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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.
    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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  • 3.
    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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  • 4.
    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.

  • 5.
    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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  • 6.
    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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  • 7.
    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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  • 8.
    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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  • 9.
    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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  • 10.
    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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  • 11.
    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
  • 12.
    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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  • 13.
    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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  • 14.
    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
  • 15.
    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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  • 16.
    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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  • 17.
    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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  • 18.
    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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  • 19.
    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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  • 20.
    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.

  • 21.
    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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  • 22.
    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.

  • 23.
    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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  • 24.
    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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  • 25.
    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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  • 26.
    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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  • 27.
    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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  • 28.
    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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  • 29.
    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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  • 30.
    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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  • 31.
    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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  • 32.
    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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  • 33.
    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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  • 34.
    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.

  • 35.
    Ameri, Haydar
    University of Skövde, School of Informatics.
    Exploring information security culture within Swedish municipalities: A qualitative study2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The human aspect in the context of security has been a well-debated topic over the last two decades among researchers and practitioners. It has been recognized that technology alone cannot provide full protection, but should be combined with information security culture. This thesis explored how Swedish municipalities address the cultural aspects of information security. In addition, several important aspects and challenges were identified. Interviews were conducted as a data collection method with nine respondents from nine municipalities to gather their insights and experiences on the topic. The material from the interviews was then analyzed by applying thematic analysis.

    The results of this thesis have shown that most municipalities used what was feasible from the standards for the protection of information. One challenge was finding a balance between security measures and the various operations of the various entities to avoid hindrances to service delivery. With respect to training and awareness, initiatives employed diverse approaches, in some cases customized while in others not. The follow-up on information security culture was con[1]ducted using the tool Information Security Check provided by the Swedish Civil Contingencies Agency, along with measurements of security awareness through questionnaires, in some cases customized while in others not.

    Involving top management included diverse activities with support taking various forms beyond financial and human resources. However, the degree of follow-up, top management involvement, and support exhibited variations and in some cases were lacking. One notable discovery was the importance of educating not only the network of champions but also managers in information security, fostering a symbiotic relationship between the two. With respect to the lacking aspects, another finding was the importance of leadership and management knowledge/skills, not only essential for people in the security domain but also for other managerial roles in maintaining a positive information security culture.

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  • 36.
    Andemariam, Mikias
    University of Skövde, School of Informatics.
    Self-service business intelligence: Hur kan användarrelaterade utmaningar hanteras vid implementering av SSBI2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Self-Service Business Intelligence är en business intelligence-trend som uppstått som ett resultat av företagens växande oro för icke-tekniska användare som kräver mer och mer information från tekniska användare för att kunna fatta rätt beslut. SSBI fokuserar på att göra beslutsfattare mer självständiga genom att låta dem delta i data och analysera data utan hjälp av en IT-avdelning för att kunna fatta bästa möjliga beslut. Organisationer lyckas inte alltid med att implementera SSBI. De möter en mängd olika användarrelaterade utmaningar vid implementering av SSBI. Om dessa svårigheter inte åtgärdas på lämpligt sätt kan dåliga beslut fattas. De användarrelaterade utmaningarna som ofta följer på antagandet av SSBI har undersökts i denna forskning, såväl som hur dessa utmaningar kan lösas. För att hantera dessa utmaningar uppstod följande frågeställning,

    “Hur kan användarrelaterade utmaningar hanteras vid implementering av SSBI?”

    För att ytterligare förstå hur utmaningarna kan hanteras effektivt hölls fem intervjuer på olika företag med respondenter som har en bra förståelse för ämnet och relation till införandet av SSBI. Rapportens slutsats är att många av dessa utmaningar hänger ihop, men att var och en måste hanteras korrekt för att en organisation ska blomstra i SSBI implementation. Studiens resultat inkluderar en modell av användarrelaterade utmaningar vid implementering av SSBI, samt rekommendationer för hur de kan åtgärdas. Företager kan skapa perfekta situationer för konsumenter genom att dra fördel av dessa problem när de etablerar SSBI, vilket ökar chanserna att implementera en effektiv och hållbar SSBI.

