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  • 151.
    Baiao, Manuel Mazanga
    University of Skövde, School of Informatics.
    Open source verktygs stöd för centrala egenskaper hos Business Process Management (BPM) system2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In a world of developing complex information technologies, companies and organizations need flexible and updated business systems that and match these technological developments. For this reason, commercial BPMS (Business Process Management System) tools have become popular because of their high ability to quickly integrate with business systems in new work environments. An alternative to commercial BPMS tools are the OSS-based (Open Source Software) open source BPMS tools that are available for the public to develop. Since the OSS-based BPMS tools are often new on the market and need further development, the purpose of this paper was to conduct an analysis of open source-based BPMS tools with respect to their various features. Such an analysis increases the understanding of the tools’ functionality and therefore facilitates further development of them. Based on an established analysis model by Delgado et al. (2015), a thematic option for some companies, depending on the characteristics and functionalities that are prioritized within the company. Content analysis was conducted to compare the characteristics of these tools. More specifically, collected documents were analyzed describing the properties of BPMS tools. That way, 6 different BPMS tools were compared based on 13 properties. The analysis showed that Bonitasoft, jBPM and JBPM5 were the most well-developed BPMS tools that supported most of the features. In addition, the analysis demonstrated that tools with fewer features could still be a good option for some companies, depending on the characteristics and functionalities that are prioritized within the company.

  • 152.
    Bandaru, Sunith
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Deb, Kalyanmoy
    Michigan State University, USA.
    Temporal Innovization: Evolution of Design Principles Using Multi-objective Optimization2015In: Proceedings of the 8th International Conference on Evolutionary Multi-Criterion Optimization (EMO 2015), Springer, 2015, Vol. 9018, p. 79-93Conference paper (Refereed)
    Abstract [en]

    Multi-objective optimization yields multiple solutions each of which is no better or worse than the others when the objectives are conflicting. These solutions lie on the Pareto-optimal front which is a lower-dimensional slice of the objective space. Together, the solutions may possess special properties that make them optimal over other feasible solutions. Innovization is the process of extracting such special properties (or design principles) from a trade-off dataset in the form of mathematical relationships between the variables and objective functions. In this paper, we deal with a closely related concept called temporal innovization. While innovization concerns the design principles obtained from the trade-off front, temporal innovization refers to the evolution of these design principles during the optimization process. Our study indicates that not only do different design principles evolve at different rates, but that they start evolving at different times. We illustrate temporal innovization using several examples.

  • 153.
    Bandaru, Sunith
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Ng, Amos H. C.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    An empirical comparison of metamodeling strategies in noisy environments2018In: Proceedings of the Genetic and Evolutionary Computation Conference (GECCO-2018) / [ed] Hernan Aguirre, New York, NY, USA: ACM Digital Library, 2018, p. 817-824, article id 3205509Conference paper (Refereed)
    Abstract [en]

    Metamodeling plays an important role in simulation-based optimization by providing computationally inexpensive approximations for the objective and constraint functions. Additionally metamodeling can also serve to filter noise, which is inherent in many simulation problems causing optimization algorithms to be mislead. In this paper, we conduct a thorough statistical comparison of four popular metamodeling methods with respect to their approximation accuracy at various levels of noise. We use six scalable benchmark problems from the optimization literature as our test suite. The problems have been chosen to represent different types of fitness landscapes, namely, bowl-shaped, valley-shaped, steep ridges and multi-modal, all of which can significantly influence the impact of noise. Each metamodeling technique is used in combination with four different noise handling techniques that are commonly employed by practitioners in the field of simulation-based optimization. The goal is to identify the metamodeling strategy, i.e. a combination of metamodeling and noise handling, that performs significantly better than others on the fitness landscapes under consideration. We also demonstrate how these results carry over to a simulation-based optimization problem concerning a scalable discrete event model of a simple but realistic production line.

  • 154.
    Bandaru, Sunith
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Ng, Amos H. C.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    On the scalability of meta-models in simulation-based optimization of production systems2015In: Proceedings of the 2015 Winter Simulation Conference / [ed] L. Yilmaz, W. K. V. Chan, I. Moon, T. M. K. Roeder, C. Macal, and M. D. Rossetti, Piscataway, NJ: IEEE Press, 2015, p. 3644-3655Conference paper (Refereed)
    Abstract [en]

    Optimization of production systems often involves numerous simulations of computationally expensive discrete-event models. When derivative-free optimization is sought, one usually resorts to evolutionary and other population-based meta-heuristics. These algorithms typically demand a large number of objective function evaluations, which in turn, drastically increases the computational cost of simulations. To counteract this, meta-models are used to replace expensive simulations with inexpensive approximations. Despite their widespread use, a thorough evaluation of meta-modeling methods has not been carried out yet to the authors' knowledge. In this paper, we analyze 10 different meta-models with respect to their accuracy and training time as a function of the number of training samples and the problem dimension. For our experiments, we choose a standard discrete-event model of an unpaced flow line with scalable number of machines and buffers. The best performing meta-model is then used with an evolutionary algorithm to perform multi-objective optimization of the production model.

  • 155.
    Bankler, Jon Victor
    University of Skövde, School of Informatics.
    The Cultural Adaptation of Playful Learning: Aspects to consider when culturalizing a children’s educational game for the Chinese market2019Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This study explores suitable applications of culturalization in the case of educational games for children, specifically in relation to the Chinese market. Culturalization, in the context of video games, are design choices and adjustments applied to a product in order to cater to the needs of different cultural environments. The characteristics of both this genre, and this target locale, determines to which aspects of the product culturalization should be applied.

    Using three commercial educational games as a basis for discussion, the research was conducted through a series of expert interviews with pedagogues, localizers and game researchers in China. By analyzing the data gathered through these interviews, a series of aspects to consider for culturalization was defined. These were: usage of cultural references; the branding of the product; educational utility in relation to the local school curriculum; choice of gamification design.

  • 156.
    Barlas, Sofia
    et al.
    University of Skövde, School of Engineering Science.
    Buerba, Adriana
    University of Skövde, School of Engineering Science.
    Analyze, consolidate and improve the product development process at Parker Hannifin QCDE through implementation of DFMA principles2017Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Parker Hannifin QCDE aim to eliminate as much wasted time, materials and resources as achievable by implementing Design for Manufacturing and Assembly principles into a modified version of their Product Development Process. The modified Product Development Process was developed within this project with the objective of aiding the company to remain competitive within their field, as well as continue to efficiently develop and produce high quality products.

     

    A literature study was performed to gain a greater understanding of the multiple Design for Excellence methods and their possibilities to enhance the Product Development Process at Parker Hannifin QCDE. The literature study included various sources such as academic books and scientific articles.

     

    An empirical study was conducted and the use of the current Internal Product Development Process was evaluated in conjunction with a detailed evaluation of the designated coupling. An additional aspect that was explored includes an evaluation of the extent of Design for Manufacturing and Assembly that is implemented into the current Internal Product Development Process.

     

    The Generation chapter of this thesis outlines the sequence and process implemented for generating the modified Internal Product Development Process and implementing Design for Manufacturing and Assembly. The results of this thesis project included implementing Design for Manufacturing and Assembly in the form of checklists. The multiple Design for Excellence checklists were inspired in part by the information obtained from the literature study and the authors interpretation. The finished concept has been provided to Parker Hannifin QCDE in the form of a pamphlet including instructions of how to implement the checklists into the modified Internal Product development process.

     

    The discussion chapter within this report consists of a conclusion and deliberation regarding the methodology used within this thesis. The results obtained from this thesis have been dissected and evaluated along with implications and potential weaknesses in the work.

