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  • 101.
    Thellman, Sam
    et al.
    Cognition & Interaction Lab, Department of Computer and Information Science, Linköping University, Linköping, Sweden.
    Silvervarg, Annika
    Cognition & Interaction Lab, Department of Computer and Information Science, Linköping University, Linköping, Sweden.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Cognition & Interaction Lab, Department of Computer and Information Science, Linköping University, Linköping, Sweden.
    Folk-Psychological Interpretation of Human vs. Humanoid Robot Behavior: Exploring the Intentional Stance toward Robots2017Inngår i: Frontiers in Psychology, ISSN 1664-1078, E-ISSN 1664-1078, Vol. 8, artikkel-id 1962Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    People rely on shared folk-psychological theories when judging behavior. These theories guide people's social interactions and therefore need to be taken into consideration in the design of robots and other autonomous systems expected to interact socially with people. It is, however, not yet clear to what degree the mechanisms that underlie people's judgments of robot behavior overlap or differ from the case of human or animal behavior. To explore this issue, participants (N = 90) were exposed to images and verbal descriptions of eight different behaviors exhibited either by a person or a humanoid robot. Participants were asked to rate the intentionality, controllability and desirability of the behaviors, and to judge the plausibility of seven different types of explanations derived from a recently proposed psychological model of lay causal explanation of human behavior. Results indicate: substantially similar judgments of human and robot behavior, both in terms of (1a) ascriptions of intentionality/controllability/desirability and in terms of (1b) plausibility judgments of behavior explanations; (2a) high level of agreement in judgments of robot behavior -(2b) slightly lower but still largely similar to agreement over human behaviors; (3) systematic differences in judgments concerning the plausibility of goals and dispositions as explanations of human vs. humanoid behavior. Taken together, these results suggest that people's intentional stance toward the robot was in this case very similar to their stance toward the human.

  • 102.
    Thim, Amanda
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Spoil the Story, Spoil It Not: Spoilers’ Effect on Player Choice in Branching Storyline Games2018Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    Spoilers are in everyday life often seen as something to be strictly avoided. Nonetheless, earlier studies researching short stories found that spoilers can enhance the enjoyment of a story, rather than destroying it. At the same time, there are studies that have reached opposite results, but the placement and style of the spoiler may affect how it is received. When it comes to games there are no, or only a few, studies on the subject. When unspoiled, players generally choose non-aggressive options, but they are also strongly influenced by what role the character they play has in the narrative. The spoiler can upset this. By knowing what may happen players act differently, as well as thinking about the story in other ways than unspoiled players do. 

  • 103.
    Thorvald, Peter
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Andreasson, Rebecca
    Uppsala University, Department of Information Technology, Uppsala, Sweden.
    On the development of a method for cognitive load assessment in manufacturing2019Inngår i: Robotics and Computer-Integrated Manufacturing, ISSN 0736-5845, E-ISSN 1879-2537, Vol. 59, s. 252-266Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The increasing complexity and demands of assembly operations in manufacturing has been shown to lead to increased cognitive load in assembly workers. Previous work has outlined the complexity of an assembly worker's situation both in terms of difficulty and speed of work and there have been a few attempts at creating frameworks and methods for understanding the key aspects of what creates increased cognitive load. This paper presents the development of an analytic method, denoted CLAM (Cognitive Load Assessment for Manufacturing), and a tool for assessing cognitive load in manufacturing, primarily assembly. It outlines the journey of the development as well as discusses and problematizes relevant meta-methodological issues paired with method development. The intended contribution of the work is to make a difference in reducing the cognitive load of assembly workers on the shop floor, thus focusing the development on applicability and usability of the tool in practice. With this purpose in mind, focus of the method development has been on the practitioners, i.e. the method should not require any expert knowledge to be applied. The CLAM method and accompanying documentation such as a handbook containing instructions towards using the method and interpreting the results, is available in an online tool.

  • 104.
    Tjärnberg, Wilmer
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Heuristisk Utvärdering av Virtual Reality-Spel2019Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Detta arbete undersöker hur User Experience Design-utvärderingsmetoden heuristisk utvärdering kunde anpassas till utvärderingen av TV-spel inom kontexten av immersive Virtual Reality. Rapporten börjar med att redogöra för TV-spel, Virtual Reality och User Experience som fält, med särskild fokus på utvärderingsmetoder. En genomgång av tidigare, relevant litteratur och utförandet av heuristiska utvärderingar ledde till skapandet av en lista med heuristiker utformade för immersive Virtual Reality-spel. En manual med riktlinjer för utförandet av utvärderingar inom en Virtual Reality-kontext skapades också. Både heuristikerna och manualen validerades och reviderades utefter resultaten av de heuristiska utvärderingar som utfördes under arbetets gång. Resultaten visade på att heuristisk utvärdering går att använda inom en VR-spelskontext, men att det kräver vissa modifikationer. Detta har implikationer för användandet av andra utvärderingsmetoder i samma kontext.