  • 37.
    Anderberg, Peter
    Centrum för rehabiliteringsteknik vid Lunds tekniska högskola, Lunds universitet.
    Funktionshinder och IT1999Report (Other academic)
  • 38.
    Anderberg, Peter
    Certec, Centrum för rehabiliteringsteknisk forskning, Institutionen för designvetenskap, Lunds tekniska högskola, Lunds universitet.
    Internetlärande för alla: Om insatser för de första fullvärdiga studiemöjligheterna förfunktionshindrade människor1999Licentiate thesis, monograph (Other academic)
  • 39.
    Anderberg, Peter
    Lunds tekniska högskola, Sveirge.
    Makt & Maskiner2005In: Människonära design / [ed] Bodil Jönsson, Lund: Studentlitteratur AB, 2005, 1, p. 107-114Chapter in book (Other academic)
  • 40.
    Anderberg, Peter
    Lunds universitet.
    Makt & maskiner2005In: Människonära design / [ed] Bodil Jönsson, Lund: Studentlitteratur AB, 2005, 1, p. 107-114Chapter in book (Other academic)
  • 41.
    Anderberg, Peter
    Lund University, Sweden.
    Might and machines2006In: Design Side by Side / [ed] Bodil Jönsson, Lund: Studentlitteratur AB, 2006, 1, p. 109-117Chapter in book (Other academic)
  • 42.
    Andersson, David
    University of Skövde, School of Informatics.
    En studie om kritiska faktorer vid implementering av E-förvaltning inom skolan.: En internanvändares perspektiv.2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, many of the services run by governments around the world have begun to become more and more digitilized. This means that many processes that required manual / physical handling have become possible to do in the comfort of your home without having to face the company/organization directly. Many of these services include healthcare, the tax office and the school. These systems aim to serve the residents, but also to streamline the work for the internal users within the municipality or government.

    During these developments and implementation processes, there are usually factors that developers or organizations should try to achieve if the system or service being developed is to succeed. There are many of these factors that have been documented in previous studies. Napitupulu (2014) is one of these researchers who collected and documented these factors. Examples of these factors are Training, top managers support, User participation and strong leadership.

    These factors, however, have never been centered on the internal end-users of these systems and it has often not been emphasized in previous research on factors for e-government about which of these factors have the most significant impact if these were to be achieved.

    This study therefore focused on finding the most important factors when implementing internal end users. The work has focused on interviewing internal users of E-administration whom have been implemented in schools around the local municipality of Skövde and other neighboring municipalities. Where they recently had a new E-administration system implemented. The responses will then be compared to previous focuses that have been found to see which of these factors are most important when a system is to be implemented. The results that come from this study hope that municipalities and companies can learn which areas should be focused on when implementing new systems in the school. The study also hopes to provide a good basis for future research to continue on the future. This study was conducted at a municipal level, but more data and factors can be assured if this study is done at national level.

    Keywords: eGovernment, Factors, Implementation

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  • 43.
    Andersson, Emma
    University of Skövde, School of Informatics.
    Sociotekniska utmaningar och möjligheter med att implementera elektroniska patientjournaler i Bosnien & Hercegovina2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The implementation of E-health innovations varies between countries. An E-health innovation that has had a big impact on healthcare is the electronic patient medical record. Electronic patient medical records contribute to better communication between caregivers and to a better operation by providing caregivers the right information at the right time. The European Commission writes that digital solutions in healthcare can improve the overall health for European citizens. E-health innovations and the access to Electronic Patient Medical Records differs in Europe. While some countries have fully developed Electronic Patient Medical Records, some have not even started. Bosnia & Herzegovina is striving for EU-membership and is yet under implementation of Electronic patient medical records. The aim of this study is to improve the understanding of what socio-technical challenges and opportunities Bosnia and Herzegovina is facing when implementing electronic patient medical records.

    The method used to answer the research question is a qualitative method using a purposeful sampling by interviewing healthcare professionals in Bosnia & Herzegovina. Six semi-structured interviews were carried out with the help of a translator. The data was analyzed using an inductive content analysis enabling to distinguish challenges and possibilities with the implementation of electronic patient medical records at the hospital in Bosnia and Herzegovina.

    The result of the study indicates that Bosnia & Herzegovina are facing challenges such as lack of IT-skills, troubles with accessing the electronic patient medical records during power outs or system crashes and the system not fully supporting the way the doctors want to document. The opportunities listed are a better ability to provide patients with quality care, a greater access to information and the possibility to further implement E-health innovations.

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  • 44.
    Andersson, Filip
    University of Skövde, School of Informatics.
    Cloud-native storage solutions for Kubernetes: A performance comparison2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Kubernetes is a container orchestration system that has been rising in popularity in recent years. The modular nature of Kubernetes allows the usage of different storage solutions, and for cloud environments, cloud-native distributed storage solutions maybe attractive due to their redundant nature. There are many tools for cloud-native distributed storage available on the market today with differing features and performance. Choosing the correct one for an organisation can be difficult.

    Organisations utilising Kubernetes in cloud environments would like to be as performance efficient as possible to save on costs and resources. This study aims to offer a benchmark and analysis for some of the most popular tools, to help organisations choose the ‘best’ solution for their operational needs, from a performance perspective.