  • 157.
    Barrera Diaz, Carlos Alberto
    University of Skövde, School of Engineering Science. Volvo Cars Corporation Skövde.
    Discrete event simulation data management2016Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Simulation is one of the most important decision support tools that has been present during decades in the manufacturing industry. Discrete Event Simulation (DES) experiments analysis is an important engineering activity for efficient production. In order to improve this efficiency, many companies must develop a supporting framework, between engineers and the process information. Within DES it is also important the model provenance information because it validates the credibility of the model to be reused. Therefore, nowadays there is a great interest in the simulation community based on the reusability of the simulation models. The engineers at Volvo Cars Corporation (VCC) who work with DES technology, request and deliver a high number of Key Performance Indicators (KPIs). As a consequence it is difficult to present the simulation results in a standardized way. This thesis has investigated a way to reduce and standardize this time consuming process. Thus, by the study of what information and data must be documented and how it must be presented, the main goal of this thesis was to improve the efficiency of a company, when a DES project is being developed. A survey based on VCC simulation projects, was undertaken with the aim to find the output data and the information that must be included in a standardized report. First, the information of the projects was categorized in three main groups: general information, input data and output data. Within these groups, the provenance metadata which allows the reuse of the DES project, was identified. Then, after the analysis of 23 reports from DES projects, most frequent scenarios and their related output data were identified. All the findings were used for the implementation of a standardized and automated data-handling system which simplify the project documentation task to the engineers. This data-handling system exports the key output data from the simulation software to the report designed. Validation interviews show a strong acceptance among the engineers at VCC. Finally, in order to properly keep in track with all the provenance information when a DES project is being performed, a management method was proposed as well.

  • 158.
    Barrera Diaz, Carlos Alberto
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Oscarsson, Jan
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Lidberg, Simon
    Volvo Car Corporation, Skövde, Sweden.
    Sellgren, Tommy
    Volvo Car Corporation, Skövde, Sweden.
    A Study of Discrete Event Simulation Project Data and Provenance Information Management in an Automotive Manufacturing Plant2017In: Proceedings of the 2017 Winter Simulation Conference / [ed] W. K. V. Chan, A. D’Ambrogio, G. Zacharewicz, N. Mustafee, G. Wainer, E. Page, IEEE, 2017, , p. 12p. 4012-4023Conference paper (Refereed)
    Abstract [en]

    Discrete Event Simulation (DES) project data management is a complex and important engineering activity which impacts on an organization’s efficiency. This efficiency could be decreased by the lack of provenance information or the unreliability of existing information regarding previous simulation projects, all of which complicates the reusability of the existing data. This study presents an analysis of the management of simulation projects and their provenance data, according to the different types of scenarios usually found at a manufacturing plant. A survey based on simulation projects at an automotive manufacturing plant was conducted, in order to categorize the information regarding the studied projects, map the available provenance data and standardize its management. This study also introduces an approach that demonstrates how a structured framework based on the specific data involved in the different types of scenarios could allow an improvement of the management of DES projects.

  • 159.
    Barrera Diaz, Carlos Alberto
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Oscarsson, Jan
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Lidberg, Simon
    Manufacturing Engineering, Research and Simulation, Volvo Car Corporation, Skövde, Sweden.
    Sellgren, Tommy
    Manufacturing Engineering, Research and Simulation, Volvo Car Corporation, Skövde, Sweden.
    Discrete Event Simulation Output Data-Handling System in an Automotive Manufacturing Plant2018In: Procedia Manufacturing, E-ISSN 2351-9789, Vol. 25, p. 8p. 23-30Article in journal (Refereed)
    Abstract [en]

    Discrete Event Simulation is a comprehensive tool for the analysis and design of manufacturing systems. Over the years, considerable efforts to improve simulation processes have been made. One step in these efforts is the standardisation of the output data through the development of an appropriate system which presents the results in a standardised way. This paper presents the results of a survey based on simulation projects undertaken in the automotive industry. In addition, it presents the implementation of an automated output data-handling system which aims to simplify the project’s documentation task for the simulation engineers and make the results more accessible for other stakeholders.

  • 160.
    Beheshtinia, Mohammad Ali
    et al.
    Department of Industrial Engineering, University of Semnan, Iran.
    Ahmadi, Bahar
    Department of Industrial Engineering, University of Semnan, Iran.
    Fathi, Masood
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    A Genetic Algorithm with Multiple Populations to Reduce Fuel Consumption in Supply Chain2019In: International Journal of Transportation Engineering, ISSN 2322-259XArticle in journal (Refereed)
    Abstract [en]

    Reducing fuel consumption by transportation fleet in a supply chain, reduces transportation costs and consequently, the product final cost. Moreover, it reduces environmental pollution, and in some cases, it helps governments constitute less subsidies for fuels. In this paper, a supply chain scheduling is studied, with the two objective functions of minimizing the total fuel consumption, and the total order delivery time. After presenting the mathematical model of the problem, a genetic algorithm, named Social Genetic Algorithm (SGA) is proposed to solve it. The proposed algorithm helps decision makers determine the allocation of orders to the suppliers and vehicles and production and transportation scheduling to minimize total order delivery time and fuel consumption. In order for SGA performance evaluation, its results are compared with another genetic algorithm in the literature and optimal solution. Finally, a sensitivity analysis is performed on SGA. The results of comparisons also show the high performance of SGA. Moreover, by increasing the number of suppliers and vehicles and decreasing the number of orders, the value of the objective function is reduced.

  • 161.
    Behm, Josefin
    University of Skövde, School of Humanities and Informatics.
    Realistisk- eller stiliserad grafisk stil i skräckspel: En jämförelse av två grafiska stilar applicerade på spelgenren survival horror2013Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete, som utgår ifrån observationen att många spel inom survival horror-genren använder sig av en realistisk grafisk stil på sina texturer, undersöker om det är möjligt att förmedla samma läskiga känsla genom användandet av en stiliserad, eller tecknad, grafisk stil. Tre 3D-modeller föreställande monster, modellerade med inspiration från survival horror-spel, texturerades på ett sätt som motsvarade en realistisk grafisk stil, samt ett som motsvarade en stiliserad grafisk stil. Dessa låg sedan som grund för en enkätundersökning där respondenterna fick välja vilken version av monstren som var läskigast.

  • 162.
    Beijer, Anton
    et al.
    University of Skövde, School of Technology and Society.
    Lindholm, Magnus
    University of Skövde, School of Technology and Society.
    Beräkning av pumpkapacitet samt konstruktion av pumpfundament2013Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    A development project to solve problems with why submersible pumps in a run-off system broke down with periods of two years, on average, was performed in collaboration with Cementa AB in Skövde. Reason for the pumps breakdowns was searched and found to be inadequate procedures and missing knowledge of the maintenance required on the pumps. To solve this problem, guidelines for the purchase of new dry pit pumps were developed to allow for continuous maintenance. As the possibilities of placing a dry well pump did not exist at Cementa, a pump foundation was developed.

    Requirements for the development work were produced in cooperation with Cementas maintenance department and theoretical dimensioning of the submersible bilge pumps volume flow capacity was performed. Requirements were evaluated and weighted using Pairwise comparison. The design and control of the strength of the developed pump foundation was performed using finite element analysis in the software Pro/Engineer Creo 1.0 Mechanica. Controls of the strength of the attachment of the pump foundation and welds were performed analytically.

    The work resulted in a recommendation to Cementa AB in Skövde to bring in quotes on the new dry-pit pumps using the developed guidelines and to manufacture the pump foundation developed within the framework of the thesis. Cementa was also recommended to carefully follow the maintenance instructions for pumps and make it easier for staff to perform this maintenance. This was recommended to ensure that new pumps would have a longer and more economical lifetime.

