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  • 201.
    Billing, Erik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    A New Look at Habits using Simulation Theory2017In: Proceedings of the Digitalisation for a Sustainable Society: Embodied, Embedded, Networked, Empowered through Information, Computation & Cognition, Göteborg, Sweden, 2017Conference paper (Refereed)
    Abstract [en]

    Habits as a form of behavior re-execution without explicit deliberation is discussed in terms of implicit anticipation, to be contrasted with explicit anticipation and mental simulation. Two hypotheses, addressing how habits and mental simulation may be implemented in the brain and to what degree they represent two modes brain function, are formulated. Arguments for and against the two hypotheses are discussed shortly, specifically addressing whether habits and mental simulation represent two distinct functions, or to what degree there may be intermediate forms of habit execution involving partial deliberation. A potential role of habits in memory consolidation is also hypnotized.

  • 202.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Balkenius, Christian
    Lund University Cognitive Science, Lund, Sweden.
    Modeling the Interplay between Conditioning and Attention in a Humanoid Robot: Habituation and Attentional Blocking2014In: Proceeding of The 4th International Conference on Development and Learning and on Epigenetic Robotics (IEEE ICDL-EPIROB 2014), IEEE conference proceedings, 2014, p. 41-47Conference paper (Refereed)
    Abstract [en]

    A novel model of role of conditioning in attention is presented and evaluated on a Nao humanoid robot. The model implements conditioning and habituation in interaction with a dynamic neural field where different stimuli compete for activation. The model can be seen as a demonstration of how stimulus-selection and action-selection can be combined and illustrates how positive or negative reinforcement have different effects on attention and action. Attention is directed toward both rewarding and punishing stimuli, but appetitive actions are only directed toward positive stimuli. We present experiments where the model is used to control a Nao robot in a task where it can select between two objects. The model demonstrates some emergent effects also observed in similar experiments with humans and animals, including attentional blocking and latent inhibition.

  • 203.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Hanson, Lars
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Lamb, Maurice
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Högberg, Dan
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Digital Human Modelling in Action2019In: Proceedings of the 15th SweCog Conference / [ed] Linus Holm, Erik Billing, Skövde: University of Skövde , 2019, p. 25-28Conference paper (Refereed)
  • 204.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Hellström, Thomas
    Institutionen för Datavetenskap, Umeå Universitet.
    Janlert, Lars-Erik
    Institutionen för Datavetenskap, Umeå Universitet.
    Simultaneous recognition and reproduction of demonstrated behavior2015In: Biologically Inspired Cognitive Architectures, ISSN 2212-683X, Vol. 12, p. 43-53, article id BICA114Article in journal (Refereed)
    Abstract [en]

    Predictions of sensory-motor interactions with the world is often referred to as a key component in cognition. We here demonstrate that prediction of sensory-motor events, i.e., relationships between percepts and actions, is sufficient to learn navigation skills for a robot navigating in an apartment environment. In the evaluated application, the simulated Robosoft Kompai robot learns from human demonstrations. The system builds fuzzy rules describing temporal relations between sensory-motor events recorded while a human operator is tele-operating the robot. With this architecture, referred to as Predictive Sequence Learning (PSL), learned associations can be used to control the robot and to predict expected sensor events in response to executed actions. The predictive component of PSL is used in two ways: 1) to identify which behavior that best matches current context and 2) to decide when to learn, i.e., update the confidence of different sensory-motor associations. Using this approach, knowledge interference due to over-fitting of an increasingly complex world model can be avoided. The system can also automatically estimate the confidence in the currently executed behavior and decide when to switch to an alternate behavior. The performance of PSL as a method for learning from demonstration is evaluated with, and without, contextual information. The results indicate that PSL without contextual information can learn and reproduce simple behaviors, but fails when the behavioral repertoire becomes more diverse. When a contextual layer is added, PSL successfully identifies the most suitable behavior in almost all test cases. The robot's ability to reproduce more complex behaviors, with partly overlapping and conflicting information, significantly increases with the use of contextual information. The results support a further development of PSL as a component of a dynamic hierarchical system performing control and predictions on several levels of abstraction. 