    The benchmarks compare three cloud-native distributed storage solutions, OpenEBS, Portworx, and Rook-Ceph on both Amazon Elastic Kubernetes Service (EKS) and Azure Kubernetes Service (AKS). For a baseline comparison, the study will also benchmark the cloud providers own solutions; Azure Disk Storage, and Amazon Elastic Block Storage. The study compares these solutions from three key metrics; bandwidth, latency, and IOPS, in both read and write performance.

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  • 45.
    Andersson, Madeleine
    et al.
    University of Skövde, School of Informatics.
    Axelsson, Oscar
    University of Skövde, School of Informatics.
    Farliga kombinationer av färg och form: Vilka kombinationer av färg och form får fiender menade för plattformsspel i 3D att se farligast ut?2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Tidigare arbeten kopplar färger och former till olika känslor. Detta arbete har genom en enkätstudie undersökt hur olika kombinationer av färg och form uppfattas när det kontextualiseras som fiender i 3D-plattformsspel. 16 unika fiender skapades genom att kombinera 4 olika färger med 4 olika kroppsformer. Respondenterna visades stillbilder påfienderna och bedömde deras farlighet. Rött och svart uppfattades som farliga, blått och grönt som mindre farliga i plattformsspelskontexten. Formerna påverkades dock mer av plattformsspelskontexten. En pyramidformad kropp med spetsen uppåt upplevdes farligare då den utgör en fara att landa på, och pyramidkroppar som pekar nedåt upplevs lika ofarliga som sfärer och kuber, då de har en platt yta för en spelaravatar att landa på, samt ser ostabila ut. Den specifika kombinationen av grönt och uppåtpekande pyramid frambringade konnotationer till gift och större fara. Framtida arbeten bör placera artefakterna i faktiska spel, då denna studie indikerar att respondenterna resonerar utifrån spelscenarion.

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  • 46.
    Andersson, Martin
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    A bilevel approach to parameter tuning of optimization algorithms using evolutionary computing: Understanding optimization algorithms through optimization2018Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Most optimization problems found in the real world cannot be solved using analytical methods. For these types of difficult optimization problems, an alternative approach is needed. Metaheuristics are a category of optimization algorithms that do not guarantee that an optimal solution will be found, but instead search for the best solutions using some general heuristics. Metaheuristics have been shown to be effective at finding “good-enough” solutions to a wide variety of difficult problems. Most metaheuristics involve control parameters that can be used to modify how the heuristics perform its search. This is necessary because different problems may require different search strategies to be solved effectively. The control parameters allow for the optimization algorithm to be adapted to the problem at hand. It is, however, difficult to predict what the optimal control parameters are for any given problem. The problem of finding these optimal control parameter values is known as parameter tuning and is the main topic of this thesis. This thesis uses a bilevel optimization approach to solve parameter tuning problems. In this approach, the parameter tuning problem itself is formulated as an optimization problem and solved with an optimization algorithm. The parameter tuning problem formulated as a bilevel optimization problem is challenging because of nonlinear objective functions, interacting variables, multiple local optima, and noise. However, it is in precisely this kind of difficult optimization problem that evolutionary algorithms, which are a subclass of metaheuristics, have been shown to be effective. That is the motivation for using evolutionary algorithms for the upper-level optimization (i.e. tuning algorithm) of the bilevel optimization approach. Solving the parameter tuning problem using a bilevel optimization approach is also computationally expensive, since a complete optimization run has to be completed for every evaluation of a set of control parameter values. It is therefore important that the tuning algorithm be as efficient as possible, so that the parameter tuning problem can be solved to a satisfactory level with relatively few evaluations. Even so, bilevel optimization experiments can take a long time to run on a single computer. There is, however, considerable parallelization potential in the bilevel optimization approach, since many of the optimizations are independent of one another. This thesis has three primary aims: first, to present a bilevel optimization framework and software architecture for parallel parameter tuning; second, to use this framework and software architecture to evaluate and configure evolutionary algorithms as tuners and compare them with other parameter tuning methods; and, finally, to use parameter tuning experiments to gain new insights into and understanding of how optimization algorithms work and how they can used be to their maximum potential. The proposed framework and software architecture have been implemented and deployed in more than one hundred computers running many thousands of parameter tuning experiments for many millions of optimizations. This illustrates that this design and implementation approach can handle large parameter tuning experiments. Two types of evolutionary algorithms, i.e. differential evolution (DE) and a genetic algorithm (GA), have been evaluated as tuners against the parameter tuning algorithm irace. The as pects of algorithm configuration and noise handling for DE and the GA as related to the parameter tuning problem were also investigated. The results indicate that dynamic resampling strategies outperform static resampling strategies. It was also shown that the GA needs an explicit exploration and exploitation strategy in order not become stuck in local optima. The comparison with irace shows that both DE and the GA can significantly outperform it in a variety of different tuning problems.