  • 163.
    Bentabol Muñoz, Emilio
    et al.
    University of Skövde, School of Engineering Science.
    Bosque Ibáñez, Carlos
    University of Skövde, School of Engineering Science.
    González Ruiz, Pedro
    University of Skövde, School of Engineering Science.
    Hurtado de Mendoza, Jose Manuel
    University of Skövde, School of Engineering Science.
    Ruiz Zúñiga, Enrique
    University of Skövde, School of Engineering Science.
    Linking Wise-ShopFloor to an ABB IRB-140 Robot: Remote control, monitoring, and programming of an ABB robot IRC 5 through the internet2010Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    The aim of this project is integrate the new robot IRB140 from ABB inside the application Wise ShopFloor (Web-based integrated sensor-driven e-ShopFloor) and the integration of a web camera inside the application as well. In order to integrate the ABB IRB140 inside the application, a Java 3D model has to be created, the kinematics and collision constrains have to be defined also and the GUI application modified to fit the virtual model and the camera inside the application. The user has to be able to jog the web camera and zoom it. Changes in the server side have been done in order to introduce new functionalities such as the sessions management, the communication mechanism now is more general using Java inheritance.

  • 164.
    Berg Marklund, Björn
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Game Development, Education & Incubation: A brief overview of Scandinavian game development, markets, education, and support structures2012Report (Other (popular science, discussion, etc.))
    Abstract [en]

    This brief inventory and analysis of the state of Swedish, Danish and Norwegian game development aim to highlight past and current trends within the regions’ industries and supporting structures. In a short period of time, the situation for game developers has been severely altered as a result of the closure of big players and the rapid evolution of the marketplace. The industry in each country has been able to adapt to these changes well, and we’ve seen a dramatic industry expansion in the past couple of years as the main turbulence has subsided and new companies are given space and opportunity to establish themselves.

  • 165.
    Berg Marklund, Björn
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Novices Vs. Experts: Game-Based Learning and the Heterogeneous Classroom Audience2015In: Proceedings of the 9th European Conference on Games Based Learning: Nord-Trondelag University College Steinkjer Norway / [ed] Robin Munkvold and Line Kolås, Reading, UK: Academic Conferences and Publishing International Limited , 2015, p. 664-671Conference paper (Refereed)
    Abstract [en]

    This paper examines how the heterogeneity of K-12 students, as game audiences, affect the way games can beused as educational tools in formal education. When discussing the application of games in educational contexts, the realitiesof the formal educational environment are seldom brought to the fore. There has been a lot of discourse and studiessurrounding the theoretical viability of games as engaging educational tools and their properties as learning environments,but the practicalities of inserting games into classroom environments are comparatively rarely the subject of game-basedlearning research. This paper presents two five month long studies using participatory observation that details the processof putting a commercial of-the-shelf game to use in two different types of formal educational K-12 environments: a computerlab and a classroom. More specifically, this paper focuses on examining how students receive and work with a well-knowncommercial off-the-shelf game when it is introduced as a tool in their ordinary curriculum work. The study revealed severalchallenges that put many of the axiomatic assumptions practitioners and scholars frequently make regarding games’ virtuesas educational tools into question. The challenges relate to students’ perceptions of games and gaming, variations instudents’ efficacy while playing, and of exclusionary behaviour during collaborations. Commercial of-the-shelf games, whilethey might be more equipped than educational titles when it comes to living up to player expectations as far as productionvalues are concerned, can instil a certain set of faulty expectations of how the game will actually be used. If the used gameis widely recognisable by the classroom audience, the important distinction between gameplay intended for active directedlearning rather than unguided leisure activity can be difficult to establish, which can make it difficult for teachers to keepstudents in a reflexive and analytic mode of play. The classroom as a game audience also puts the educator in a tricky positiondue to the wide variation of preferences and gaming literacy among students, and creating engaging play-sessions that areinclusive to everyone in classroom environments can be an immense undertaking for teachers. While the study revealsseveral issues produced by the tension between games and the heterogeneous nature of the classroom as an audience, italso highlights the importance of managing students’ expectations, framing the play activity correctly, and fosteringcollaborative work where subject matter knowledge and gaming literacy are intertwined.

  • 166.
    Berg Marklund, Björn
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Out of Context: Understanding the Practicalities of Learning Games2014In: DiGRA '14 - Proceedings of the 2014 DiGRA International Conference, Snowbird, UT: Digital Games Research Association (DiGRA) , 2014, , p. 16Conference paper (Refereed)
    Abstract [en]

    The aim of this paper is to highlight the lack of studies examining the contexts in which learning games are used. Learning game research tends to focus heavily on the game artefact by examining how different types of designs foster both engagement and learning and how well the axiomatic definitions of good game design correspond to sound learning principles. While the dissection of the anatomy of games is important, there is an overabundance of studies on learning games as isolated systems at the expense of examinations of the constraints, possibilities, and requirements imposed by their real-world context of use. Learning games that are intended to work in formal settings like K-12 classrooms constitute systems that significantly differ from the traditional game scenarios between game artefacts and their players. As of yet few researchers have set out to survey these systems in their entirety. This paper presents a small literature review of learning game research that highlight the absence of studies focused on understanding the practicalities of the development and use of learning games. The paper also juxtaposes the results of the review with outcomes of a study conducted “within” the identified gap to present arguments for why the current lack of practical research is problematic. 

  • 167.
    Berg Marklund, Björn
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Swedish Game Education: 2001-2016: An overview of the past and present of Swedish, academic, game-related educations2016Report (Other (popular science, discussion, etc.))
    Abstract [en]

    This report is written as a part of the EU Interreg Öresund-Kattegat-Skagerrak funded project GameHub Scandinavia. The aim of the project is to provide resources and services to developers, educators, researchers, and supporting actors that are involved in the Scandinavian game industry. The report is intended to be a continuation of a series of reports written at the University of Skövde regarding the state of Swedish game educations. The inaugural report, Spelutbildarindex 2011, provided the first inventory of Swedish game educations on the tertiary level, and intended to discuss their rapid rate of expansion and the ways in which universities and vocational schools accommodated for changing demands in the industry. A second report, Game Development, Education & Incubation, delved deeper into incubation and industry, and provided a larger, but rather brief, overview of game educations in Denmark and Norway as a supplement to the Swedish statistics.

    This report will essentially describe Swedish game education as a tale of two different eras; the pre-2013 proliferation era, and the post-2013 plateau era. Previously produced reports on the topics were written during a period where game educations were rapidly proliferating, and when the games industry was in a more volatile state than it is currently. The state of both academia and industry differs immensely between this millennium’s two inaugural decades. Throughout the ‘00s, game educations grew at a rate that seemed to favour accommodation for student interests rather than processes of quality assurance, deliberation, and programme improvement. In the ‘10s, the amount of programmes have stopped increasing, and most of the statistics regarding student numbers have plateaued, and are in some cases even decreasing.

  • 168.
    Berg Marklund, Björn
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Unpacking Digital Game-Based Learning: The complexities of developing and using educational games2015Doctoral thesis, monograph (Other academic)
    Abstract [en]

    Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been done to understand the educational settings in which many game-based learning processes and educational games are intended to be applied. The relative lack of research on formal education settings has resulted in a scenario where the educational potential of games is well detailed through theory and understood independently of their actual contexts of use, while successful examples of games “making good” on their promises as educational tools remain rare.

    This thesis explores and describes the various challenges that the realities of formal education present to developers and educators who attempt to work with educational games. In order to examine the multi-faceted nature of educational games, the research has used a qualitative mixed-method approach that entails extensive literature reviews coupled with several case studies that involve educators, students, and developers. Interviews were conducted in order to investigate these actors’ various attitudes towards, and experiences of, educational games and game-based learning. In addition, more in-depth researcher participation methods were employed during case studies to examine the processes involved in developing, integrating, and using educational games in formal settings. The research revealed obstacles which indicate that processes associated with “traditional” game development are incommensurable with educational game development. Furthermore, the research demonstrates that the use of games in formal education introduces heavy demands on the recipient organisations’ infrastructures, cultures, and working processes. So, while games created for “formal” and “informal” use are superficially similar, the different contexts in which they are used make them distinctly different from one another. 