  • 205.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, JessicaUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.Ziemke, TomUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Proceedings of the 2015 SWECOG conference2015Conference proceedings (editor) (Refereed)
  • 206.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Applied IT, University of Gothenburg, Sweden.
    Sandamirskaya, Yulia
    Institute of Neuroinformatics, University of Zurich and ETH Zurich, Switzerland.
    Simultaneous Planning and Action: Neural-dynamic Sequencing of Elementary Behaviors in Robot Navigation2015In: Adaptive Behavior, ISSN 1059-7123, E-ISSN 1741-2633, Vol. 23, no 5, p. 243-264Article in journal (Refereed)
    Abstract [en]

    A technique for Simultaneous Planning and Action (SPA) based on Dynamic Field Theory (DFT) is presented. The model builds on previous workon representation of sequential behavior as attractors in dynamic neural fields. Here, we demonstrate how chains of competing attractors can be used to represent dynamic plans towards a goal state. The presentwork can be seen as an addition to a growing body of work that demonstratesthe role of DFT as a bridge between low-level reactive approachesand high-level symbol processing mechanisms. The architecture is evaluatedon a set of planning problems using a simulated e-puck robot, including analysis of the system's behavior in response to noise and temporary blockages ofthe planned route. The system makes no explicit distinction betweenplanning and execution phases, allowing continuous adaptation of the planned path. The proposed architecture exploits the DFT property of stability in relation to noise and changes in the environment. The neural dynamics are also exploited such that stay-or-switch action selection emerges where blockage of a planned path occurs: stay until the transient blockage is removed versus switch to an alternative route to the goal.

  • 207.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Rosén, Julia
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Expectations of robot technology in welfare2019Conference paper (Refereed)
    Abstract [en]

    We report findings from a survey on expectations of robot technology in welfare, within the coming 20 years. 34 assistant nurses answered a questionnaire on which tasks, from their daily work, that they believe robots can perform, already today or in the near future. Additionally, the Negative attitudes toward robots scale (NARS) was used to estimate participants' attitudes towards robots in general. Results reveal high expectations of robots, where at least half of the participants answered Already today or Within 10 years to 9 out of 10 investigated tasks. Participants were also fairly positive towards robots, reporting low scores on NARS. The obtained results can be interpreted as a serious over-estimation of what robots will be able to do in the near future, but also large varieties in participants' interpretation of what robots are. We identify challenges in communicating both excitement towards a technology in rapid development and realistic limitations of this technology.

  • 208.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Sciutti, Alessandra
    Italian Institute of Technology, Genova, Italy.
    Sandini, Giulio
    Italian Institute of Technology, Genova, Italy.
    Proactive eye-gaze in human-robot interaction2019Conference paper (Refereed)
  • 209.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Svensson, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Göteborgs Universitet, Tillämpad IT.
    Ziemke, Tom
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Computer and Information Science, Linköping University.
    Finding Your Way from the Bed to the Kitchen: Re-enacting and Re-combining Sensorimotor Episodes Learned from Human Demonstration2016In: Frontiers in Robotics and AI, E-ISSN 2296-9144, Vol. 3, no 9Article in journal (Refereed)
    Abstract [en]

    Several simulation theories have been proposed as an explanation for how humans and other agents internalize an "inner world" that allows them to simulate interactions with the external real world - prospectively and retrospectively. Such internal simulation of interaction with the environment has been argued to be a key mechanism behind mentalizing and planning. In the present work, we study internal simulations in a robot acting in a simulated human environment. A model of sensory-motor interactions with the environment is generated from human demonstrations, and tested on a Robosoft Kompai robot. The model is used as a controller for the robot, reproducing the demonstrated behavior. Information from several different demonstrations is mixed, allowing the robot to produce novel paths through the environment, towards a goal specified by top-down contextual information. 

    The robot model is also used in a covert mode, where actions are inhibited and perceptions are generated by a forward model. As a result, the robot generates an internal simulation of the sensory-motor interactions with the environment. Similar to the overt mode, the model is able to reproduce the demonstrated behavior as internal simulations. When experiences from several demonstrations are combined with a top-down goal signal, the system produces internal simulations of novel paths through the environment. These results can be understood as the robot imagining an "inner world" generated from previous experience, allowing it to try out different possible futures without executing actions overtly.