  • 47.
    Andersson, Towe
    University of Skövde, School of Informatics.
    Menydesign för mobila handelswebbplatser: En jämförande studie av två hierarkiska menystrukturer2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna studie jämför två olika menytyper samt deras position på mobila pekskärmar. I en problemformulering lyfts problem med bristande navigering samt element som är utanför tummens räckvidd på skärmen upp. Ett experiment genomfördes där 41 anonyma personer deltog. I experimentet ingick fyra stycken test för två versioner av de båda menyerna. Deltagarnas uppgift var att navigera till fyra förbestämda produkter (en produkt per meny/test). Tiden för deltagarna att nå rättprodukt i menyn mättes. De två menyerna hade samma innehåll men skiljde sig frånvarandra i och med att den ena visade den hierarkiska strukturen och den andra visade inte den hierarkiska strukturen. Resultatet visade att menytypen där den hierarkiska strukturen inte var synlig hade bäst svarstid. Slutsatsen som drogs var att hypotesen inte kunde bevisas. I det sista kapitlet diskuteras potentiella framtida arbeten där det bland annat talas om att skapa fler webbstandarder för menyer.

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  • 48.
    Andersson, Ulf
    et al.
    School of Business, Economics and IT, University West, Trollhättan, Sweden.
    Arvemo, Tobias
    School of Business, Economics and IT, University West, Trollhättan, Sweden.
    Gellerstedt, Martin
    School of Business, Economics and IT, University West, Trollhättan, Sweden.
    Can Measurements of Online Behavior Predict Course Performance?2016In: Proceedings of the 7th International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC 2016 and the 7th International Multi-Conference onSociety and Information Technologies: ICSIT 2016: Volume II (Post-Conference Edition) / [ed] M Savoie; N C Callaos; B Sanchez; A Tremante; J Horne, International Institute of Informatics and Systemics, 2016, p. 4-9Conference paper (Refereed)
    Abstract [en]

    This article is a pilot study on the relationship between performance in online classes and behavior in online discussion forums. Measuring student activity on the discussion forum, the collected data is then analyzed and mapped to the performance of the students on the course. The student activity was dividedinto a number of parameters, and during the study these parameters were compared to the performance of the students.The significance of each parameter was also analyzed through a Kruskall-Wallis-test Overall there was a strong tendency thatstudents with more activity and engagement received higher grades. This is in the future useful for developing some kind of monitoring to identify and support students on the verge of failing the course.

  • 49.
    Andersson, Ulf
    et al.
    University West, Sweden.
    Arvemo, Tobias
    University West, Sweden.
    Gellerstedt, Martin
    University West, Sweden.
    How well can completion of online courses be predicted using binary logistic regression?2016In: Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016 / [ed] Lena Pareto; Lars Svensson; Johan Lundin; Ulrika Lundh Snis, 2016, p. 1-12Conference paper (Other academic)
    Abstract [en]

    This article uses binary logistic regression to create models for predicting course performance. The data used is the data-trail left by students activities on a discussion forum while attending an online course. The purpose of the study is to evalute how well models based on binary logistic regression can be used to predict course completion.Three sets of data was used for this. One set collected at the end of the course, one collected after 75% of the course and one set collected after half the course. The result of the study says that it's possible to design models with an accuracy of between 70% and 80% using these methods, regardless of what time is used.

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  • 50.
    Andréasson, Magnus
    University of Skövde, School of Informatics.
    Towards a Digital Analytics Maturity Model: A Design Science Research Approach2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Digital analytics kallas den samling teknologier som med olika teknikeranalyserar digitala kanaler (webbsidor, email och även offline data) för attsöka förståelse för kunders beteenden och intentioner. Digital Analytics harblivit en mycket viktig komponent till en stor del webbaserade systemmiljöer,där den stödjer och underlättar affärer och beslutsfattande för organisationer.Men hur väl tillämpas dessa teknologier och hur ser den digitalatransformationen ut som utspelar sig inom organisationer, och hur kan manmäta denna digitala mognadsprocess?Denna studie tillämpar en Design Science Research-approach för att uppfyllamålet om att utveckla en Digital Analytics Maturity Model (DAMM) lämpligför små till medelstora företag, varav en expertpanel bestående av 6 st ledandeforskare inom mognadsforskning och Digital Analytic är tillsatt i formen av enDelphi-undersökning. Resultaten från studien visar bl.a att organisatoriskaaspekter spelar en viktig roll för Digital Analytics samt att utvecklingen av enfunktionsduglig DAMM som är redo att tas i burk är möjligt.

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