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  • 1.
    Abbasi, Muhammad Abbas Khan
    University of Skövde, School of Informatics.
    The effect of time pressure on human behavior regarding phishing susceptibility: Human aspects in information security2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Human errors are common in the contemporary cyber ecosystem, and in an organization’s cybersecurity chain, humans are considered the weakest link. Cybercriminals exploit human vulnerabilities using sophisticated attacks such as phishing. Human susceptibility to phishing is a persistent threat, and has a devastating effect on organizational and personal security. Previous researchers found that human susceptibility to phishing increases in presence of some factors such as organizational, individual, and environmental. Various studies highlight time pressure as one of the influencing factors that can negatively or positively impact human behavior. This research study aimed to investigate the effect of time pressure on human cybersecurity behavior regarding the ability to detect phishing. The study used quantitative research and developed a questionnaire comprising interactive phishing emails distributed online to 03 random groups having different time limits to complete the questionnaire. The study received 356 complete responses. The study's result shows a slight change in user behavior under time pressure, and the impact of time pressure can be positive or negative. However, the results are not statistically significant for all demographic groups to accept this slight change in variance. Moreover, this study's results validate previous studies on human susceptibility to phishing and found more than 50 % of respondents vulnerable to phishing.

    Thus, the results of this study indicate that the factor of time pressure itself does not significantly impact the human ability to detect phishing. However, it is essential to note that other work-related tasks or stress associated with time pressure can influence human behavior in detecting phishing attempts.

    In conclusion, the author also proposes further testing and some methodology tweaking by modifying the time given to each tested group and adding more elements to the questionnaire. Finally, the study also suggested conducting the same analysis on physically controlled groups in an organizational or institutional setting. 

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  • 2.
    Abdi, Asma Ibrahim
    University of Skövde, School of Informatics.
    Etiska och social konsekvenser av ML-modeller inom cyberbrottsbekämpning2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna studie syftar till att undersöka de etiska och sociala konsekvenserna av att använda maskininlärning inom cyberbrottbekämpning. Maskininlärning är en växande teknik inom cybersäkerhetsvärlden, men det finns inte tillräckligt med forskning om de utmaningar som kan uppstå vid användning av maskininlärning för cyberbrottbekämpning. För att undersöka dessa utmaningar har en kvalitativ ansats använts, där intervjuer har genomförts för att förstå vad personer som arbetar med cybersäkerhet tycker om cybersäkerhetssystem som inkorporerar maskininlärningsmodeller. 

    Resultatet av intervjuerna visar att det finns många fördelar med att använda en effektiv teknik som maskininlärning. Men det finns också många utmaningar, såsom algoritmer som är partiska och förstärker fördomar. Maskininlärning kräver stora mängder träningsdata, vilket kan leda till förlust av människors integritet. Denna studie kommer att fördjupa sig i dessa och andra utmaningar med maskininlärning.

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  • 3.
    Abdirizak, Mohamed
    et al.
    University of Skövde, School of Informatics.
    Abobaker, Ivan
    University of Skövde, School of Informatics.
    What are the gaps in teaching the cybersecurity threats landscape, and what teachers need to include the subject in their curriculum?2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis examines the current gaps in cybersecurity education in junior high and high schools in Sweden, with a focus on the challenges of integration and the resources required for teachers to effectively instruct on cybersecurity topics. Despite the critical importance of cybersecurity in protecting digital interactions and personal data, existing curricula often lack deep and systematic integration of this essential subject. Based on qualitative interviews with 12 teachers from junior high and high schools, the researchers’ findings underscore a significant need for structured cybersecurity curricula and enhanced teacher training. The research reveals that while students are extensively engaged with digital technologies, their vulnerability to various cybersecurity threats remains due to inadequate educational frameworks. The study highlights the urgent need for curricular improvements to include comprehensive cybersecurity courses, aligned with current technological threats and the digital behaviors of students.

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  • 4.
    Abdulhadi, Osama
    University of Skövde, School of Informatics.
    The human connection to information security: A qualitative study on policy development, communication and compliance in government agencies2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The human factor and insider threats play a crucial role in information security. In today’s digital age, protecting organizational data requires a deep understanding of human behaviour and its impact on information security. The increasing volume of electronically stored data has led to a rise in cyber threats and breaches, necessitating effective information security policies and regulations.

    This study focuses on the experiences and perspectives of employees and top management in government agencies regarding the development, communication, compliance, and attitudes towards information security policies and regulations. Semi-structured interviews were conducted with participants from both top management or information security officers and regular employees, which allowed for an in-depth exploration of their experiences and perspectives.

    The findings show that government agencies systematically develop policies by engaging stakeholders, ensuring accessibility, and adhering to legal frameworks. Addressing the human factor involves training, awareness programs, and top management support. Policy development and implementation include risk assessment, stakeholder identification, objective setting, continuous review, and integration into daily operations. Communication channels such as intranets, training, coordinators, and awareness events are utilized, but their effectiveness is not directly measured. Proposed improvements include enhancing accessibility, improving policy document management, and using clearer language.

    Employees generally possess a positive attitude towards information security, though their understanding varies, and challenges to their understanding include complex language and unclear instructions. Compliance also varies, with difficulties arising from technical terminology and information overload. Enhanced compliance can be achieved through simplified language, providing better resources, and top management support. Proactive incident management focuses on learning and risk minimization. The human factor and insider threats remain significant concerns, which emphasizes the need for further education, awareness training, and motivation. 

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  • 5.
    Abdulkader, Mohamad
    University of Skövde, School of Informatics.
    Why do people use public Wi-Fi?: An investigation of risk-taking behaviour and factors lead to decisions2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The usage of public Wi-Fi and hotspots has witnessed a substantial increase in recent times, providing convenient connectivity in various public areas. Public wireless networks are now widely accessible, especially in smart cities. However, utilising public Wi-Fi exposes individuals to potential threats to their privacy and security. Hackers can exploit vulnerabilities present in public Wi-Fi networks, such as the "Evil Twin" attack, to deceive users and unlawfully obtain their personal information. The main objective of the research was to investigate people's awareness of the security risks associated with public Wi-Fi usage and to identify the factors that contribute to their willingness to take such risks. The research adopted a qualitative approach, utilising semi-structured interviews with 14 participants to gain valuable insights into their understanding and knowledge of the risks connected with public Wi-Fi. The majority of respondents employed public Wi-Fi for educational purposes, browsing the Internet, and engaging with social media platforms. Additionally, the findings of the study explored the motivations and influences that lead individuals to take risks when using public Wi-Fi. Factors such as convenience, cost-effectiveness, saving mobile data usage, limited mobile network coverage, and a lack of awareness concerning privacy and security risks emerged as the most significant reasons and influences behind the utilisation of public Wi-Fi.

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  • 6.
    Abdullah, Mohammed
    University of Skövde, School of Informatics.
    Säkerhetsmedvetenhet och dess inverkan på informationssäkerhet inom hälso-och sjukvården2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Framväxten av digitalisering och skillnader i utvecklingstakt mellan digitalisering och informationssäkerhet har lett till ökade utmaningar för många sektorer i samhället, inklusive hälso- och sjukvården. En central del i att hantera dessa utmaningar är att förstå hur viktigt det är att ha en god säkerhetsmedvetenhet hos anställda. Säkerhetsmedvetenhet är därför en nödvändig komponent för att skydda och bevara informationssäkerheten i en organisation. Informationssäkerhet innefattar mer än tekniska och administrativa säkerhetsåtgärder, eftersom människor är involverade i alla aspekter av informationssäkerhet och ofta anses vara den svagaste länken i säkerhetskedjan. Till följd av detta kan ökad medvetenhet bland personalen bidra till mer effektiv informationssäkerhet. Studien fokuserade på att undersöka följande frågeställning: Hur kan IT-chefer inom hälso- och sjukvårdssektorn arbeta systematiskt för att öka personalens säkerhetsmedvetenhet?