    We found that the success rate in terms of reaching the specified goal was higher during internal simulation, compared to overt action. These results are linked to a reduction in prediction errors generated during covert action. Despite the fact that the model is quite successful in terms of generating covert behavior towards specified goals, internal simulations display different temporal distributions compared to their overt counterparts. Links to human cognition and specifically mental imagery are discussed.

  • 210.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Ziemke, Tom
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Computer & Information Science, Linköping University.
    Robot-Enhanced Therapy for Children with Autism2018In: Proceedings of the 14th SweCog Conference / [ed] Tom Ziemke, Mattias Arvola, Nils Dahlbäck, Erik Billing, Skövde: University of Skövde , 2018, p. 19-22Conference paper (Refereed)
  • 211.
    Birath, Marcus
    University of Skövde, School of Informatics.
    Exploring the Number of Tries Related to Cracking Passwords Generated with Different Strategies2019Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    As more services and workflows are moved into computerized systems the number of accounts a person has to be aware of is on steady increase. Today the average user is likely to have more than 25 accounts for different services used on a daily basis that all need authentication. The dominant authentication mechanism used today is still password authentication. In an attempt to satisfy the requirements of different password creation policies and to recall all passwords when needed users tend to rely on different strategies for password creation. These strategies may all seem to provide adequate security, and they may do, but the reality is that they differ tremendously in terms of how time consuming it is to crack passwords generated with the different strategies. By conducting interviews with domain experts different password creation strategies are discussed and pseudo algorithms for cracking passwords are constructed. Based on mutual definitions of the classes and a predefined word list the cost for cracking passwords generated by different strategies are explored. Major findings indicate that strategies based on phrases are at the top of the list. Using a strategy to create a seemingly random password based on a logical phrase, where only the first letter from each word is used, tends in some cases to be the best of choice. An example is to turn the phrase “this password is the greatest of them all” into “tpitgota” instead of using the phrase “goodword” to create an 8 character long password. However, if the phrase contains words not usually found in common dictionaries the best strategy seems instead to be utilizing character substitution as in turning the phrase “my dog Krillex is cool” into “myDoGkriLLExiscooL”.

  • 212.
    Birgersson, David
    University of Skövde, School of Informatics.
    SKRÄCK OCH AVSKY: Att framkalla stötande känslor i skräck2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna studie är att undersöka i vilken grad olika fysiska avvikelser kring en humanoids ögon/syn kan framkalla stötande känslor, de fysiska avvikelser som undersöks är: sjukdom, stympning och mutation. Studien byggde bland annat kring teorier kopplade till attraktivitet och hälsa och undersökte hur man kan använda ohälsa för att väcka stötande känslor.Inför studien skapades totalt åtta porträtt, en för varje fysisk avvikelse samt kön. En enkät skickades sedan ut till män och kvinnor i åldrarna 18-29 där de fick ta ställning till porträtten genom att gradera dem utifrån en 7-siffrig skala.Resultatet i undersökningen visade att majoriteten av respondenterna upplevde den fysiska avvikelse mutation som mest stötande, detta på grund av dess omänskliga utseende. Det fanns dock en problematik kring användningen av 3D modeller i undersökningen, framtida arbete skulle gynnas av att använda ett annat medium, exempelvis fotografi.

  • 213.
    Birgersson, David
    University of Skövde, School of Informatics.
    Skräck och avsky: Att framkalla stötande känslor i skräck2014Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna studie är att undersöka i vilken grad olika fysiska avvikelser kring en humanoids ögon/syn kan framkalla stötande känslor, de fysiska avvikelser som undersöks är: sjukdom, stympning och mutation. Studien byggde bland annat kring teorier kopplade till attraktivitet och hälsa och undersökte hur man kan använda ohälsa för att väcka stötande känslor.

    Inför studien skapades totalt åtta porträtt, en för varje fysisk avvikelse samt kön. En enkät skickades sedan ut till män och kvinnor i åldrarna 18-29 där de fick ta ställning till porträtten genom att gradera dem utifrån en 7-siffrig skala.