    The conclusion of this research is that educational games manifest a unique mixture of utility, gameplay, and context-dependent meaning-making activities. Educational games cannot be understood if they are only seen as a teaching utility or only as a game experience. To make educational games viable, both educators and developers need to alter their working processes, their own perceptions of games and teaching, as well as the way they collaborate and communicate with each other and other actors within the educational game ‘system’. The thesis thus argues that a more systems-oriented understanding of educational games, where the game artefact is not treated separately from the context of use, is necessary for both research and practice in the field to progress. To contribute to such an understanding of educational games, a comprehensive model (dubbed the Utility, Gameplay, and Meaning Model) of the ‘educational game system’ is presented, as well as a series of recommendations and considerations to help developers and educators navigate the complex processes involved in creating and using educational games.

  • 169.
    Berg Marklund, Björn
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Working with Educational Games: Fundamental guidelines for developers and educators2014Report (Other (popular science, discussion, etc.))
    Abstract [en]

    This short guide to using and developing games for use in classrooms was written during the European Union Interreg IV A funded project Scandinavian Game Developers. Scandinavian Game Developers is a collaboration between researchers (the University of Skövde), educators (Århus Social- og Sundhedsskole), and developers (Arsenalet and The Ranch Game Incubator), and this guide is an abridged overview of some of the important conclusions our group has reached during our work in the project. Whether you’re a game developer, teacher, or principal interested in educational video games, we hope that this guide will serve as a good tool for you to improve your understanding of what educational games are. As an educator, you’ll get some insight into what a game might bring to a classroom environment as well as the different challenges you might face when trying to use games in your regular teaching environment. For developers, we’ve put together some guidelines that will hopefully make your first educational game projects flow smoother and properly prepare you for some of the more common challenges that many educational game projects encounter.

  • 170.
    Berg Marklund, Björn
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Alklind Taylor, Anna-Sofia
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum2016In: Electronic Journal of e-Learning, ISSN 1479-4403, E-ISSN 1479-4403, Vol. 14, no 2, p. 122-135Article in journal (Refereed)
    Abstract [en]

    The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game‑based learning has focused heavily on the coupling between game designs, previously established learning principles, student engagement, and learning outcomes much to the expense of understanding how games function in their int ended educational contexts and how they impact the working processes of teachers. Given the significant investments of time and resources teachers need to make in order to conduct game‑based learning activities, the foci of past research is problematic as it obfuscates some of the pressing realities that highly affect games viability as tools for teaching and learning. This paper aims to highlight the demands that the implementation and use of an educational game in formal educational settings puts on te achers working processes and skillsets. The paper is based on two case studies in which a researcher collaborated with K‑12 teachers to use MinecraftEdu (TeacherGaming LLC, 2012) as a classroom activity over a five‑month long period. By documenting bot h the working processes involved in implementing the game into the classroom environment, as well as the execution of the actual game‑based classroom activities, the studies identified a wide variety roles that a teacher needs to take on if they are to ma ke games a central part of a school curriculum. Ultimately, the paper highlights the importance of understanding the constraints under which teachers work, and argues that a better understanding of the contexts in which games are to be used, and the roles teachers play during game‑based learning scenarios, is a necessary foundation for improving games viability as educational tools. 

  • 171.
    Berg Marklund, Björn
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Teachers’ Many Roles in Game-Based Learning Projects2015In: Proceedings of the 9th European Conference on Games Based Learning / [ed] Robin Munkvold and Line Kolås, Reading, UK: Academic Conferences and Publishing International Limited , 2015, p. 359-367Conference paper (Refereed)
    Abstract [en]

    This paper examines what roles teachers need to take on when attempting to integrate and use computer games in their educational environments. The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, the field of digital game-based learning research has had a tendency to focus heavily on the coupling between game designs, previously established learning principles, student engagement, and learning outcomes much to the expense of understanding how games impact the working processes of teachers. Given the significant investments of time and resources teachers need to make in order to conduct game-based learning activities, this research gap is problematic. Teachers needs to have a certain amount of gaming literacy in order to actively supervise, support, and guide their students before, during, and after the play sessions. The teacher also needs to be proficient in setting up play sessions in a limited amount of preparation time and tackle eventual technical difficulties. Beyond these demands, teachers also need to serve as a conduit between the learning context and the play context, and need to know how to continuously contextualize game activities and the content that students experience in the subject matter being taught.

    This paper describes the outcomes of two five month long studies where Swedish K-12 teachers were introduced to using MinecraftEdu as a classroom activity. The study identifies the different roles that a teacher takes on throughout game-based learning processes, such as technical administrator, game administrator, game tutor, subject matter expert, lecturer, debriefer, and classroom supervisor. Ultimately, the paper highlights the importance of understanding the constraints under which teachers work, and argues that a better understanding of the contexts in which games are to be used, and the roles teachers play during game-based learning scenarios, is a necessary foundation for improving games’ viability as educational tools.

  • 172.
    Berg Marklund, Björn
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Dahlin, Carl-Johan
    ius information AB, Skövde, Sweden.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Wilhelmsson, Ulf
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning2014In: International Journal of Games Based Learning, ISSN 2155-6849, E-ISSN 2155-6857, Vol. 4, no 1, p. 1-20Article in journal (Refereed)
    Abstract [en]

    An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with the important informal and social aspects of a project. On the other hand, there are plenty of tools and platforms that focus on doing the opposite and mainly support informal bonding (e.g., Facebook), but these types of environments can be obtrusive and contain distractions that can be detrimental to a group's productivity and are thus often excluded from working environments. The aim of this paper is to examine how a game-based multi-user environment (MUVE) can be designed to support project-based learning by bridging the gap between productivity-focused and social software. To explore this, the authors developed a game-based MUVE which was evaluated in a PBL-scenario. The result of the study revealed several crucial design elements that are needed to make such a MUVE work effectively, and that the acceptance towards game-based MUVEs is high, even with a rudimentary execution.

  • 173.
    Berg Marklund, Björn
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The Practicalities of Educational Games: Challenges of taking games into formal educational settings2014In: Proceedings of the 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2014) / [ed] Vanessa Camilleri, Alexiei Dingli & Matthew Montebello, University of Malta: IEEE Computer Society, 2014, p. 82-89Conference paper (Refereed)
    Abstract [en]

    The complexity of balancing educational purpose and engaging gameplay mechanics through appropriate design decisions has frequently been discussed in learning game literature. The discussion has primarily focused on highlighting connections between game design principles and learning principles and making guidelines for achieving engaging learning scenarios through game mechanics tailored to specific subject matters. Play, and the learning derived from it, is thus often studied as a phenomenon of the two disparate forces of education and gameplay colliding inside a closed system. The complexity of designing games for educational purposes is subsequently also seen as a product of the dichotomies between these two forces. However, the discussions on the design of learning games and their potential as learning tools seldom take the practicalities of formal educational environments into consideration. In this paper, learning game design principles are investigated alongside developers’ and educators’ working practices. In our analysis we identify and examine a set of issues that complicate learning game design and development. The primary conclusion of this research is that the contexts in which learning games are used significantly alter the way they can be played by introducing constraints as well as facilitating conditions to the play sessions. The paper concludes with an argument for a shift of attention from the product centric view of today to a view that takes pedagogical contexts and organizational values into better account.