    Resultatet visade att ledningens engagemang kan påverka personalens medvetenhet och bidra till att skapa en stark säkerhetskultur, vilket är i linje med vad litteraturen beskriver. Genom ökad medvetenhet bland personalen kan många säkerhetsincidenter relaterade till mänskliga misstag undvikas. Studien genomfördes med stöd av kvalitativa forskningsmetoder och semistrukturerade intervjuer, där ledande roller inom hälso- och sjukvården intervjuades. I nuläget visar resultatet att det finns utrymme för förbättring när det gäller personalens nuvarande medvetenhet. Dessutom visade resultatet att det inte finns en effektiv metod för att utvärdera och mäta denna medvetenhet. Däremot visar både praktiken och litteraturen att antalet ökade cyberattacker ökar och att det finns betydande utmaningar kopplade till att säkerställa informationssäkerhet. Samtidigt påvisar resultatet ett tydligt behov av ytterligare forskning samt utveckling av metoder för att mäta och förbättra personalens säkerhetsmedvetenhet.

  • 7.
    Abrahamsson, Linnea
    University of Skövde, School of Informatics.
    Challenges in designing a game for an outside client: An advergame case study2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Serious games are well known for their application outside the games, but how they are developed is seldom explored. This study looks at the development process for an advergame for an outside client and what challenges and opportunities presented themselves when creating it. By looking at the context of development the study finds an understanding for what affected the development and how it affected it. The results show that the development context can have varying effects on development. Part of this is the motivations and background behind the project and goals of the company. The developers’ work can become dependent on the project company and work can be halted if the connection is not maintained. Further the study proposes guidelines based on the results that developers can use when working with interdisciplinary collaboration.

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  • 8.
    Abrahamsson, Linnea
    et al.
    University of Skövde, School of Informatics.
    Almkvist, Simon
    University of Skövde, School of Informatics.
    Paratexter och spelupplevelsen: Hur kan digitala uppslagsverk påverka spelupplevelsen i överlevnadsspel?2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Paratexter är verk som ger konsumenter en uppfattning om en produkt utan att interagera med själva produkten. Denna undersökning har studerat hur spelupplevelsen kan påverkas av en viss typ av paratext, digitala uppslagsverk, i överlevnadsspel. Spelupplevelsen är ett subjektivt fenomen, vilket ligger till grund för undersökningens kvalitativa ansats. En prototyp av ett generiskt överlevnadsspel, samt ett digitalt uppslagsverk för spelet, producerades. Därefter användes observationer och semistrukturerade intervjuer för att jämföra tio respondenters handlingar med deras åsikter. Resultatet bekräftade att det finns många olika attityder gentemot digitala uppslagsverk. Bland annat påvisades att dessa paratexter aktivt bidrar till att skapa mål för spelaren, och kan komplettera eventuella brister i spelets design. Spelupplevelsen kan också försämras, eftersom spelaren redan ”upplevt spelet” genom uppslagsverket. Framtida studier bör förslagsvis utnyttja denna introducerande studie för att skapa ett paratextuellt ramverk som spelutvecklare kan använda för att skapa så genomtänkta spelupplevelser som möjligt.

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  • 9.
    Abrahamsson, Viktor
    University of Skövde, School of Informatics.
    Visualisering av geospatialdata från firms i heatmaps: En jämförelse av visualiseringstekniker med D3.js och Heatmap.js baserat på utritningstid2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Stora mängder miljödata samlas hela tiden in och för att använda all data behöver den förstås av användarna så de kan applicera kunskapen inom deras område. Visualisering skapar förståelse om data. Heatmaps kan användas för att visualisera geospatial data och interaktivitet är ett hjälpmedel för att skapa ytterligare grafiska representationer. I detta arbete evalueras JavaScript-teknikerna D3.js, Heatmap.js och Vue.js angående vad som är mest lämpligt för att visualisera geospatial data utifrån effektiviteten vid utritning av heatmaps. Ett experiment genomförs där biblioteken D3.js, Heatmap.js testas i ramverket Vue.js. Detta för att ta reda på vilket bibliotek som föredras vid utritning av heatmaps och om ett ramverk påverkar resultatet. En miljö sätts upp för att genomföra undersökningen och tester för att påvisa detta. Resultatet indikerar att Heatmap.js och mindre datamängder ger en lägre utritningstid i den tillämpning som undersökts. I framtiden är det intressant att undersöka flera bibliotek och flera datamängder.

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  • 10.
    Acarsoy, Sara Nil
    University of Skövde, School of Informatics.
    Effects of interactivity on narrative-driven games: A heuristic approach for narrative-driven games2021Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players.

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  • 11.
    Adamson, Victor
    et al.
    University of Skövde, School of Informatics.
    Bägerfeldt, Johan
    University of Skövde, School of Informatics.
    Assessing the effectiveness of ChatGPT in generating Python code2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study investigated ChatGPT’s Python code generation capabilities with a quasi-experiment and a case study, incorporating quantitative and qualitative methods respectively. The quantitative analysis compared ChatGPT-generated code to human-written solutions in terms of accuracy, quality, and readability, while the qualitative study interviewed participants with varying levels of programming experience about the usability of ChatGPT for code generation. The findings revealed significant differences in quality between AI-generated and human-written solutions but maintained overall similarities in accuracy and readability. The interviewees reported that ChatGPT showed potential for generating simple programs but struggled with complex problems and iterative development, though most participants were optimistic about its future capabilities. Future research could involve larger samples, more programming languages, and increased problem complexities. 

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  • 12.
    Adolfsson, Anders
    University of Skövde, School of Informatics.
    Kan den underförstådda arketypens rörelsesätt påverka hur spelare interagerar med spelvärlden?: Hur animation kan förmedla spelarens disposition.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Studien har undersökt om rörelsesättet hos en underförstådd arketyp kan påverka sättet en spelare interagerar med en virtuell miljö. För att ta reda på detta skapades ett spel som kan spelas i två olika versioner där avatarens rörelsesätt är den enda skillnaden. Data samlades in via enkät och via spelet som skapats. Resultatet antyder att spelaren anpassar sitt beteende efter sättet som avataren rör sig. Detta belyser även hur man kan utnyttja arketyper för att fömedla avatarens personlighet och dispositioner.

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  • 13.
    Agaeus, Catharina
    University of Skövde, School of Humanities and Informatics.
    Sociala kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Delar av dagens samhälle fortsätter att datoriseras och nya möjligheter för interaktion med datoriserade produkter som stödjer social interaktion introduceras i ökad takt. Själva grunden för hur organisationer ser ut förändras och pekar mot ett allt mer distribuerat sätt där människor kan interagera med varandra utan att vara på samma plats, vid samma tidpunkt. Samtidigt visar forskning att det finns brister i användbarhet hos gruppverktyg. Kognitiva arbetsmiljöproblem (KAMP) kan uppstå när användbarhet brister men har hittills främst studerats ur ett enanvändarperspektiv. Syftet med den här rapporten är att identifiera samt klassificera socio-kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete för att bidra med kunskap som i förlängningen kan leda till en tydligare förståelse kring SKAMP. En arbetsplatsstudie utfördes där distribuerad kognition användes som analysverktyg. Studien genomfördes på en avdelning inom en organisation där förutsättningarna för att finna SKAMP ansågs som gynnsamma. Genom att anta ett distribuerat synsätt där observationer av avbrott och ”mismatches” i informationsflödet beaktats samt hur kognitiva processer implementeras i en grupp mynnade det analyserade materialet ut i fem kategorier av SKAMP: Problem med informationskoordinering, ”Bristande kommunikation”, ”gemensam lägesbildsaknas”, ”Brister i medierad kommunikation”, ”Otillräcklig kontroll och överblick”och ”Oklar holistisk helhetsmodell”. Dessa skall ses som komplement till de redan idag identifierade KAMP.