  • 105.
    Toftedahl, Marcus
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    A Taxonomy of Game Engines and the Tools that Drive the Industry2019Inngår i: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix / [ed] Akinori Nakamura, Digital Games Research Association (DiGRA) , 2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Game engines are a vital part of a game production pipeline, but there is a vagueness of definitions regarding the boundaries of components in a game engine and the rest of the production tools used in a game development pipeline. The aim of this paper is to nuance the use of the term game engine and to put it into the context of a game development pipeline. Based on data from the current state of game production, a proposed taxonomy for tools in game development is presented. A distinction is made between user facing tools and product facing tools. A defining characteristic of the production pipeline and game engines is their plasticity. One of the conclusions is that a “game engine” as a single entity containing the whole game production pipeline is not desirable due to the large number of competences and needs involved in a game development project.

  • 106.
    Tokarieva, Anastasiia V.
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Prydniprovska State Academy of Civil Engineering and Architecture, Dnipro, Ukraine.
    Volkova, Nataliia P.
    Alfred Nobel University, Dnipro, Ukraine.
    Harkusha, Inesa V.
    Alfred Nobel University, Dnipro, Ukraine.
    Soloviev, Vladimir N.
    Kryvyi Rih State Pedagogical University, Ukraine.
    Educational digital games: Models and implementation2019Inngår i: Cloud Technologies in Education: Proceedings of the 6th Workshop, CTE 2018 / [ed] Arnold E. Kiv, Vladimir N. Soloviev, CEUR-WS , 2019, Vol. 2433, s. 74-89Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed. 

  • 107.
    Torra, Vicenc
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Some properties of Choquet integral based probability functions2015Inngår i: Acta et Commentationes Universitatis Tartuensis de Mathematica, ISSN 1406-2283, E-ISSN 2228-4699, Vol. 19, nr 1, s. 35-47Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The Choquet integral permits us to integrate a function with respect to a non-additive measure. When the measure is additive it corresponds to the Lebesgue integral. This integral was used recently to define families of probability-density functions. They are the exponential family of Choquet integral (CI) based class-conditional probability-density functions, and the exponential family of Choquet– Mahalanobis integral (CMI) based class-conditional probability-density functions. The latter being a generalization of the former, and also a generalization of the normal distribution.

    In this paper we study some properties of these distributions, and study the application of a few normality tests.

  • 108.
    Torra, Vicenc
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Transparency and microaggregation2015Inngår i: UNECE SDC 2015, 2015Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Transparency has an important effect on disclosure risk. In general, masking methods have to be evaluated taking into account that intruders can use all available information to attack the data. When the masking method as well as their parameters are disclosed, this information can also be used by an intruder. In this talk we will review results on the effects of transparency in disclosure risk assessment for microdata giving special emphasis to microaggregation.

  • 109.
    Torstensson, Niklas
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Susi, Tarja
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Online sexual grooming and offender tactics -: What can we learn from social media dialogues?2015Inngår i: Proceedings of the 2015 Swecog Conference / [ed] Billing, E., Lindblom, J. & Ziemke, T., Skövde, 2015, Vol. 3, s. 23-23Konferansepaper (Fagfellevurdert)
    Abstract [en]

    While online social networking sites and other digital media provide a means for positive online experiences, they are also being misused for offences like online sexual grooming. Attempts have been made to analyse and model online grooming in order to understand this kind of predator behaviour (e.g., O’Connell, 2004; Williams et al., 2013). This research, and the resulting models of the grooming process, is however, invariably based on material where adult decoys (e.g., researchers, law enforcement officers, adults trained to entrap offenders) pose as children in the interaction with potential offenders. We argue that such material, i.e., decoy-offender chat logs, does not reflect real grooming processes; Decoys have an underlying agenda to make prosecutable cases against offenders, which entails decoys resorting to manipulation tactics otherwise typical for offender behaviour. In all essence, this often leads to a dialogue with two adults using grooming tactics on each other, and the resulting models do not capture the patterns of child-offender dialogues.

    Contrary to previous research, we have analysed real-world child-offender chat logs from closed forums. Our data set, selected dialogues (ca. 500 pages) from a corpus of ca. 12 000 A4-pages was thematically analysed and categorised using NVivo 10 software. The coding was done by both authors for inter-rater reliability. Where coding differed, the authors explored the categorisation until agreement was reached (cf., Whittle et al., 2013). The material was also compared to decoy-offender chat logs (ca. 100 pages, publically available on perverted-justice.com).

