deterministicoutcomes. A CRPG was made with dynamic scripting implemented in charge of a teamof AI agents and a toggle to force deterministic or stochastic game rules. A series ofencounters against a static AI was then performed until the dynamic team was deemedeffective enough and the learning efficiency measured by how long this took. Theresults suggest a difference favouring dynamic scripting in deterministicenvironments.

  • 7.
    Johansson, Robert
    University of Skövde, School of Humanities and Informatics.
    Hur påverkas säkerhetskopiering av prokrastinering2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I dagens samhälle ökar mängden information som användarna lagrar på sina datorer och samtidigt ökar hoten mot informationen. Genom säkerhetskopiering kan informationen skyddas mot olika hot så som hårddiskkrascher och liknande men ändå försvinner information hela tiden. För att undersöka hur vanligt det är att användare utför säkerhetskopiering genomförs en enkätundersökning. Enkätundersökningen undersöker dels om användare utför säkerhetskopiering men även varför eller varför inte. Undersökningen utgår ifrån TMT, Temporal Motivation Theory, för att beskriva sambandet mellan olika faktorer som kan påverka användningen av säkerhetskopiering. Bland annat undersöks svårighetsgraden och tidsåtgången för att använda säkerhetskopiering. Enkätundersökningen visar att mer än hälften av användarna använder sig av säkerhetskopiering och att flera andra gör ett aktivt val att inte använda säkerhetskopiering. Genom att automatisera lösningar för säkerhetskopiering och förenkla dessa utan att ha ett högt pris hade fler användare valt att använda dessa och på så sätt hade fler filer kunnat räddas.

  • 8.
    Knutsson, Viktor
    University of Skövde, School of Humanities and Informatics.
    Nätverksövervakning av industriella miljöer: En lösning med öppen källkod2010Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna uppsats undersöker möjligheten att använda ett nätverksövervakningssystem för att även övervaka maskindrivna processer. Kan man baka ihop övervakningen av den maskinella processen och datorn som styr maskinen i ett och samma system? Detta genomförs genom att identifiera och implementera ett lämpligt övervakningssystem i en befintlig maskinell laborationsmiljö. Arbetet utvärderas därefter enligt ett antal felscenarion och även utifrån ett systemadministratörsperspektiv. Intervjuer med praktiker inom industribranchen utförs också för att dra ytterligare slutsatser.

  • 9.
    Redyuk, Sergey
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Billing, Erik A.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Challenges in face expression recognition from video2017In: SweDS 2017: The 5th Swedish Workshop on Data Science / [ed] Alexander Schliep, 2017Conference paper (Refereed)
    Abstract [en]

    Identication of emotion from face expressions is a relatively well understood problem where state-of-the-art solutions perform almost as well as humans. However, in many practical applications, disruptingfactors still make identication of face expression a very challenging problem. Within the project DREAM1- Development of Robot Enhanced Therapy for Children with Autism Spectrum Disorder (ASD), we areidentifying face expressions from children with ASD, during therapy. Identied face expressions are usedboth in the online system, to guide the behavior of the robot, and o-line, to automatically annotate videofor measurements of clinical outcomes.

    This setup puts several new challenges on the face expression technology. First of all, in contrast tomost open databases of face expressions comprising adult faces, we are recognizing emotions from childrenbetween the age of 4 to 7 years. Secondly, children with ASD may show emotions dierently, compared totypically developed children. Thirdly, the children move freely during the intervention and, despite the useof several cameras tracking the face of the child from dierent angles, we rarely have a full frontal view ofthe face. Fourthly, and nally, the amount of native data is very limited.

    Although we have access to extensive video recorded material from therapy sessions with ASD children,potentially constituting a very valuable dataset for both training and testing of face expression implemen-tations, this data proved to be dicult to use. A session of 10 minutes of video may comprise only a fewinstances of expressions e.g. smiling. As such, although we have many hours of video in total, the data isvery sparse and the number of clear face expressions is still rather small for it to be used as training data inmost machine learning (ML) techniques.

    We therefore focused on the use of synthetic datasets for transfer learning, trying to overcome thechallenges mentioned above. Three techniques were evaluated: (1) convolutional neural networks for imageclassication by analyzing separate video frames, (2) recurrent neural networks for sequence classication tocapture facial dynamics, and (3) ML algorithms classifying pre-extracted facial landmarks.

    The performance of all three models are unsatisfactory. Although the proposed models were of highaccuracy, approximately 98%, while classifying a test set, they performed poorly on the real-world data.This was due to the usage of a synthetic dataset which had mostly a frontal view of faces. The models whichhave not seen similar examples before failed to classify them correctly. The accuracy decreased drasticallywhen the child rotated her head or covered a part of her face. Even if the frame clearly captured a facialexpression, ML algorithms were not able to provide a stable positive classication rate. Thus, elaborationon training datasets and designing robust ML models are required. Another option is to incorporate voiceand gestures of the child into the model to classify emotional state as a complex concept.

  • 10.
    Svärd, Simon
    University of Skövde, School of Informatics.
    ANN som en metod för att göra urval i spel2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I detta arbete som fokuserar på hur neurala nätverk kan appliceras på och hur väl de presterar i en spelmiljö undersöks två nätverksarkitekturer applicerat på en simulation av ett så kallat urvalsbaserat spel. I arbetet så är ett urvalsbaserat spel ett spel som går ut på att en spelare skall göra en mängd val innan spelet börjar, och de två nätverksarkitekturerna som utvärderas är Feed Forward och NEAT. Experimenten låter nätverken skapa lag för en förenklad version av spelet Pokemon och kommer sedan att låta dessa lag tävla emot varandra i en deterministisk testmiljö för att bedöma hur bra nätverken presterar.

1 - 10 of 10
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