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  • 14.
    Aggestam, Lena
    University of Skövde, School of Humanities and Informatics.
    Towards a Maturity Model for Learning Organizations – the Role of Knowledge Management2006In: Proceedings of the 17th International Conference on Database and Expert Systems Applications (DEXA'06), IEEE, 2006, p. 141-145, article id 1698323Conference paper (Refereed)
    Abstract [en]

    Organizations of today must learn how to learn in order to become competitive. How an organization reaches maturity clearing this area is not clear. This paper presents an initial version of a maturity model aiming to set directions for how to become a learning organization, and to assist people when discussing where in this process the organization finds itself in. Future work consists of detailing the model and develops guidelines for how to measure maturity.

  • 15.
    Aggestam, Lena
    et al.
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Durst, Susanne
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Persson, Anne
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Critical Success Factors in Capturing Knowledge for Retention in IT-Supported Repositories2014In: Information, ISSN 2078-2489, Vol. 5, no 4, p. 558-569Article in journal (Refereed)
    Abstract [en]

    In this paper, the authors demonstrate the suitability of IT-supported knowledge repositories for knowledge retention. Successful knowledge retention is dependent on whatis stored in a repository and, hence, possible to share. Accordingly, the ability to capture theright (relevant) knowledge is a key aspect. Therefore, to increase the quality in an IT-supported knowledge repository, the identification activity, which starts the capture process, must besuccessfully performed. While critical success factors (CSFs) for knowledge retention andknowledge management are frequently discussed in the literature, there is a knowledge gapconcerning CSFs for this specific knowledge capture activity. From a knowledge retention perspective, this paper proposes a model that characterizes CSFs for the identification activity and highlights the CSFs’ contribution to knowledge retention.

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    Critical Success Factors in Capturing Knowledge for Retention in IT-Supported Repositories
  • 16.
    Aggestam, Lena
    et al.
    Department of Engineering Science, University West, Trollhättan, Sweden.
    van Laere, Joeri
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Svensson, Ann
    School of Business Economics and IT, University West, Trollhättan, Sweden.
    How to Apply and Manage Critical Success Factors in Healthcare Information Systems Development?2023In: Systems, E-ISSN 2079-8954, Vol. 11, no 9, article id 469Article in journal (Refereed)
    Abstract [en]

    Studies on Critical Success Factors (CSFs) in Healthcare Information Systems (HIS) development projects have traditionally often been limited to retrospectively identifying CSFs in a finished project. In this paper, we focus on how to prospectively apply and manage CSFs in HIS projects. Based on a holistic perspective and systems thinking, an inductive research strategy was applied and a single in-depth case study was conducted. The findings include detailed descriptions that contribute to further understanding of how to prospectively apply and manage CSFs in HIS projects. The analysis reveals that CSFs must be applied differently and managed on various system levels. Furthermore, it shows how interactions exist between different system levels, both in the case of a specific CSF and between different CSFs on various system levels. Our analysis framework and findings indicate new directions for future research: how to prospectively apply and manage CSFs in HIS development projects can now be investigated both in a more holistic way and more in detail. Finally, healthcare practitioners can use the descriptions as practical checklists for guiding them in how to realize situational adaptation of CSFs in HIS projects across different system levels.

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  • 17.
    Ahamed, A. F. M. Jalal
    University of Skövde, Organising for Sustainable Development Research Environment. University of Skövde, School of Business.
    Digital Transformation as a Means of Achieving SME Resilience During COVID-19 – A Systematic Review and Future Research Agenda2024In: Small and Medium-Sized Enterprise (SME) Resilience: Strategies for Risk and Crisis Management / [ed] Susanne Durst; Thomas Henschel, Springer Nature, 2024, 1, p. 17-32Chapter in book (Refereed)
    Abstract [en]

    The Covid-19 pandemic had devastating effects on small and medium businesses (SME). The immediate shock, uncertainty, varying restrictions, and the risk to life disoriented the small and medium industries. In the last 4–5 years, we’ve seen small and medium businesses worldwide gradually return to their former state. Digital transformation is one of the tools used in this comeback effort. This topic has been the subject of several conceptual, empirical, and review studies. However, no systematic review has been conducted that examines digital transformation enablers and how digital transformation can lead to organizational resilience. This study aims to fill the gap. I conducted this systematic review following the PRISMA guidelines. On the basis of the 37 studies that met the inclusion criteria, I identified two clusters of enablers (strategic orientations, capabilities, and capacities) as well as six mediating strategies (frugal innovation, organizational agility, strategic agile process, dynamic strategic planning, social entrepreneurship and competitive intelligence, and sustainable business processes) of digital transformation on SME resilience. A consolidated conceptual model was developed based on the findings of this review. Scholars will be able to use these results to understand the knowledge boundary and develop effective strategies for promoting the resilience of SME’s. 

  • 18.
    Ahlborg, Anton
    University of Skövde, School of Informatics.
    How mail components on the server side detects and process undesired emails: a systematic literature review2021Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    As the use of emails increases constantly every year, so do the reports of various victims in society, on companies and individuals who have been affected by these undesirable emails in the form of spam, spoofing and phishing in their inbox. The effect of undesirable emails are many, but in summary, they cost the society and organization immense amount of money. This study will aim to understand why these emails still make its way into a user’s inbox by identifying current existing solutions that are being used by email servers to evaluate incoming undesirable emails.

    The analysis of the study shows that there are shortcomings in the solutions that are being used today, which lead to undesirable emails reaching a user’s inbox, and it is likely to continue in the near foreseeable future, unless research and or actions are applied to some of the brought-up issues in this study, namely problems with adoption and usage rate of authentication protocols, technical issues within authentication protocols and emails being wrongly classified by today's filtering techniques.

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  • 19.
    Ahlgren, Johan
    University of Skövde, School of Informatics.
    SPELARENS IDENTIFIKATION I FÖRHÅLLANDE TILL SPELARKARAKTÄRENS BAKGRUND I VÄSTERLÄNDSKA ROLLSPEL: En kvalitativ studie2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Studien i denna rapport undersöker huruvida en spelares identifikation med sin spelarkaraktär i ett spel påverkas av att spelaren har möjlighet att utforma sin karaktärs bakgrundshistoria.

    Studien innefattar en kvalitativ undersökning och fokuserar på västerländska RPG-spel. Frågan undersöks genom att en grupp av erfarna RPG-spelare observeras och intervjuas i samband med att de spelar igenom en kort artefakt.

    Resultatet av undersökningen visar på att genom att ge spelaren val kring spelarkaraktärens bakgrund ökar chansen för spelaren att uppnå en hög grad av identifikation med sin spelarkaraktär, då denne kan välja karaktärsdrag som uppfyller spelarens egna kriterier.