    The analysis of the different data sets reveal quite different pictures of the grooming process. While previous models describe the grooming process as sequential (O’Connell, 2004) or thematic (Williams et al., 2013), our findings suggest a far more complex behavioural pattern – significantly diverse dialogue patterns with different tactics emerge, depending on whether the respondent is a decoy or a child, and their respective responses. The (preliminary) results show differences in both dialogue and process structure. Dialogues with decoys commonly show what can best be described as “artificial compliance”, presumably due to their underlying agenda of generating prosecutable cases. Furthermore, decoys tease out personal information from the offenders, and also share “personal” information about themselves, even when not asked for it.

    Child-offender dialogues instead show patterns of reluctance or objections to offender requests for personal information, suggestions of sexual nature, etc. Another offender tactic is threats to obtain compliance, which was not found in any of the analysed decoy-offender dialogues. Other deviations include differences in dialogue length, number of dialogue turns, and complexity, with regard to changes in topics and offender tactics. Further research is necessary for a more thorough understanding of online grooming, and new models are needed that reflect real-world grooming processes. This includes offender behaviours, reasoning, decisions, and tactics used in grooming. Further, such knowledge is of outmost importance for risk awareness measures for young people so they can better cope with online challenges and risks, and make sensible judgements and decisions in online interactions.

  • 110.
    Trigo Algar, Antonio Rafael
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Serious Games For Overcoming Phobias: The Benefits of Game Elements2014Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    This thesis analyses the benefits of applying game elements to a Virtual Reality application for overcoming phobias, with a special focus on acrophobia, i.e. the fear of heights. Two different prototypes using the Oculus Rift head-mounted display were developed with a gradually exposure to heights. Both prototypes shared the same acrophobic scenario, but one included extra features from games such as engagement, motivation or goals. Twenty-four participants, divided into two groups of twelve, with moderate aversion to heights tested the prototypes. The participants’ heart rate and the time that they looked down from high altitudes were also measured and evaluated. The study showed slightly higher results regarding motivation for the prototype which included the additional game elements. Future studies should include a different head-mounted display, which would allow a longer time of play without motion sickness, and the participation of people diagnosed with acrophobia.

  • 111.
    Ventocilla, Elio
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    On Making Machine Learning Accessible for Exploratory Data Analysis Through Visual Analytics2017Rapport (Annet vitenskapelig)
    Abstract [en]

    Visual Analytics is a field of study that seeks to aid human cognition in the process of analyzing data. It aims at doing so through visual interfaces and automated computations. Such automated computations often translate to Machine Learning algorithms. Users can leverage from these algorithms in order to find interesting patterns in massive and unstructured data. These algorithms are, however, still often regarded as black-boxes i.e. mathematical models which are hard to interpret and difficult to interact with. In a single Machine Learning library more than 40 variants of algorithms can be found, and some with up to 14 different parameters. The Visual Analytics community has pointed out a lack of research in helping users set parameters and compare results between algorithms. Moreover, it is argued that most technology in the field, which has aimed at bringing transparency to black-boxes, is embedded in domain-specific systems thus making it hard to reach and use for other users and in other domains. In general, Machine Learning has an accessibility challenge: it is hard to use, to interpret and, if not either of these, to reach. This research proposal motivates the need for research in making Machine Learning more accessible for exploratory data analysis, reviews existing work in the field, presents a research plan and, finally, describes preliminary results.

  • 112.
    Vingéus, Kevin
    Högskolan i Skövde, Institutionen för informationsteknologi.
    AN INVESTIGATION ON MIMICKING WITH BREATH FOR IMMERSION: A case study on immersion comparing the differences between input-feedback and queued guidance during a breathing exercisein a VR experience using common hardware2018Independent thesis Advanced level (degree of Master (One Year)), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    Practicing breathing exercises isn’t very engaging thou it is seen as great for well-being. Applications can utilize breath as a controller mechanism for interactions. With virtual reality (VR) being an effective tool for inducing the sense of immersion and presence, a breathing exercise was paired up with three alternative sessions in an application that was developed to examine the differences between mimicking and controlling input during an experience in VR, with the baseline of interaction being that of no other controllers but head-orientation-tracking of the VR device. Two pilot tests were performed to evaluate functionality and procedure. The main tests investigated the case of research. It was possible to identify mimicking as an immersive experience that promoted the breathing exercise, while input was more immersive but less beneficial towards performing the breathing exercise. The study was also conducted with- and addresses some design limitations of commonly accessible hardware.