  • 174.
    Berg Marklund, Björn
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Backlund, Per
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Children's collaboration in emergent game environments2013In: Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG 2013), Society for the Advancement of the Science of Digital Games , 2013, p. 306-313Conference paper (Refereed)
  • 175.
    Berg Marklund, Björn
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Hellkvist, Marcus
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    What Empirically Based Research Tells Us About Game Development2019In: The Computer Games Journal, E-ISSN 2052-773X, Vol. 8, no 3-4, p. 179-198Article in journal (Refereed)
    Abstract [en]

    This paper reviews empirically grounded research on practices in game development with the intent to give a comprehensive overview of contemporary development practices used in the video game industry. While there are many intangible elements that inform game development processes, this review specifically covers the more immediate practical challenges. The review covers a total of 48 papers published between 2006 and 2016, which were all subjected to thematic analysis by three reviewers. The results of the review show that an almost universal characteristic of game development is that it is almost impossible to accurately plan a development project in detail, largely due to the soft requirements inherent in game production which emerge mid-process during development projects, during when testing is coupled with continuous ideation and refinement. Practicing game developers have created their own frameworks that accommodate for this lack of planning. They include flat hierarchies, democratic decision-making, creative autonomy, and informal communication, which are designed to create an environment that maintains creativity and openness to product changes long into the production process. These frameworks vary significantly between studios and often between individual projects. This review also shows that the term ‘Agile’, while often used by both researchers and developers to characterize the process of game development, is not an apt descriptor of how game developers actually work. Agile is used as shorthand for unstructured and flexible development, rather than serving as a descriptor of a definable or unified work method. Finally, as companies develop more complicated hierarchies of stakeholders and staff, the desired flexibility and autonomy of game development becomes increasingly complicated to maintain, and often necessitates more formalized management processes and company structures. In these cases, inherent tensions of game development become more pronounced, and continuous creativity is hard to maintain due to a growing need to formalize processes.

  • 176.
    Bergendahl, Karl
    University of Skövde, School of Humanities and Informatics.
    NOISE OCH MINNE2013Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete handlar om noise och hur det påverkar människans arbetsminne. Den litterära bakgrunden presenterar vad noise är, hur noise fungerar som musik samt en generell överblick över minne och arbetsminnet. Problemet som undersöktes var om noise kunde påverka förmågan att tillgodogöra sig visuell information mer än vad vitt brus gjorde. För att få ett svar på frågan skapades två versioner av ett enkelt spelmoment där testpersonerna, indelade i två grupper, fick se en siffersekvens som sedan skulle skrivas ner. Samtidigt spelades i spelmomentet antingen noise eller vitt brus upp. Resultatet av undersökningen visar att noise gör det något svårare att ta till sig visuell information än vad vitt brus gör. Detta sätts bland annat i relation till forskningsetiska aspekter. Framtida arbeten som bygger på detta föreslås framförallt inkludera fler testpersoner men även att på lång sikt ta resultatet och applicera det på ljuddesign i spel.

  • 177.
    Bergh, Eric
    et al.
    University of Skövde, School of Engineering Science.
    Niklasson, Ludwig
    University of Skövde, School of Engineering Science.
    Konstruktion av förvaringsenhet för transport av bearbetningsverktyg2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Brodit is a manufacturing industry that develops equipment for mobile units in which the design, processing, assembly and sale of products occur. In order to optimize the processing process, Brodit wants to introduce automated systems that standardize handling, transport and installation of CNC tools.

    The main objective of the project was defined to produce a proposal for a standardized storage and transport solution. The results are presented using a CAD model that visualizes the final concept and its substructures. Frequency and strength analyzes have been performed with the finite element method to ensure quality and minimize risks with the design. Discussion on remaining uncertainties regarding automation aspects, alternative solutions and other surrounding factors was conducted. As a conclusion, the initial goals set for the project are compared with the results achieved. Proposals for future development areas and continued work were listed.

  • 178.
    Berglund, Marcus
    et al.
    University of Skövde, School of Engineering Science.
    Karlgren, Martin
    University of Skövde, School of Engineering Science.
    DEVELOPING A FURNITURE TEST MACHINE ACCORDING TO NATIONAL STANDARDS: ENSURING QUALITY AND CREDIBILITY FOR THE SMEES IN SOUTH AFRICA2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In South Africa where the unemployment is immense, Small Micro and Medium enterprises (SMMEs) provide more than half of all job opportunities. Furntech, a non-profit organisation that works with vocational training and incubation within the furniture manufacturing sector in South Africa, wants to expand their testing laboratory with a machine to test mattresses according to local standards. The aim of this project is to develop a machine design to test innerspring mattresses by using product development methodology. Observations, interviews, and visits at companies in the furniture manufacturing sector is conducted to understand the needs from the user- and mechanical aspects. Existing and required additional parts to support the functionality for the test bedding machine has been evaluated by calculations and simulations by using for example ABAQUS and JACK.

    A design is produced that meets the local standards by developing the existing table test machine in Furntech’s laboratory and is presented in a CAD-model. A scissor lift controls the vertical adjustment of the platform and an electric ball screw cylinder controls the compression of the mattresses. Instruction manuals, a graphical interface design, flowcharts and drawings of some of the parts has also been produced.

  • 179.
    Berglund, Sofie
    University of Skövde, School of Technology and Society.
    Kostnadseffektiv design och framtagning av flexibel innerförpackning åt elektronikprodukter2013Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abilia develops, manufactures and sells aids for people who have either a physical or mental limitations that affect their everyday lives. In order to save money and get a better uniformity Abilia want to standardize the packaging and develop a flexible interior that can be adapted to many of the company’s products.

    A pilot study laid the foundation for the project where many different areas and methods were examined. The existing packages were evaluated, and their and the products lifecycles were identified and that made it clear who the projects user was. They were interviewed and a product specification could be established. The pilot study resulted that it was two groups of products and the solution must be able to adapt to both. The solution must also be flexible to the products and their accessories. The Hjälpmedelscentralerna turned out to be the users in this project and they had requirements that the solution must be sustainable and provide a more structured inside of the packaging.

    Concepts were generated with a practical idea generation that resulted in different forms and constructions. The concept selection was made after discussion with the staff from Abilia and through a balanced concept selection matrix. The project resulted in a flexible and durable interior in two parts. A product presentation part which has a design with folddown flaps that allows the product to get stuck no matter which size and a flexible accessory which can be adjusted both vertically and horizontally. The solution fulfills the requirements from the product specification and has been verified by expert that it would work in real situation. The material in the solution is the best suited for the function and it is also the material with the lowest environmental impact of those surveyed in the project.

  • 180.
    Bergman, Camilla
    et al.
    University of Skövde, School of Technology and Society.
    Nilsson, Anna
    University of Skövde, School of Technology and Society.
    Utveckling av sängarmatur för hotellmiljö: ett projekt i samarbete med LuxoSverige AB2008Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    The main goal was to develop an armature with the new Light Emitting Diode technique. During the process different solutions for flexibility of placement and light adjustment were created. Two concepts were developed, one with the armature placed on the wall and one placed on the night stand, both with telescopic function and a flexible tube arm.

    The result of this project was an armature intended to be placed on the night stand. This product could be the first in Sweden to be environmental labeled with the Swan label. The armature has the typical shape of Luxos products. The form follows the function with decorative details and unusual functions, as for example a USB-contact

  • 181.
    Bergman, Christian
    et al.
    University of Skövde, School of Technology and Society. University of Skövde, The Virtual Systems Research Centre.
    Bäckstrand, Gunnar
    University of Skövde, School of Technology and Society. University of Skövde, The Virtual Systems Research Centre. Swerea IVF AB, Stockholm.
    Högberg, Dan
    University of Skövde, School of Technology and Society. University of Skövde, The Virtual Systems Research Centre.
    Moestam, Lena
    Volvo Trucks GTT, Gothenburg.
    A tool to assist and evalute workstation design2013In: Proceedings of NES 2013, 45th Nordic Ergonomics & Human Factors Society conference, Iceland, August 2013, 2013Conference paper (Refereed)
    Abstract [en]

    It can be argued that it is common that industrial workstations are “built” rather than purposefully designed with user and task requirements in mind. Afterwards, built-in problems typically need to be corrected, causing undesired costs and efforts. With the objective to assist workstation designers in avoiding most problems already in the design phase, a design support tool is being developed. The paper argues the need for such a tool and presents the fundamental tool functionality. Expected advantages are more efficient and ergonomic workstations and a more efficient design process with built-in learning and documentation.