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    SPELARENS IDENTIFIKATION I FÖRHÅLLANDE TILL SPELARKARAKTÄRENS BAKGRUND I VÄSTERLÄNDSKA ROLLSPEL
  • 20.
    Ahlqvist, Viktor
    University of Skövde, School of Informatics.
    Narrativ komplexitet i spel: Kan svårförstådda berättelser göra spel mer tillfredsställande?2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Sedan dataspelens begynnelse har spelen innehållit olika former av narrativ. Med tiden har dessa narrativ blivit mer komplicerade, från de tidigaste spelens påmålade teman som bakgrundsberättelser, till moderna spelberättelser vars narrativ kräver signifikant ansträngning från spelarna. Tidigare studier har visat en viss korrelation mellan spelares tillfredsställelse för spelen och deras narrativa komplexitet. Syftet med denna studie är att bidra med mer data till denna hypotes, genom att skapa två versioner av ett kort spel, med olika nivåer av just narrativ komplexitet. Frågeställningen som ämnades besvaras genom att värdera testpersoners upplevelse av de olika varianterna var följande: Kan svårförstådda berättelser göra spel mer tillfredsställande? Resultatet av de speltester som genomfördes visade på liknande resultat som de tidigare nämnda studierna, men artefakternas likhet och den begränsade mängden testdeltagare resulterade i osäkerhet kring testets reliabilitet. Framtida studier inom ämnet skulle gagnas av ett mer iterativt arbete med artefakterna samt betydligt fler speltester.

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  • 21.
    Ahlström, Robin
    University of Skövde, School of Informatics.
    Stereotypa skräckantagonister: En jämförande undersökning2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
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  • 22.
    Ahlström Signal, Thea
    et al.
    University of Skövde, School of Informatics.
    Zako, Matti
    University of Skövde, School of Informatics.
    Teaching information security in preschool: Challenges with existing guidelines2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The world has become more digitized, and children use digital devices daily as games or watching tools. As technology grows stronger, the use of cyberspace and the threat coming within cyberspace grow larger by the day. Today's technology makes children active users in the cyber community as many children do in fact, use digital devices to talk to strangers, play online games and so on. There has also been increased digitization within preschool. Therefore, this thesis aims to review the existing guidelines regarding digital devices in the education system from the Swedish National Agency of Education (SNAE). Furthermore, investigate how preschool teachers translate the existing guidelines into practice for children's security online and how teachers work with cyber security awareness. The authors’, therefore conducted an interview study to gather data from teachers and principals in preschools regarding the use of digital devices. The authors’ aim to understand how teachers and principals work together with the existing guidelines to further enhance cyber security awareness among children. Multiple teachers work with digital tools in preschools. However, teachers use digital tools as a supplement to teaching children. The discussion regarding the risks and how to be safe online is not discussed as much in preschool because of the children's age. Multiple participants agreed that a separate segment for cyber security awareness would be significant. 

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  • 23.
    Ahlsén, Corinne
    et al.
    University of Skövde, School of Informatics.
    Karlsson, Casper
    University of Skövde, School of Informatics.
    LEVEL DESIGNS FÖRMÅGA ATT FÖRMEDLA STÄMNING: Storlek och upplevd stämning i Bloodborne2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Om storleken på utrymmen i spels levlar påverkar stämningen har diskuterats av leveldesignförfattare, bland andra Totten (2019) som nämner i sin bok, An Architectural Approach to Level Design, att olika storlekar på utrymmen i spel främjar olika känslor. Denna bakgrund för studien har sedan applicerats på den data som samlats in för att svara på problemformuleringen Hur påverkas upplevd stämning av områdets storlek i Bloodbornes Forbidden Woods och Upper Cathedral Ward? Datan består av storleksmätningar av utrymmen i två av spelets områden samt kommentarer från internet. Kommentarerna granskades efter ord och uttryck kopplade till upplevd stämning och områdets storlek. Efter att ha sammanställt kommentarerna om områdena analyserades de utefter storleksmätningarna och Tottens (2019) teori. Vi fann indikation till att storlek påverkar upplevd stämning, men att mer forskning krävs för att säkerställa resultatet. Denna kunskap kan potentiellt användas av level designers för att skapa en bättre spelupplevelse. För framtida arbete föreslår författarna att skapa en egen artefakt för att bättre kunna kontrollera beroende och oberoende variabler. 

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  • 24.
    Ahmad Sheikh Sleiman, Shirin
    University of Skövde, School of Informatics.
    Aueis en ny UX-utvärderingsmetod för engagemang vid interaktion med sociala robotar2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The user experience design (UX) perspective is essential when evaluating interaction with all types of robots, but especially social robots. As these are developed to perform important tasks in society such as being companion robots in geriatric care, schools and more. The User Experience Design area has a wide collection of evaluation methods that the human-robot interaction area can benefit from. This study aims to improve the experience of interacting with a social robot. For this purpose, literature studies have been conducted where UX aspects were identified that are relevant to focus on when evaluating the conditions for engagement in the interaction between human and social robot. A knowledge gap was identified of limited available analytical evaluation methods in human-robot interaction (HRI). In order to develop a new analytical evaluation method to promote engagement with a social robot, a methodological approach was used to develop evaluation methods. The design process of the new method consisted of five iterative phases that resulted in an Analytical evaluation method of engagement in interaction with social companion robots (AUEIS). AEUIS is designed to evaluate the conditions for achieving engagement when interacting with a social robot. Great focus was placed on the fifth phase where versions of AUEIS were tested by several UX designers based on the criteria that AUEIS should have high validity, be useful and have good learnability. The testing was performed with four UX designers with different experiences in HRI. The results of the testing showed that a UX designer without previous experience in evaluating HRI can use AUEIS without problems. At the same time, the aspects developed to carry out the evaluation were comprehensive to identify problems when interacting with a social robot.

    The result of this is work is a complete analytical evaluation method. AUEIS consists of seven aspects that study the conditions for engagement with a social robot. To evaluate with AUEIS, there are three phases: Preparation, evaluation, and analysis. Each phase has some activities that are followed to obtain a result about the conditions of engagement in the interaction with a social robot. The result of the evaluation with AUEIS will consist of qualitative and quantitative data. The qualitative data that is obtained can be analyzed to get a list of which aspects of engagement are not fulfilled by the social robot. The quantitative data can provide a quick overview of which aspects have the most problems and which problems are most serious. AUEIS evaluates the conditions for engagement when interacting with a social robot and is limited to this because it evaluates whether the social robot meets those conditions for engagement. Therefore, the user experience of engagement is evaluated only in a minor way based on how much the social robot meets the conditions for engagement. Future research and development of AUEIS would have been interesting and needed for AEUIS to be able to evaluate whether the user is engaged and to what extent is. Another interesting aspect to study can be the user experience of engagement whether it is during long-term interaction, short-term interaction, or different phases of an engagement. For example, how to evaluate that the user begins engagement with a social robot and how should it be evaluated that the engagement is maintained and continues or if it interrupts and why from a user perspective?

    Chapter 5 (End result the AUEIS method) presents the method and detailed instructions on implementation are presented in Appendix 7.

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  • 25.
    Ahmed, Abukar
    University of Skövde, School of Informatics.
    Jämförelse mellan Joomla och React.js utifrån svarstid på en bokhandel webbsida2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I denna studie jämförs JavaScript-biblioteket React mot Joomla på en e-commerce webbsida. Tillämpningen på e-commerce webbsidan är bokhandel. I implementationen skapades det två webbsidor. En med React och den andra med Joomla. Webbsidan använder sig även av Bootstrap som CSS-ramverk för att få samma layout. Detta är viktigt då mätningen utförs i en kontrollerad miljö där det är viktigt att allting utgår ifrån samma förutsättningar. Mätningen sker genom ett eget skript som körs genom Tampermonkey tillägget i Chrome. Resultatet av mätningarna visas senare i grafer som indikerar att React har en mycket snabbare svarstid jämfört med Joomla-webbsidan. I framtida arbeten går det att öka antalet produkter och innehåll och göra webbsidan mer verklighetsbaserat. Det går även att byta tillämpningstema till en elektronikwebbsida där det förmodligen skulle behöva innehålla fler bilder och även videoklipp.