    Resultatet i undersökningen visade att majoriteten av respondenterna upplevde den fysiska avvikelse mutation som mest stötande, detta på grund av dess omänskliga utseende. Det fanns dock en problematik kring användningen av 3D modeller i undersökningen, framtida arbete skulle gynnas av att använda ett annat medium, exempelvis fotografi.

  • 214.
    Birkås, Philip
    University of Skövde, School of Informatics.
    När tekniken behöver hinna ikapp affärsbehoven: En studie med fokus på hur data virtualization kan komplettera ett data warehouse2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Data warehouse has for a long time been, and still is, an important asset for organizations to store data for analysis. In the last decade, an exponential increase in data has taken place, giving organizations increasingly greater opportunities to make data-driven decisions in completely new ways. Nevertheless, in many cases, it also puts pressure on organizations to use data as an asset to react and take advantage of opportunities in a harder business climate, or even to maintain competitiveness. In order to enable organizations to be able to react in time, flexibility requirements are imposed on the techniques used to handle data for analysis. The traditional best practices for data warehouse is predicted to soon be out of date. Organizations need to find new ways to quickly change and adapt to the needs of the market. Many organizations currently have a traditional data warehouse, and this study examines how well data virtualization can help increase flexibility by being added as a complement. This is examined through the question:How can data virtualization complement and improve a traditional data warehouse?To answer this question, a literature analysis, and a case study followed by an implementation is carried out, in which the data collection consists primarily of tests performed on the implementation result, observations and interviews.The result shows a divided picture, where performed tests can potentially be seen as questioning parts of the interview results and existing literature. Based on the result, some findings can be made about in which use-cases data virtualization does not fit, and gives a picture of when it can be an alternative. Data virtualization should be seen as an extension of a data warehouse that enables the federation, transformation and computation of data, where data structures can be changed at any time. However, an organization that embraces this more flexible solution must be prepared for substantially increased response times in data extraction.

  • 215.
    Bjarnehed, Mathilda
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Berättelse och mekaniker i konflikt: Ludonarrativ dissonans effekt på narrativ transport2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    För att kunna skapa intressanta och engagerande berättelser i spel behövs förståelse för hur spels unika egenskaper påverkar berättande. Ett spelnarrativa kan delas upp i det inbäddade narrativet, som består av till exempel texter och dialog, samt det emergenta narrativet, som uppstår ur spelets gameplay. När dessa två delar inte stämmer överens uppstår ludonarrativ dissonans. I detta arbete undersöks hur ludonarrativ dissonans påverkar narrativ transport, det vill säga inlevelse i en berättelse. Två versioner av ett berättelsedrivet spel skapades med olika mekanikerna för att uppnå låg respektive hög ludonarrativ dissonans. I en undersökning spelade två grupper av deltagare spelversionerna och deras narrativa transport mättes. Resultaten indikerar att högre ludonarrativ dissonans leder till lägre narrativ transport och belyste nuvarande kunskapsluckor. Det finns ett behov av djupare förståelse för hur narrativ transport fungerar i spel och av större studier för att tydliggöra ett eventuellt samband mellan narrativ transport och ludonarrativ dissonans.

  • 216.
    Bjurén, Johan
    University of Skövde, School of Informatics.
    USING CASE-BASED REASONING FOR PREDICTING ENERGY USAGE2013Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    In this study, the inability to in a future meet the electricity demand and the urge to change the consumption behavior considered. In a smart grid context there are several possible ways to do this. Means include ways to increase the consumer’s awareness, add energy storages or build smarter homes which can control the appliances. To be able to implement these, indications on how the future consumption will be could be useful. Therefore we look further into how a framework for short-term consumption predictions can be created using electricity consumption data in relation to external factors. To do this a literature study is made to see what kind of methods that are relevant and which qualities is interesting to look at in order to choose a good prediction method. Case Based Reasoning seemed to be able to be suitable method. This method was examined further and built using relational databases. After this the method was tested and evaluated using datasets and evaluation methods CV, MBE and MAPE, which have previously been used in the domain of consumption prediction. The result was compared to the results of the winning methods in the ASHRAE competition. The CBR method was expected to perform better than what it did, and still not as good as the winning methods from the ASHRAE competition. The result showed that the CBR method can be used as a predictor and has potential to make good energy consumption predictions. and there is room for improvement in future studies.