  • 182.
    Bergman, Christian
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Högberg, Dan
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Bäckstrand, Gunnar
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre. Swerea IVF AB, Gothernburg, Sweden.
    Moestam, Lena
    Volvo Group Trucks Operations, Gothenburg, Sweden.
    A Library Based Tool to Assist the Generative Activity in Workstation Design2014In: Advances in Ergonomics in Design, Usability & Special Populations: Part II / [ed] Francisco Rebelo and Marcelo Soares, AHFE Conference , 2014, p. 206-214Conference paper (Refereed)
  • 183.
    Bergman, Christian
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Ruiz Castro, Pamela
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Högberg, Dan
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Hanson, Lars
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre. Scania AB, Södertälje, Sweden.
    Implementation of Suitable Comfort Model for Posture and Motion Prediction in DHM Supported Vehicle Design2015In: Procedia Manufacturing, ISSN 2351-9789, Vol. 3, p. 3753-3758Article in journal (Refereed)
    Abstract [en]

    Driver-vehicle interaction analyses are done to ensure a successful vehicle design from an ergonomics perspective. Digital Human Modelling (DHM) tools are often used to support such verifications, particularly at early stages of the product development process. When verifying that a vehicle design accommodates the diversity of users and tasks, a DHM tool needs to be able to represent postures and motions that are likely under certain conditions. This functionality is essential so that the tool user will obtain objective and repeatable simulation results. The DHM tool IMMA (Intelligently Moving Manikins) predicts postures and motions by using computational methods. This offers the possibility to generate postures and motions that are unique for the present design conditions. IMMA was originally developed for simulating manual assembly work, whereas the work presented here is a step towards utilizing the IMMA tool for occupant packaging and related tasks. The objective is a tool for virtual verification of driver-vehicle interaction that supports and automates the simulation work to a high degree. The prediction functionality in IMMA is based on the use of optimization algorithms where one important component is the consideration of comfort level. This paper reports results from an basic investigation of driving postures and available comfort models suitable in a driving context, and shows initial results of seated posture and motion prediction functionality in the IMMA tool.

  • 184.
    Bergman, Christian
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Ruiz Castro, Pamela
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Högberg, Dan
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Hanson, Lars
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre. Industrial Development, Scania CV, Sweden.
    Implementation of Suitable Comfort Model for Posture and Motion Prediction in DHM Supported Vehicle Design2015In: Proceedings of the 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015), AHFE , 2015Conference paper (Refereed)
    Abstract [en]

    Driver-vehicle interaction analyses are done to ensure a successful vehicle design from an ergonomics perspective. Digital Human Modelling (DHM) tools are often used to support such verifications, particularly at early stages of the product development process. When verifying that a vehicle design accommodates the diversity of users and tasks, a DHM tool needs to be able to represent postures and motions that are likely under certain conditions. This functionality is essential so that the tool user will obtain objective and repeatable simulation results. The DHM tool IMMA (Intelligently Moving Manikins) predicts postures and motions by using computational methods. This offers the possibility to generate postures and motions that are unique for the present design conditions. IMMA was originally developed for simulating manual assembly work, whereas the work presented here is a step towards utilizing the IMMA tool for occupant packaging and related tasks. The objective is a tool for virtual verification of driver-vehicle interaction that supports and automates the simulation work to a high degree. The prediction functionality in IMMA is based on the use of optimization algorithms where one important component is the consideration of comfort level. This paper reports results from an basic investigation of driving postures and available comfort models suitable in a driving context, and shows initial results of seated posture and motion prediction functionality in the IMMA tool.

  • 185.
    Bergman, Emil
    et al.
    University of Skövde, School of Engineering Science.
    Wikström, Anna
    University of Skövde, School of Engineering Science.
    Påkörningsskydd i bearbetningsfabriker: Utveckling av påkörningsskydd för industrifordon2015Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    In a large part of the industrial accidents different kinds of forklifts are involved. Collision protection barriers are often used to prevent pedestrians from coming into direct contact with industrial vehicles. The Volvo Group Truck Operations facility in Skövde uses such collision protection barriers to separate pedestrians from industrial traffic. Volvo’s welded steel collision protection barriers are constructed in place, depending on need, and are fastened to the concrete floor with expander bolts. The barriers are, therefore, difficult to disassemble and reuse in other locations. Volvo has requested the development of a conceptual design of a reusable and repairable modular collision protection barrier. To ensure that the specifications for the product are fulfilled strength calculations are performed.

    In order to complete the work a literature survey is carried out where current collision protection barriers, fastening methods for concrete, methods of calculations, safety demands and a product developing process are examined. Interviews are conducted and on-site observations are made to identify the necessary specifications. Observations showed that in a collision the expander bolts often tear loose from the concrete floor due to the robustness of the current collision barriers. The specifications are used to generate concepts. The developed concepts are evaluated and evolved in an iterative process where the specifications are refined at each step. The result, a modular conceptual design with two different alternatives to fasten it to the concrete floor, is presented. The idea is that the conceptual design shall be sized to give way at the maximum load of the fastening alternative.

    Strength calculations, performed on the most critical components, shows that it is difficult to size the collision protection barrier to guarantee that the intended component breaks in a collision. A Failure Mode and Effects Analysis is conducted to identify any flaws in the conceptual design and suggestions to address the flaws are made.

    The conceptual design fulfils the specifications that are currently possible to evaluate. These specifications are that the design is modular, easy to disassemble, repair and reuse, easy to store and meets the safety demands.

    Further work with strength calculations and sizing of the collision protection barrier is required. To ensure that the specifications are fulfilled and that the collision protection barrier behaves as desired in a collision it is recommended that prototypes be manufactured and tested. 

  • 186.
    Bergqvist, Desiré
    et al.
    University of Skövde, School of Technology and Society.
    Fernández García - Llera, Jorge
    University of Skövde, School of Technology and Society.
    Development of a modular sofa for public environments2013Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
  • 187.
    Bergqvist, Ellen
    et al.
    University of Skövde, School of Technology and Society.
    Forsander, Leif
    University of Skövde, School of Technology and Society.
    Framtagande och införande av process för metodisk produktutveckling: specifikt för Tibrokök2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med examensarbetet är att hjälpa Tibrokök med produktutveckling, Tibrokök har idag en enkel processplan vid produktutveckling som inte används fullt ut eller som det var tänkt, därför utformas en ny produkt-utvecklingsprocess specifik för Tibrokök. Under förstudien i examensarbetet upptäcks flera brister inom produktutveckling på Tibrokök exempelvis onödig väntan på beslut och oklara regler eller roller, målet är att reducera dessa brister så att produktutveckling på företaget kan bedrivas effektivare.

    Observationer, existerande hjälpmedel och personalens erfarenheter inom produktutveckling på Tibrokök tas tillvara vid framtagningen av den nya produktutvecklingsprocessen.

    För att underlätta införandet av det nya arbetssättet för produktutveckling ut-formas en produktutvecklingsguide som är ett hjälpmedel till produktutveck-lingsprocessen. Produktutvecklingsguiden ska även stärka kommunikationen och dokumentationen inom produktutveckling på Tibrokök. Dokumentationen stärks genom ett antal underlag som tas fram tillhörande produktutvecklings-processen.