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  • 26.
    Ahmed, Hiwa
    University of Skövde, School of Informatics.
    Exploring individual privacy concerns in mixed reality use situations: A qualitative study2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Master’s thesis explores the nuanced dimensions of privacy concerns in mixed reality (MR) environments. As MR technologies increasingly integrate into daily life, understanding how individuals perceive and navigate privacy within these contexts becomes crucial. This qualitative study employs semi structured interviews to gather insights from users actively engaged with MR, aiming to identify key privacy issues and the impact of social interactions on privacy dynamics. The research reveals that privacy concerns in MR are influenced by a complex interplay of technology features, user interactions, and contextual settings. Participants ex pressed apprehensions about data security, unauthorized information access, and a lack of control over personal data shared within MR environments. The findings highlight the need for enhanced privacy safeguards and transparent data management practices to foster trust and security in MR applications. This study contributes to the growing discourse on privacy in immersive technologies by providing empirical evidence and proposing recommendations for designing privacy aware MR systems. It aims to inform developers and policy- makers in the development of robust privacy frameworks that align with user expectations and legal standards, thereby enhancing user engagement and trust in MR technology.

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  • 27.
    Ahmed, Hiwa
    University of Skövde, School of Informatics.
    Jämförelse mellan Cakephp och Codeigniter Ramverk med/utan Model mapping (ORM)2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
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  • 28.
    Ahmed, Syed Ishtiaque
    et al.
    University of Toronto, Canada.
    Amrute, Sareeta
    University of Washington and Data and Society, United States.
    Bardzell, Jeffrey
    Pennsylvania State University, United States.
    Bardzell, Shaowen
    College of Information Sciences and Technology, Penn State University, United States.
    Bidwell, Nicola
    Aalborg University, Denmark ; International University of Management, Namibia.
    Dillahunt, Tawanna
    University of Michigan, Harvard Radcliffe Fellow, United States.
    Gaytán, Sane
    Universidad de Colima, Mexico.
    Karusala, Naveena
    Harvard Center for Research on Computation and Society, United States.
    Kumar, Neha
    Georgia Institute of Technology, United States.
    Guzmán, Rigoberto Lara
    Data and Society, United States.
    Mustafa, Maryam
    Lahore University of Management Sciences, Pakistan.
    Nardi, Bonnie
    University of California, Irvine, United States.
    Nathan, Lisa
    University of British Columbia, Musqueam Territory, Canada.
    Parvin, Nassim
    Georgia Institute of Technology, United States.
    Patin, Beth
    Syracuse University's, School of Information Studies, United States.
    Reynolds-Cuéllar, Pedro
    Massachusetts Institute of Technology, United States.
    Rouse, Rebecca
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Spiel, Katta
    Tu Wien, Vienna University of Technology, Austria.
    Prietch, Soraia Silva
    Universidade Federal de Rondonópolis, Brazil.
    Wang, Ding
    Technology and Society Collective Team, Pair Group, Google Research, United States.
    Wong-Villacrés, Marisol
    Escuela Superior Politécnica Del Litoral, Ecuador.
    Citational justice and the politics of knowledge production2022In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 29, no 5, p. 78-82Article in journal (Refereed)
    Abstract [en]

    Citation is how we acknowledge our debt to those who came before; those who helped us find our way when the way was obscured because we deviated from the paths we were told to follow. Sara Ahmed reminds us that just citational practices recognize the knowledge contributions of less dominant, routinely overlooked voices. Pursuing citational justice, then, entails moving away from individualistic views of authorship and toward a shared, reciprocal understanding of how knowledge is produced. Drawing from our experiences working within HCI, we extend an invitation for a just citational practice—one that makes space for the diversity of human experience and recognizes that human-computer interactions must be responsive to cultural and geographic differences. We outline parts of our ongoing conversations as a collective to motivate a careful citation practice across our field, interrogating how we can best honor one another’s ideas and labor without alienation or appropriation.

  • 29.
    Aho Lind, Hanna
    University of Skövde, School of Informatics.
    What are the needs and use of educational games in the modern workplace?: A case study on the prospects of equality, diversity, and inclusion education in a multinational business, through the use of a serious game2021Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Workplace diversity is an increasingly important topic for all companies who wish to stay in business. The purpose of this master’s thesis is to evaluate the needs and usage of a serious game in the form of an educational tool when teaching employees at a multinational business about equality, diversity, and inclusion topics. The study also involves an evaluation of the development of soft skills through an artificial environment offered through a team-based game experience. This was done by conducting a quasi-quantitative with a pre-test/post-test design, inspired by the work of Parker and Du Plooy (2021). The data gathered was analysed, where the results suggested that there is a growing need for serious games as an educational tool in the modern workplace, and if executed correctly, they can be of use for training soft skills regarding equality, diversity and inclusion matters in the employees. Notable connections between earlier research and this thesis’s findings arealsopresented and analysed.

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  • 30.
    Akese, Michael
    et al.
    University of Skövde, School of Informatics.
    Hussein, Omar
    University of Skövde, School of Informatics.
    Exploring vulnerabilities and mitigation strategies among high school students: A qualitative analysis study2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Phishing attacks have emerged as a prominent cybersecurity threat, with one demographic particularly vulnerable being high school students, who are often active on social media yet lack adequate awareness. This study aims to deepen our understanding of phishing among high school students, pinpointing their susceptibilities, mitigation approaches, and knowledge sources. Employing qualitative research methods, semi-structured interviews were conducted with 18 participants, divided into two sample groups: those enrolled in technology programs and those in non-technology programs.

    The findings revealed that while students may not be familiar with the term "phishing," they possess a basic grasp of how such attacks manifest online, including through emails, SMS, and social media. Moreover, students expressed the need for phishing awareness to be integrated into high school curricula.

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  • 31.
    Akyol, Jonatan
    et al.
    University of Skövde, School of Informatics.
    Rosenqvist, Alva
    University of Skövde, School of Informatics.
    Förarövervakningssystems roll i att främja säker bilkörning, förbättra trafiksäkerhet och öka upplevd säkerhet: En simulatorstudie med fokus på mobildistraktioner och könsskillnader2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Some drivers engage in secondary activities that contribute to decreased traffic safety. User Experience can inform and help people make safer and more conscious choices in traffic. Previous research on self-reported mobile phone use shows that a ban on mobile phone use while driving has not led people to completely cease the behavior. The study investigated whether a driver monitoring system contributes to safer driving when drivers are distracted by mobile phones and whether the system affected their sense of safety. An additional question examined whether there was a difference between male and female drivers' behavior and perception of the driver monitoring system. This was investigated using an experimental mixed-method design with a simulator, surveys, and an interview. The simulator study had a between-groups design where 16 participants were divided into three groups and drove three tracks in urban and city traffic: group A was a control group without mobile or driver monitoring system, group B received distracting SMS messages, and group C received distracting SMS messages and were warned by the driver monitoring system AIS12. Participants were interviewed and filled out an evaluative survey after the simulator. Another survey was sent out online to investigate driver behavior and opinions about driver monitoring systems. Although the results from the simulator were not significant, opinions about the pros and cons of the driver monitoring system emerged from the interview participants. The simulator experiment had a small sample size, which may have contributed to the result not being significant.