  • 217.
    Björk, Rasmus
    University of Skövde, School of Informatics.
    PROCEDURELLT GENERERADE BANOR MED HÖJDSKILLNADER OCH BRA FRAMKOMLIGHET: Slumpmässighet med direktiv2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 218.
    Björk Stiernström, Gabriel
    University of Skövde, School of Informatics.
    Video tutorials for artists in the entertainment industry: A comparative study of what makes a video tutorial effective2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research explores video tutorials for concept artists in the entertainment industry. Through websites such as Gumroad tutorials are today being sold and the problem is that there is no guarantee of the quality of the tutorials and people simply have to rely on the description of the product. The research question is: What is an effective video tutorial for concept artists in the entertainment and game industry and what elements contribute to what makes it effective? Five video tutorials were created based on a comparative study, and discussed during qualitative interviews with novice and proficient artists. The results say that parallels can be drawn between a person's proficiency, the content and the structure of the tutorial. If you understand these parallels you are able to create effective tutorials for specific audience groups.

  • 219.
    Björkholm, Viktor
    University of Skövde, School of Informatics.
    Jakt på gamifcation: En stuide om påverkan av gamification2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context: Hunters report in vildata.se. Viltdata.se is owned by the Jägareförbundet. In recent hunting seasons, report rates in the country have decreased. Gamification means to introduc motivationtechniques usually found in videogames to futher motivate users to use the system.

    Research Question: What impact can a gamified Viltdata.se have on hunters to report in Viltdata?

    Purpose: Gamification may be an appropriate way to increase reporting in Viltdata, but investigating how gamification affects users is required. The purpose of the study is to identify and analyze how gamification affects hunters who uses Viltdata. Can gamification be a convenient way to increase reporting to wild data.

    Method: In the study, a qualitative study is conducted in the form of an experiment and qualitative study in the form of interviews. Participants are hunters who previously used wildlife data. The collected material during the studys is compared with previous research done on gamification.

    Conclusion: After analysis of materials from experiments, interviews and previous research there is enough evidence to claim that gamification works and can be received with a good attitude of the user.

  • 220.
    Björklund, Oscar
    University of Skövde, School of Informatics.
    Kompakthet av procedurellt genererade grottsystem: En jämförelse av procedurellt genererade grottsystem2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    För att minska mängden arbete för att skapa spel så används Procedural Content Generation (PCG) för att kunna skapa nytt och varierat innehåll för spel. Denna studie fokuserar på att undersöka algoritmerna Binary Space Partitioning, Shortest Path och Cellular Automata för att skapa banor till spel med en grottstruktur. Undersökningens syfte är att utvärdera hur snabbt dessa skapar banor, hur kompakta dessa är och hur stor del av den totala ytan som förblir oanvänd.

    Efter testerna kan slutsatsen dras att den mest effektiva algoritmen för att skapa mest de mest kompakta grottsystemen på kort tid är Binary Space Partitioning. Framtida arbeten kan behandla implementeringen i t.ex. datorspel och simuleringar.

  • 221.
    Björkqvist, Madeleine
    University of Skövde, School of Informatics.
    Voice interaction in intelligent vehicles: How can we design characteristics to create appropriate trust while entering an intelligent vehicle?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Driving an autonomic vehicle is terrifying to a lot of people, especially for those without knowledge and experience of this type of technology. Today, several companies within the automotive industry are working towards autonomous driving. Tesla, Waymo and Uber are three companies who already has the technology to drive autonomously. It is the future and this technology changes the driver’s role. The driver is now not only expected to take control but also to give control to the system. As mentioned above, this change is not welcomed by everyone due to fear. This is a challenge for the automotive industry and the question is therefore how the industry can make people trust the vehicles of the feature?

    This thesis is focused on how one can design appropriate trust through voice interaction in autonomous cars, using the learning intelligent vehicle (LIV) which is a concept research platform by Veoneer. The research in this thesis includes a user study including an observation study that was conducted on a local fair in Vårgårda with focus on a UX perspective with possible future end users. Since there are restricted methods of evaluation methods on voice interaction, the author uses the Gricean Maxims to evaluate the existing voice interaction of LIV. By using user studies and the Gricean Maxims, the author argues that these methods can be used to identify trust characteristics and create appropriate trust before the actual launch of the vehicle/system. For example, when exhibit the autonomous vehicle to the public.