    Produktutvecklingsprocessens funktionalitet testas och utvärderas genom simulering av två produktutvecklingsprojekt, simuleringarna säkerställer om produktutvecklingsprocessen är tillräckligt generell för att passa alla typer av produktutvecklingsprojekt.

    Resultatet blir en produktutvecklingsprocess speciellt anpassad för Tibrokök. Med hjälp av den framtagna produktutvecklingsguiden kan all personal oavsett förkunskap använda produktutvecklingsprocessen.

    För att implementera det nya arbetssättet med produktutveckling på Tibrokök utförs utbildande redovisningar och en workshop med personalen. Som ett slutligt steg överlämnas ett antal rekommendationer om ändringar i Tibroköks arbetssätt för att utföra effektivare produktutveckling.

  • 188.
    Bergqvist, Emil
    University of Skövde, School of Informatics.
    Auditory displays: A study in effectiveness between binaural and stereo audio to support interface navigation2014Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis analyses if the change of auditory feedback can improve the effectiveness of performance in the interaction with a non-visual system, or with a system used by individuals with visual impairment. Two prototypes were developed, one with binaural audio and the other with stereo audio. The interaction was evaluated in an experiment where 22 participants, divided into two groups, performed a number of interaction tasks. A post-interview were conducted together with the experiment. The result of the experiment displayed that there were no great difference between binaural audio and stereo regarding the speed and accuracy of the interaction. The post-interviews displayed interesting differences in the way participants visualized the virtual environment that affected the interaction. This opened up interesting questions for future studies.

  • 189.
    Bergqvist, Emil
    University of Skövde, School of Informatics.
    Spatial orientation & imagery: What are the gender differences in spatial orientation and mental imaging when navigating a virtual environment with only auditory cues?2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis analyses the gender differences in spatial orientation and mental imagery when navigating a virtual environment with only auditory cues. A prototype was developed for an iPod Touch device to evaluate possible gender difference in performance of orientation. A sketch map task was conducted to externalize the participants’ mental representation they achieved from the environment. Questionnaires were used to collect data on previous video game experience, spatial orientation self-assessment and spatial anxiety. A post-interview was conducted to gather qualitative information from the participants on how they experienced the experiment and to collect some background about them. In total, 30 participants (15 females, 15 males) with tertiary education participated in the experiment. The result indicates that there are gender differences in time to complete the tasks in the virtual environment. In the sketch map task, there were no gender differences in how well they sketch and externalize their mental representation of the environment. The post-interview showed tendencies that there are possible gender differences in vividness of mental imagery.

  • 190.
    Bergstedt, Pontus
    et al.
    University of Skövde, School of Engineering Science.
    Svemark, Viktor
    University of Skövde, School of Engineering Science.
    Konstruktion av stegmatare för vevstakar2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This work describes the preparatory work and construction of a step feeder that sorts and orients connecting rods in a cycle time of ten seconds. Industries are often dependent of different material handling operations which assures a specific material orientation, which validates the importance of this work. This has been done by dividing the machine into two main functions; Stair case-function, which pre-sorts and transports the connecting rods further to the second function, the orientation- function where the orientation is performed.

    By using methods such as; design for manufacture & assembly, failure mode & effects analysis and softwares for material database handling, computer aided design and numerical strength analysis a construction could be formulated which reflects the aspects that characterize a well-planned product. Seven different design-methods were used in order to generate and evaluate ideas in several iterated steps. Ten investigative experiments were conducted as an additional evaluation of concepts and as a basis for further calculations and conclusions.

    The formulation of the step feeder resulted in a single-acting stair with two moving stairs and a static between them for transfer. A single-feeder after the staircase in the shape of a “paddle wheel” ensures that the connection rods are delivered one-by-one to the orientation-function while also ensuring the cycle time. An orientation-function consisting of a “conveyor“ that with the aid of friction and an offset of the center of gravity orients the connecting rods with the crankshaft-end first. Lastly were three critical areas in the construction further examined with finite element method with passing results.

    All objectives for the project were achieved, the step feeder have for instance fewer unique components than existing solutions. The ambition was to design the step feeder with a low grade of complexity and without sensors have permeated throughout the entire project, which also was achieved.

  • 191.
    Bergsten, Kevin
    University of Skövde, School of Humanities and Informatics.
    CARL MICHAEL BELLMAN - En remediering2013Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I detta examensarbete skapades illustrationer och modeller i digital 3D-grafik, föreställande den svenske skalden Carl Michael Bellman (1740 - 1795). Förebild för arbetet var en 2D-bild i detta fall Per Krafft d.ä:s (1724 - 1793) målning av Bellman från 1779. Arbetet utfördes med föresatsen att åstadkomma en så realistisk återgivning av en verklig karaktär som var rimligt tidsmässigt. Den modellerade karaktären poserades och renderades i flera bilder. Den praktiska delen av arbetet resulterade alltså i en remediering av en målning till digital 3D-grafik. Remedieringarna av karaktären Bellman utformades för att användas i en undersökning som syftade till att studera följande: Vilken typ av komplikationer skulle remediering av kulturarv kunna innebära? Om det finns komplikationer, är dessa i så fall olika beroende på syftet med den realistiska gestaltningen, exempelvis om den utförs i undervisnings- eller underhållningssammanhang? Studien utvärderades via en kvalitativ undersökning, med frågor till tre informanter vilka arbetar som museipedagog (konst- och kulturhistoriker), antikvarie (arkeolog) samt författare/journalist (medie- och kommunikationsvetenskap). Undersökningsresultatet redovisas i en diskuterande text där även en diskussion förs om framtida arbete.

  • 192.
    Bergström, Bjarne
    et al.
    University of Skövde, School of Technology and Society.
    Sellgren, Tommy
    University of Skövde, School of Technology and Society.
    Flödessimulering och simuleringsbaserad optimering för bristidentifiering och förbättring av bearbetningslinje: Genom data-analys, modellering och flermålsoptimering2013Independent thesis Basic level (university diploma), 20 credits / 30 HE creditsStudent thesis
  • 193.
    Bergström, Erik
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Pehrsson, Helen
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Performance Assessments in Computer Science - An example of student perceptions2014In: Next Generation Learning Conference: Conference Summary / [ed] Erik Brunnert Walfridsson, 2014, p. 4-16Conference paper (Refereed)
  • 194.
    Bergström, Martina
    et al.
    University of Skövde, School of Technology and Society.
    Larsson, Ida
    University of Skövde, School of Technology and Society.
    Kommunikation i kundorderprocessen: En fallstudie på OFFECCT2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis emphasizes the importance of efficient communication on an internal and external level as well as how an organisation should use communication in order to improve its business. Logistics is considered to be a tool for controlling different flows and it can be used to fulfil the needs and wishes of a customer. This thesis has been carried out at the furniture company OFFECCT that cooperates with internationally known designers to develop furniture for a private and public environment. A previous mapping of the orderfulfilment process at this company proved that the communication is not satisfactory. It is very important for OFFECCT as a rather small company to pull off an efficient communication on an internal and external level in order to survive on the market. Some of the reasons for focusing on communication are an increased return on investment and an improved customer service.

    The orderfulfilment process includes several activities, starting off with a need and is finished by the distribution of products and after sales service. The activities create a flow with different kinds of information that are to be sent in between the persons in charge of each activity. The kind of information can vary depending on where in the flow it is located. In order to communicate this information, a process to transmit the message is required so that an interpretation of the sent message is possible. By using different sorts of communication channels, a company can send certain information in a specific way to enhance the scattering of information. Communication and information can be either formal or informal depending on whether it is work related or not. Furthermore, communication should be carried out internal within the company and external with interested parties to obtain a solid organisation that changes with its surroundings. How well a company communicates information can be determined by a few factors such as actual distances and organisational structures.