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  • 32.
    Al Amin, Jasin
    University of Skövde, School of Informatics.
    An investigation on personally identifiable information leakage on five different smartphone devices: A case study2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The installation of bloatwares in smartphones has over the years been increasing. By having bloatwares installed on the devices it has develop monopoly for the original equipment manufacturer, but at the same time it has create problems for consumers and privacy issue. The aim of this research was to investigate in five different original equipment manufacturers devices, on how they protect users against personally identifiable information leaking from bloatware and which personally identifiable information is collected; processed; sent by bloatware with or without any interaction. The method that was selected for this study was to do an action study, where the author experimented with five different devices (Sony, Samsung, Google Pixel, Apple, Oneplus) and different software programs. To be able to conduct the data from the devices, there was a strategy process where the approach was both dynamic analysis and static analysis. The results showed that that all devices that was part of this case study are leaking some type of personally identifiable information, due to poor security or that failed to protect against leaking personally identifiable information. Furthermore, the Android operating system that was part of this study seems to be the most optimal operating system in terms of monitoring the users. Since they were transmitting out a request every minute to the same address.

  • 33.
    Al Bakkour, Abed Al Kader
    University of Skövde, School of Informatics.
    Classification of aluminium microscopic images: Leveraging domain knowledge for feature extraction2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study seeks to gain a thorough understanding of the unique features exhibited by aluminum inclusions in microscopic images. The ultimate goal is to leverage this knowledge to create a reliable machine learning-based classification system for accurately classifying these inclusions. Through a detailed methodology encompassing domain knowledge acquisition, preprocessing, feature selection, and modelling, the research investigates the performance of various classifiers, such as Support Vector Machine (SVM), Random Forest, and k-Nearest Neighbors (KNN), as well as ensemble techniques, specifically stacking. Initial results indicate suboptimal performance of traditional classifiers without domain-driven feature extraction, with SVM achieving an accuracy of 43%, Random Forest 63%, and KNN 29%. However, significant improvement in accuracy, precision, recall, and F1-score metrics was observed after employing preprocessing steps and leveraging domain knowledge. Specifically, SVM achieved 80% accuracy, KNN 75%, and Random Forest 78% accuracy after preprocessing. Further refinement through hyperparameter tuning and cross-validation led to SVM achieving 90% accuracy, KNN 82%, and Random Forest 90%. Finally, the stacking classifier, combining predictions from diverse base models with a logistic regression meta-learner, demonstrated superior performance with an accuracy of 93.4%. These findings underscore the critical role of domain knowledge in enhancing machine learning-based classification systems for microscopic image analysis, offering valuable insights applicable beyond aluminum manufacturing.

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  • 34.
    Al Salek, Aous
    University of Skövde, School of Informatics.
    Exploring cybercrime victimization among Swedish adults: A cross-sectional study on prevalence and risk factors2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Cybercrime victimization is a pervasive and evolving threat in the digital age, necessitating a comprehensive understanding of its underlying dynamics and risk factors. This cross-sectional study explores the prevalence and risk factors of cybercrime victimization among Swedish adults, drawing insights from a diverse sample of 384 participants. The study examines demographic characteristics, educational backgrounds, financial circumstances, computer skills, protective measures, and victimization experiences through a combination of descriptive statistics, Fisher’s Exact Test, and logistic regression analysis. Key findings reveal significant correlations between gender, age, education level, income, computer skills, protective measures, and specific types of cybercrime victimization. Malware infection emerges as the most prevalent form of victimization, followed by sexual harassment, hacking, general harassment, and fraud. The study highlights the complex interplay between socioeconomic factors and victimization risk, and emphasizes the need for tailored interventions to enhance digital resilience and mitigate cybervictimization threats among Swedish adults. Future research directions include conducting larger-scale studies, exploring the effectiveness of protective measures, investigating polyvictimization, and examining age-related differences in cybercrime vulnerability.

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  • 35.
    Al Shakosh, Suhel
    University of Skövde, School of Informatics.
    Cybersecurity awareness among Swedish young adults in usage of public Wi-Fi networks2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The widespread availability of public Wi-Fi has significantly impacted how young adults in Sweden access the Internet for various purposes, including social interactions, academic activities, and entertainment. However, this convenience comes with substantial cybersecurity risks.

    This study aims to explore and understand the awareness level among young adults regarding cybersecurity threats when utilizing public Wi-Fi and to delve into the measures and strategies employed by young adults to safeguard themselves from these identified threats. The root problem addressed in this study is the potential gap in cybersecurity awareness and protective behaviors among young adults who frequently use public Wi-Fi. Understanding this gap is crucial for developing effective educational initiatives and security practices that can mitigate the risks involved. To investigate this issue, a qualitative research method was employed, involving semi-structured interviews with ten participants, balanced in gender. The interviews aimed to gather in-depth insights into the participants' motivations for using public Wi-Fi, their awareness of cybersecurity risks, and the measures they take to protect themselves.

    Utilizing semi-structured interviews with ten participants, the study reveals a diverse range of awareness and behaviors. While some participants demonstrate a strong understanding of cyber threats and employ proactive measures such as using VPNs and antivirus software, others show only a cursory awareness and engage in risky behaviors due to a lack of knowledge or disregard for potential threats. This variation highlights a disparity in how young adults approach cybersecurity when using public Wi-Fi.

    The study underscores a need for targeted educational initiatives to enhance protective practices among this demographic, which could inform future cybersecurity policies and educational programs. By focusing on increasing cybersecurity awareness and promoting better security habits, the risks associated with public Wi-Fi usage can be better managed, thereby helping to protect the digital lives of young individuals in Sweden.

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  • 36.
    Alaaraj, Aiham
    et al.
    University of Skövde, School of Informatics.
    Yassin, Ali
    University of Skövde, School of Informatics.
    Investigating cybersecurity response strategies: Measures to responding to successful spear phishing attacks2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Spear phishing attacks pose an ongoing threat to organizational cybersecurity, requiring effective response measures. This study examines measures that can be implemented by Swedish organizations to respond to successful spear phishing attacks, focusing on technical solutions and cybersecurity frameworks. Through 14 semi-structured interviews with incident response teams and cybersecurity professionals, insights were gathered on the effectiveness of these measures as well as the challenges that may be faced in complying with them. The results indicate the presence of two primary response measures: technical solutions used during and after the successful attack. In addition, cybersecurity frameworks play a critical role in guiding organizations in countering successful spear phishing attacks. While the results provide valuable insight, their effectiveness varies depending on the challenges the organization may face in complying with measures. This study underscores the importance of comprehensive and effective measures to respond to successful spear phishing attacks and improve organizational resilience to evolving cyber threats.

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  • 37.
    Alenljung, Zackarias
    University of Skövde, School of Informatics.
    Användarupplevelse i förstärkt verklighet: En holistisk utvärdering av en AR prototyp för monteringsinstruktioner2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The manufacturing industry is important to the societies economy and therefore needs to function as flawlessly and efficiently as possible to benefit the companies, because the manufacturing process is expensive. The most expensive part of the process is the assembly, which can cost between 25-50 % of the total manufacturing cost, and in particular manual assembly work is expensive. Assembly is carried out using assembly instructions on paper or in the computer. A new technology that has the potential to further streamline the work of assemblers which is called AR (augmented reality) is under development. There are no clear design guidelines for what works or not when developers should design instructions in AR. A further difficulty is the demands that are made when using new technology for safety-critical systems. New research in safety-critical systems shows that user experience design can help achieve a safer work environment and more efficient work. This thesis explores assembly instructions in AR through the development of a prototype, which is then evaluated with the help of assemblers, to create a better understanding of the possibilities of implementing AR-based instructions when assembling from a user experience perspective. To achieve this, an interview was conducted with an external company that previously investigated the possibilities of implementing AR in its production. Subsequently, a prototype was created that was evaluated with a user experience test in which both hedonic and pragmatic qualities were investigated. The prototype achieved three out of the nine set goals. Based on the result, five recommendations were made for how instructions should be presented in AR.