  • 222.
    Björkvall, Eric
    University of Skövde, School of Informatics.
    Tre användargränssnitt och ett mobilspel: En jämförelse av naturligt mappade spelkontroller2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I arbetet undersöks naturlig mappning av spelkontroller, det vill säga hur nära en användares fysiska interaktion med spelkontrollen kopplas till en handling i spelvärlden. En tidigare utvecklad typologi har agerat riktlinje vid utvecklingen av tre användargränssnitt användandes olika typer av naturlig mappning. Endast touchbaserade spelkontroller har utvecklats och samtliga spelkontroller har anpassats till samma mobilspel. Två av spelkontrollerna använde kännedom om andra kontrollsystem som förebilder. Den tredje drog större nytta av pekskärmens säregna egenskaper. Frågeställningen fokuserade på hur olika grader av naturlig mappning påverkade inlärningen av en spelkontroll. Varje gränssnitt testades av tio personer vardera. Resultatet visade att spelkontrollen med högre grad naturlig mappning var lättare att börja använda, men att en längre tids användning vände fördelen till gränssnitten med lägre grad av naturlig mappning. Framtida arbeten föreslogs fokusera på naturligt mappade spelkontroller med andra särskiljande egenskaper, men även vilken effekt skärmstorleken har på resultaten.

  • 223.
    Björnsson, Jafet Bjarkar
    University of Skövde, School of Informatics.
    RESPONSIVE IMAGES: Comparing techniques for implementing responsive images to websites2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores responsive images for websites, i.e., content images that respond to users display size, pixel density and bandwidth. We look into responsive web design and how it is related to responsive images. Different responsive image techniques are discussed and various use cases for responsive images are explored along with technologies that are needed to implement responsive images. A testing website is built and responsive image techniques are applied one by one, tested and compared and its effect on the websites load time is measured. The process of implementing the techniques is described with code examples and images. The results indicate that responsive images can certainly have positive effect on loading time of a website. Weather or not responsive images should be implemented depends on how much image data the website has and how fast the Internet connection is. Websites with more images can certainly profit from using responsive image techniques, especially if only slower bandwidths are available.

  • 224.
    Blomgren, Viktor
    University of Skövde, School of Informatics.
    Kriminella Stereotyper: En studie om populärkulturell visualisering av kriminella män i datorspel och hur betraktarens tokning påverkas av attribut och hudfärg2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The study sets out to examine what effect different attributes of a character have on how they are perceived as more or less criminal by swedish game development students, and if these attributes have a different effect depending on the characters skin color. Six characters were created for the study with designs inspired by Grand Theft Auto 5 (2013) and the study The Criminal Stereotype (Maclin, 2006). In two questionnaires, sent out to game development students att Högskolan i Skövde, the participants were asked to analyze three out of the six characters and describe them through preselcted possible answers, and to motivate their selected options. The results showed that there are attributes that are more closely related to criminal behaviour and that these exists as sterotypes in media on a global scale, as the results cohere to those from Maclins study. The results also show a difference in effect depending on the characters skin color as the informants were more cautious in their analysis of characters with a different ethnic background than themselves. Future research could focus on other graphical styles, other stereotypes or other ethnicities.