  • 113.
    Wilhelmsson, Ulf
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Brusk, Jenny
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Östblad, Per Anders
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Inclusive game design facilitating shared gaming experience2017Inngår i: Journal of Computing in Higher Education, ISSN 1042-1726, E-ISSN 1867-1233, Vol. 29, nr 3, s. 574-598Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or pri- marily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices that aims to show how inclusive game design may be used to facilitate a shared gaming experience between sighted and visually impaired players. The game pro- vides players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game. Thus, it has been designed to be fully inclusive to both groups of players and to give the same gaming experience when it comes to story content. The game has been evaluated through formal user tests where subjects have been asked to play the first chapter of the game followed by an interview. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters. The study also shows that the sighted players did not respond negatively towards the inclusive game design employed in the game. 

  • 114.
    Zeijlon, Robin
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Waller, Vanja
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Hur virtuella verklighetsglasögon gör skillnad: En jämförelsestudie av ett multiplayerskräckspel med och utan virtuella verklighetsglasögon2019Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    I detta arbete undersöks på vilket sätt virtuella verklighetsglasögon förändrar en spelupplevelse. Primärt ligger fokus på vad fysisk immersion och sensorisk feedback kan tillföra till spelupplevelsen. Detta innefattar autenticitet och inlevelse.För att undersöka detta används en utav karaktärerna i multiplayerskräckspelet Strobophagia som är omgjord för att fungera med virtuella verklighetsglasögon. I varje test fick en försöksdeltagare spela den omgjorda karaktären och dess originalversion medan en försöksdeltagare fick agera som motståndare och spela den icke omgjorda karaktären.Resultatet visar tydligt på att versionen i virtuell verklighet föredras av försöksdeltagare då den har ökad immersion och användbarhet. Fortsättningsvis anses den även vara mindre av ett spel och mer som en upplevelse. I framtiden behöver detta testas på fler spel och genrer för att säkerhetsställa att resultatet inte är unikt för Strobophagia.

  • 115.
    Zhou, Bo
    et al.
    German Research Center for Artificial Intelligence, Kaiserslautern, Germany.
    Velez Altamirano, Carlos Andres
    Department Computer Science, University of Kaiserslautern, Kaiserslautern, Germany.
    Cruz Zurian, Heber
    Department Computer Science, University of Kaiserslautern, Kaiserslautern, Germany.
    Atefi, Seyed Reza
    Swedish School of Textiles, University of Borås, Borås, Sweden.
    Billing, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Seoane Martinez, Fernando
    Swedish School of Textiles, University of Borås, Borås, Sweden / Institute for Clinical Science, Intervention and Technology, Karolinska Institutet, Stockholm, Sweden / Department Biomedical Engineering, Karolinska University Hospital, Stockholm, Sweden.
    Lukowicz, Paul
    German Research Center for Artificial Intelligence, Kaiserslautern, Germany / Department Computer Science, University of Kaiserslautern, Kaiserslautern, Germany.
    Textile Pressure Mapping Sensor for Emotional Touch Detection in Human-Robot Interaction2017Inngår i: Sensors, ISSN 1424-8220, E-ISSN 1424-8220, Vol. 17, nr 11, artikkel-id 2585Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In this paper, we developed a fully textile sensing fabric for tactile touch sensing as the robot skin to detect human-robot interactions. The sensor covers a 20-by-20 cm2 area with 400 sensitive points and samples at 50 Hz per point. We defined seven gestures which are inspired by the social and emotional interactions of typical people to people or pet scenarios. We conducted two groups of mutually blinded experiments, involving 29 participants in total. The data processing algorithm first reduces the spatial complexity to frame descriptors, and temporal features are calculated through basic statistical representations and wavelet analysis. Various classifiers are evaluated and the feature calculation algorithms are analyzed in details to determine each stage and segments’ contribution. The best performing feature-classifier combination can recognize the gestures with a 93.3% accuracy from a known group of participants, and 89.1% from strangers.

  • 116.
    Ågren, Lillemor
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Kognitiva stöd i köksmiljö: för personer med lindrig form av Alzheimers sjukdom2015Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Människor har olika förutsättningar för att hitta i sin köksmiljö beroende på vilket hälsotillstånd som ligger till grund för den enskilde individen. Det finns personer som har ett försämrat arbetsminne på grund av att de fått diagnosen lindrig Alzheimers sjukdom. Idag ger många köksluckor ingen information om innehållet, och i varje enskild individs kök finns det olika objekt beroende på vad som används. Denna studie handlar om att hitta olika former av åtgärder i köksmiljöer för att lättare kunna hitta, det finns en förhoppning av att problemen med att inte hitta kan minska. Att använda datainsamlingstekniker som litteratur, intervjuer, workshop och fokusgrupp ska det gå att få reda på vilka åtgärder som kan fungera. Resultaten visar på att det finns problem, och dessa är tänkt att lösa med olika åtgärdsförslag. De förslag som framkommit som kognitiva stöd är bland annat, öppna planlösningar, individuella bilder och transparanta luckor.

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