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  • 38.
    Alexandersson Jensner, Frans
    et al.
    University of Skövde, School of Informatics.
    Larsson, Erik
    University of Skövde, School of Informatics.
    Metadieges i spel2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Metadieges i spel presenterar en ny term för hur dieges kan kategoriseras i spel. En granskning har gjorts av modeller som tidigare använt begreppet dieges varpå en lucka har upptäckts. De tidigare modellerna kategoriserar inte ljud i metanarrativ när det finns två narrativa lager. För att undersöka metadiegetiska ljud görs en kvalitativ studie med en artefakt av fyra nivåer som utsätter testdeltagare för metadiegetiska händelser. I testet undersöks det om ett metanarrativ kan förmedlas till spelaren med nästan bara ljud. Resultatet visar på att metadiegetiskt ljud inte räcker till för att spelaren ska förstå narrativet. Det diskuteras att en undersökning med delvis visuell förmedling och längre speltid skulle hjälpa spelaren att förstå. Vidare presenteras olika hypoteser för hur metadiegetiska ljud kan utvecklas och exempelvis samspela med visuellt berättande, och vad det har för betydelse för framtida utveckling av spel som innefattar metanarrativ i form av drömmar, simulationer och virtuella miljöer.

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  • 39.
    Alfredsson, Markus
    University of Skövde, School of Informatics.
    PARALLELLER MELLAN MUSIKALISK IMPROVISATION OCH LINGVISTIK I SVENSK MUSIKUNDERVISNING: En studie i svensk musikpedagogik2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna forskningsstudie undersöker ifall musiklärare på svenska folkhögskolor använder sig utav pedagogik som involverar att tala om paralleller mellan musikalisk improvisation och lingvistik. För att förklara närmare vad detta innebär så beskriver studien först vad tidigare forskning säger om vad det innebär att improvisera, exempelvis hur aktiviteten fungerar neurologiskt och kognitivt för att senare enklare kunna illustrera parallellerna till lingvistik. Studien dokumenterar även och citerar befintligt utländskt undervisningsmaterial där parallellerna skrivs om för att senare kunna jämföras med det svenska undervisningsområdet. Sedan så beskrivs studiens frågeställningen i närmare detalj och studiens använda forskningsmetod förklaras. Senare i studien så beskrivs själva processen för undersökningen och de insamlade resultaten dokumenteras. Studien avslutas med ett diskussionskapitel där genomförandets brister diskuteras och iterationer inför möjligt kommande uppföljningsarbete spekuleras.

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  • 40.
    Algeborg, Andreas
    University of Skövde, School of Informatics.
    Data driven storytelling inom SME: Studie kring hur Svenska SME ligger iförhållande mot data storytelling2024Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Companies tend to work extensively with data, and SMEs constitute 99% of businesses in Europe. Utilizing data storytelling connects the entire journey from data coming in to insights being implemented. Having the right data foundation is crucial for making decisions that can lead to actionable insights. Visualization is widely used in various ways to support the insights that data should present. With a narrative component, it's possible to increase the interest of the recipients and reinforce the message around insights. Currently, there is some research on the subject, but there is a lack of engagement from SMEs to adopt the technology.

    The study has been conducted using a qualitative method in the form of semi-structured interviews with SMEs in Sweden. This interview format is used to gain a deeper understanding of how SMEs utilize the different components - data, visualization, and narrative - within data storytelling. The results of the study indicate which of the parts companies have adapted to more and less based on data storytelling.

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  • 41.
    Alid, Hani
    University of Skövde, School of Informatics.
    Experience with users about the various GDPR provisions available through the services2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis discusses the General Data Protection Regulation (GDPR) and its impact on individuals since the GDPR became effective in May 2018. The regulation has had significant implications for companies and organizations that handle user data as it provides fines if they are non-compliance. However, the GDPR was created to protect individuals' privacy and personal data in the European Union (EU), which has added many complexities to companies and individuals. This study aims to provide an experiment with individuals in Sweden to document their knowledge of the regulations and their ability to exercise the rights granted and to know their opinions through interviews with 19 samples of individuals. The research deals with the third chapter more than other chapters of the GDPR. The results revealed a lack of awareness among the participants, with only a small percentage having prior knowledge of the GDPR and lacking a clear understanding of the implications and practical implementation of these rights, despite the participants' enthusiasm when explaining the rights to them. Participants acknowledged the importance of their data and assessed the provisions of the GDPR. They emphasized rights such as access, rectification, and erasure as necessary to protect privacy. After obtaining nearly complete knowledge, the participants could exercise and find the GDPR rights entirely on Swedish sites, except those who were able to find the rights with only a little knowledge. The study highlights the need to enhance individuals' awareness of the GDPR and improve transparency and accessibility of privacy policies.

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  • 42.
    Alkhed, Johannes
    University of Skövde, School of Informatics.
    Nordamerikanska urfolk och stereotyper: En analys av karaktärsdesign i fyra västerländska äventyrsspel2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Minoriteter avbildas ofta på negativa sätt och det kan ha verkliga konsekvenser för de som identifierar sig med dessa minoritetsgrupper. Den här studien var intresserad av att se hur ursprungsamerikaner skildrades i spel i förhållande till verkliga motsvarigheter från historia. Arbetet tog sig an frågan genom en komparativ analys av kvalitativ natur för att kunna upptäcka större sociokulturella mönster. Fyra karaktärer analyserades i flera steg efter stereotyper, karaktärsdesignsprinciper och motsvarande historiska exempel. Arbetet såg ett visst samband mellan hur stereotyp en karaktär var och hur trovärdigt den gestaltade ursprungsamerikaner.

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  • 43.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The active instructor: Benefits and barriers to instructor-led serious gaming2015In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications, IEEE conference proceedings, 2015, p. 8-15Conference paper (Refereed)
    Abstract [en]

    While there is a wealth of studies on the subject of serious games, the same cannot be said on the issue of teaching with games, especially in game-based learning settings with adult learners. Over the years, most research in this area has been focused on the ‘active substance(s)’ of games for learning, focusing mainly on characteristics of games, but often failing to take the whole context of game-based learning into consideration, such as the role(s) of the teacher. However, the past two or three years has seen a shift in focus from merely the game as an isolated artefact, to also include more discussions on how games can successfully be integrated into an educational setting, as well as challenges as pitfalls of which instructors need to be aware. This paper aims to outline the contemporary research on instructor-led serious gaming and its implications for the design of serious gaming environments.