    Observations and interviews at OFFECCT revealed a few problems within the communication aspects that cause an inferior customer service and difficulties to carry out the orderfulfilment process efficiently. An analysis of the empirical information resulted in a few ideas for improvements and a general process that can be used to improve communication, which are presented further in the thesis.

  • 195.
    Bermúdez Román, Abel
    et al.
    University of Skövde, School of Engineering Science.
    Gaztelumendi Arriaga, Javier
    University of Skövde, School of Engineering Science.
    Building and programming an autonomous robot using a Raspberry Pi as a PLC2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    PLC programming students are often limited to simulated systems or soft PLCs, because the high price of the hardware and the software licenses make it difficult for faculties to use real equipment for teaching. This paper describes the design and building of a PLC controlled self-balancing robot with CodeSys and Raspberry Pi as a low-cost demonstrator model that students can use as a base to interact with a real system. A first prototype has been developed, which can be used in the future to get students involved in beginner automation courses without having to build a system from scratch.

  • 196.
    Berndtsson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Analyzing Course Configurations for Teaching Object-Oriented Modeling and Design2005In: IEEE Transactions on Education, ISSN 0018-9359, E-ISSN 1557-9638, Vol. 48, no 2, p. 337-339Article in journal (Refereed)
    Abstract [en]

    This paper presents and analyzes an object-oriented analysis and design course that has been given in three different configurations for students who are already familiar with object-oriented programming. The results show that the course configurations have not had a major impact on the students' performances.

  • 197.
    Bernedixen, Jacob
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Automated Bottleneck Analysis of Production Systems: Increasing the applicability of simulation-based multi-objective optimization for bottleneck analysis within industry2018Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Manufacturing companies constantly need to explore new management strategies and new methods to increase the efficiency of their production systems and retain their competitiveness. It is of paramount importance to develop new bottleneck analysis methods that can identify the factors that impede the overall performance of their productionsystems so that the optimal improvement actions can be performed. Many of the bottleneck-related research methods developed in the last two decades are aimed mainly at detecting bottlenecks. Due to their sole reliance on historical data and lackof any predictive capability, they are less useful for evaluating the effect of bottleneck improvements.

    There is an urgent need for an efficient and accurate method of pinpointing bottlenecks, identifying the correct improvement actions and the order in which these should be carried out, and evaluating their effects on the overall system performance. SCORE (simulation-based constraint removal) is a novel method that uses simulation based multi-objective optimization to analyze bottlenecks. By innovatively formulating bottleneck analysis as a multi-objective optimization problem and using simulation to evaluate the effects of various combinations of improvements, all attainable, maximum throughput levels of the production system can be sought through a single optimization run. Additionally, post-optimality frequency analysis of the Pareto-optimal solutions can generate a rank order of the attributes of the resources required to achieve the target throughput levels. However, in its original compilation, SCORE has a very high computational cost, especially when the simulation model is complex with a large number of decision variables. Some tedious manual setup of the simulation based optimization is also needed, which restricts its applicability within industry, despite its huge potential. Furthermore, the accuracy of SCORE in terms of convergence in optimization theory and correctness of identifying the optimal improvement actions has not been evaluated scientifically.

    Building on previous SCORE research, the aim of this work is to develop an effective method of automated, accurate bottleneck identification and improvement analysis that can be applied in industry.

    The contributions of this thesis work include:

    (1) implementation of a versatile representation in terms of multiple-choice set variables and a corresponding constraint repair strategy into evolutionary multi-objective optimization algorithms;

    (2) introduction of a novel technique that combines variable screening enabled initializationof population and variable-wise genetic operators to support a more efficient search process;

    (3) development of an automated setup for SCORE to avoid the tedious manual creation of optimization variables and objectives;

    (4) the use of ranking distance metrics to quantify and visualize the convergence and accuracy of the bottleneck ranking generated by SCORE.

    All these contributions have been demonstrated and evaluated through extensive experiments on scalable benchmark simulation models as well as several large-scale simulation models for real-world improvement projects in the automotive industry.

    The promising results have proved that, when augmented with the techniques proposed in this thesis, the SCORE method can offer real benefits to manufacturing companies by optimizing their production systems.

  • 198.
    Bernedixen, Jacob
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Ng, Amos H. C.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Multiple Choice Sets and Manhattan Distance Based Equality Constraint Handling for Production Systems OptimizationIn: Computers & Operations Research, ISSN 0305-0548, E-ISSN 1873-765XArticle in journal (Refereed)
    Abstract [en]

    Many simulation-based optimization packages provide powerful algorithms to solve industrialproblems. But most of them fail to oer their users the techniques they needto eectively handle multiple-choice problems involving a large set of decision variableswith mixed types (continuous, discrete and combinatorial) and problems that are highlyconstrained (e.g., with many equality constraints). Yet such issues are found in manyreal-world production system design and improvement problems. Thus, this paper introducesa method to eectively embed multiple choice sets and Manhattan-distancebasedconstraint handling into multi-objective optimization algorithms like NSGA-II andNSGA-III. This paper illustrates and evaluates how these two techniques have been appliedtogether to solve optimal workload, buer and workforce allocation problems. Anexample follows, showing their application to a complex production system improvementproblem at an automotive manufacturer.

  • 199.
    Bernedixen, Jacob
    et al.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Ng, Amos H. C.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Practical Production Systems Optimization Using Multiple-Choice Sets and Manhattan Distance based Constraints Handling2014In: Industrial Simulation Conference, Skövde, June 11-13, 2014, 2014, p. 97-103Conference paper (Refereed)
    Abstract [en]

    Many simulation-based optimization packages provide powerful algorithms to solve large-scale system problems. But most of them fall short to offer their users the techniques to effectively handle decision variables that are of multiple-choice type, as well as equality constraints, which can be found in many real-world industrial system design and improvement problems. Hence, this paper introduces how multiple choice sets and Manhattan-distance-based constraint handling can be effectively embedded into a meta-heuristic algorithm for simulation-based optimization. How these two techniques have been applied together to make the improvement of a complex production system, provided by an automotive manufacturer, possible will also be presented.

  • 200.
    Bernedixen, Jacob
    et al.
    University of Skövde, The Virtual Systems Research Centre. University of Skövde, School of Engineering Science.
    Ng, Amos H. C.
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Bandaru, Sunith
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    On the convergence of stochastic simulation-based multi-objective optimization for bottleneck identificationIn: International Journal of Production Research, ISSN 0020-7543, E-ISSN 1366-588XArticle in journal (Refereed)
    Abstract [en]

    By innovatively formulating a bottleneck identication problem into a bi-objective optimization,simulation-based multi-objective optimization (SMO) can be eectively used as a new method for gen-eral production systems improvement. In a single optimization run, all attainable, maximum throughputlevels of the system can be sought through various optimal combinations of improvement changes ofthe resources. Additionally, the post-optimality frequency analysis on the Pareto-optimal solutions cangenerate a rank order of the attributes of the resources required to achieve the target throughput levels.Observing that existing research mainly put emphasis on measuring the convergence of the optimizationin the objective space, leaving no information on when the solutions in the decision space have convergedand stabilized, this paper represents the rst eort in increasing the knowledge about the convergence ofSMO for the rank ordering in the context of bottleneck analysis. By customizing the Spearman's footruledistance and Kendall's tau, this paper presents how these metrics can be used eectively to provide thedesired visual aid in determining the convergence of bottleneck ranking, hence can assist the user todetermine correctly the terminating condition of the optimization process. It illustrates and evaluatesthe convergence of the SMO for bottleneck analysis on a set of scalable benchmark models as well as twoindustrial simulation models. The results have shed promising direction of applying these new metrics tocomplex, real-world applications.

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