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  • 44.
    Allansson, Sofie
    University of Skövde, School of Humanities and Informatics.
    Vad händer när man framhäver skillnaderna mellan 2D- och 3D-grafik istället för att dölja dem?: Reflekterande uppsats till examensarbete i medier2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsen är en reflekterande uppsats som behandlar ett verk som skaptas inom ramen för examensarbete i medier vid Högskolan i Skövde. Verket består av en datoranimerad speltrailer för det fiktiva spelet ”Ashes”, med ljudeffekter och musik. Trailern är 80 sekunder lång, renderad i 3D med tydliga inslag av 2D-grafik, med ljudeffekter och musik. Uppsatsen inleds med idén till verket och de mål som satts upp för arbetet. Därefter beskrivs verkets kontext i form av film, äventyrsgenren och existerande spel. Spelen beskrivs i förhållande till frågeställningen. Efter det förklaras hur det fiktiva spelet ”Ashes” förhåller sig till kontrasten 2D/3D, samt en genomgång av scenerna i trailern. Genomgången av de arbetsmoment som har ingått i framställandet av trailern belyser den tekniska och kreativa processen bakom verket. Den centrala slutsatsen som presenteras i uppsatsen är att skillnaderna mellan 2D- och 3D-grafik går att använda och utnyttja som ett verktyg för speldesign och historieberättande.

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  • 45.
    Alloh, Daniel
    University of Skövde, School of Informatics.
    Förtroende inom e-handel: En checklista för utvecklingen av förtroendeingivande e-handelswebbplatser2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Trust in e-commerce is one of the most important factors for a business to succeed online. For successful sales between company and consumer, the website requires trust in different ways. The scientific literature that has been examined in the background chapter shows a need for categorization of aspects regarding trust in e-commerce as well as a checklist that can support the development of trustworthy e-commerce sites. To get further understanding of this area, articles that examine trust in e-commerce have been collected. The gathering of articles was done by a systematic literature study in relevant journals and databases. An analysis and summary of the aspects were made and divided into categories. The categorization of the aspects resulted in a checklist that can help a user experience designer to develop trustworthy e-commerce websites. For future studies, the checklist can either be tested by a UX designer in his work or by an empirical study to validate whether the checklist needs to be changed or expanded with more aspects.

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  • 46.
    Almlöf, Linnea
    et al.
    University of Skövde, School of Informatics.
    Jalonen, Matilda
    University of Skövde, School of Informatics.
    En episk kombo av teater och spel: Underhållning och immersion i spel utformade efter episka teaterprinciper2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Some scientists claim that there's a connection between entertainment and immersion. The epic theatre wanted to distance the audience but at the same time encourage them to reflect and be entertained. The study intended to examine how entertaining and immersive the participants experienced a game designed after epic theatre principles. After playing such a game, the participants either answered a questionnaire or took part in an interview. In general, they experienced high or mid-high immersion and entertainment. However, there were large differences between different individuals. The experience might have been affected by an interest in the theme or similar games. Immersion and entertainment share some components that seem to make the concepts difficult to separate in practice. There's a value in further research to understand immersion, entertainment and reflection better, and also how these affect each other. This might lead to more critical thinking and knowledge amongst the population. 

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  • 47.
    Almqvist, Robin
    University of Skövde, School of Informatics.
    Vägleda spelare med användning av färg: Effekten färgerna grön och röd har på navigation och vägval i virtuella miljöer2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete undersöker om färg kan utnyttjas till att omedvetet vägleda spelare i virtuella miljöer, denna studie gör det genom att försöka besvara på frågan: Hur påverkar färgerna röd samt grön hur individer navigerar ett datorspel? Detta är baserat på tidigare forskning som visar att den röda färgen har en omedveten inverkan på individer i diverse sammanhang. För att undersöka detta skapades en artefakt som bestod av ett litet spel där deltagarna gick igenom ett vardagligt rum med två utgångar på slutändan och med flera föremål med färgen röd längsmed ena sidan av rummet och färgen grön längsmed den motsatta för att se om det hade en inverkan på deras vägval samt agerande. Resultatet visade på att det uppstod en tendens till att deltagarna valde den gröna vägen över den röda. Framtida arbeten angående detta ämne skulle gynnas av att fokusera mer på att få fler samt mer varierande deltagare.

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  • 48.
    Alndawi, Tara
    University of Skövde, School of Informatics.
    Clarifying roles and responsibilities in information security: A case study of policy implementation in high-stakes environments2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In information security, the success of security policies is critically dependent on their implementation in organizations. This thesis explores the gap between formal definitions and the actual implementation of security policies, focusing on roles within a Swedish defense company. Using a qualitative research approach, this study employs semi-structured interviews to gather in-depth insights from individuals directly involved in security management, with the aim of uncovering the real-world complexities and challenges faced in policy implementation. This study identifies several core issues that affect policy implementation: ambiguity in role definitions, inconsistencies in policy communication at different organizational levels, and the frequent need for individuals to adapt policies to practical and situational needs. These factors contribute to the risk of security breaches by creating conditions in which policies are misunderstood or incorrectly applied. The findings highlight a significant discrepancy between how policies are intended to function and how they are implemented in daily operations, revealing a critical vulnerability in organizational security frameworks. This thesis contributes to the existing body of knowledge by mapping the landscape of security policy implementation within the context of the highly regulated defense industry. The results provide empirical evidence that improves the understanding of the interaction between policy, practice and the human element in security regimes with the aim of improving clarity and reducing the incidence of human error in security practices. 

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  • 49.
    Amanuel, Meron Abraham
    University of Skövde, School of Informatics.
    Hämtningstid i relationsdatabaser och dokumentdatabaser för fordonsskulder data2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna studie är att undersöka vilken av databaserna MySQL och MongoDB som utför hämtning av fordonsrelaterade skulder data på kortaste tiden. För att undersöka prestanda gällande hämtningstiden utvecklades en webbapplikation som visualiserar datan i form av diagram med hjälp av Javascript biblioteket Chart.js. Experimentet genomfördes fem gånger med olika mängder data och mätningspunkter för att se hur det kan påverka svarstiden hos databasen. Resultaten visade att MySQL var snabbare än MongoDB oavsett datamängden eller mätningspunkter. Framtida arbete kan bland annat hämta data slumpmässigt från databaserna och öka mängden data till en stor del samt användning av olika webbläsare för att undvika bias i studien. 

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  • 50.
    Ameel, Hans
    et al.
    Howest University of Applied Sciences, Kortrijk, Belgium.
    Decavele, Tom
    Howest University of Applied Sciences, Kortrijk, Belgium.
    Eeckhout, Claudia
    Howest University of Applied Sciences, Kortrijk, Belgium.
    van der Heide, Josha
    Windesheim University of Applied Sciences, Zwolle, The Netherlands.
    Lohner, Daniela
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    van der Ploeg, Bram
    Windesheim University of Applied Sciences, Zwolle, The Netherlands.
    Rietberg, Wim
    Windesheim University of Applied Sciences, Zwolle, The Netherlands.
    Steiner-Cardell, Andrea
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    Tjoa, Simon
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    Kochberger, Patrick
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    Kävrestad, Joakim
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Luh, Robert
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    Experiences From a Multi-National Course in Cybersecurity Awareness Raising2023In: International Journal of Information Security and Cybercrime (IJISC), ISSN 2285-9225, Vol. 12, no 1, p. 18-22, article id 2Article in journal (Refereed)
    Abstract [en]

    The European Union (EU), as well as the entire world, is facing emerging challenges in the cybersecurity domain. Two of the most prominent challenges are citizens’ cybersecurity awareness which is the first line of defense against cybersecurity incidents, and the cybersecurity skill gap expected to lead to a future shortage of cybersecurity professionals. This paper presents an effort to combat those issues through the implementation of an intra-European course on cybersecurity awareness. The course engages university students from four EU member states who learn about increasing cybersecurity awareness while practically developing cybersecurity awareness activities for preadolescents. The paper provides an overview of the course and lessons learned from implementing it in international cooperation. The intention is to provide a guide for the development of such courses and outline success factors others can adopt and pitfalls that should be avoided.

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