  • 225.
    Blomqvist, Viktor
    University of Skövde, School of Informatics.
    FÄRGS INVERKAN PÅ DOMINANTA SPELKARAKTÄRER: En studie kring karaktärskoncept för spel2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    De tekniska lösningarna inom spelgrafik har utvecklats till den grad att de numera kan förmedla sociala och känslomässiga budskap till spelaren genom relativt realistisk grafik och animation (Fiorito, 2000). Nästan alla spel görs i färg, vilket gör färg till en ständigt närvarande faktor i spelet och spelkaraktärers uttryck. Färg kan ge psykologiska associationer, till exempel att blått kan förstärka intrycket av lugn, att rött kan associeras till ilska och grönt med harmoni och natur (Panton, 1997). Detta gör att färg kan ses som ett verktyg som bland annat kan förmedla information om en spelkaraktär till spelaren. Genom att använda färgers associationsfaktorer inom generella färgkodningssystem kan en spelutvecklare ge spelaren ett intryck av en spelkaraktär innan spelaren hunnit interagera med den. Katherine Isbister (2006) skriver att genom användandet av stereotypiska rörelsemönster kan spelkaraktärens syfte eller attityd snabbt förmedlas till spelaren. Både färg och kroppsspråk kan uppfattas som nyckelkomponenter i gestaltandet av en spelkaraktär, då de båda kan ha inflytande på hur spelaren tolkar spelkaraktären och vad spelaren kommer att förvänta sig av den. Syftet med detta arbete är att studera färgs inverkan på graden av uppfattad makt och dominans från spelkaraktärer hos spelare. Hur dominans uttrycks kan variera kulturer emellan, precis som associationer till olika färger. Därför har arbetet begränsats till västerländsk kultur. NCS, Natural Color System är ett i Europa etablerat system som kategoriserar färg genom att jämföra dem med de kromatiska varianterna av gult, grönt, blått och rött, samt i vilken mängd akromatisk svart och vitt förekommer i blandningen. NCS ligger som grund för vilka färger som valdes att studera i undersökningen.

  • 226.
    Bodegård Gustafsson, Christoffer Carl
    University of Skövde, School of Informatics.
    How Agency is Affected by Showing Prerequisites of Choices in Strategy Games: A Comparative Study2018Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study attempts to uncover how the player’s agency is affected by seeing prerequisites of dynamic choices, as opposed to not seeing them. The study’s background presents different definitions of agency, along with what kinds of conclusions previous research has drawn on the term. The background also presents and discusses varying implementations of digital choice interfaces in a variety of different genres of video games.

    In order to answer the research question, a short strategic experience was created with two versions, one containing visible markers on prerequisites choices and one which hides these markers. A qualitative method was used to investigate how these two versions affected the player’s agency, and whether there was any difference between them. The results showed that visible prerequisites allowed the player a higher chance to experience positive agency because of the clear and direct feedback it gives on the player’s previous choices.

  • 227.
    Bodegård Gustafsson, Christoffer Carl
    University of Skövde, School of Informatics.
    Hur agency påverkas av dynamiska dialogval i digitala rollspel: En jämförande studie2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna studies frågeställning undersöker hur spelaren upplever agency när dialogsystem i digitala rollspel visar respektive gömmer otillgängliga dialogval. I arbetets bakgrund presenteras definitioner av agency, samt vad tidigare undersökningar nått för slutsatser om termen. Bakgrunden visar även olika implementationer av digitala rollspel och vilka tekniker som borde användas för att få spelaren att engagera sig i studiens artefakt.

    För att svara på frågeställningen skapades en kort rollspelsupplevelse med två olika versioner, en där otillgängliga dialogval visas för spelaren, och en där de göms. En kvalitativ undersökning utfördes för att se hur skillnaden mellan dessa versioner påverkar spelarens känsla av agency. Resultatet visade på att uppvisning av otillgängliga dialogval påverkade informanternas agency negativt när de otillgängliga dialogvalen ansågs mer attraktiva än de tillgängliga.

  • 228.
    Bodegård Gustafsson, Rebecca
    University of Skövde, School of Informatics.
    Big Data Arkitekturer: En studie om tekniska och organisatoriska för- och nackdelar vid val av Big Data arkitektur.2015Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    The explosion of social media, the use of smartphones and the fact that people are always online today leads to a constant increase in data-production. This data is not just large but it also has a high velocity and variety, which makes it hard for conventional systems, like relational databases, to handle. This data, that cannot be handle with conventional methods, is called Big Data and the study in this report is looking into different ways to handle Big Data and more specific:

    What pros and cons are there, concerning technological and organizational aspects, for a company or organization to change from a relational database to a Big Data solution based on the same technology (the relational model) or to change to an implementation of MapReduce?

    There are several technologies that can handle Big Data on the market today. One of these are Apache Hadoop, which is a distributed files system (DFS) that uses a programming model called MapReduce. There are also other systems based on classic database systems, like relational database systems (RDBMS), for example Postgres-XL, a Big Data solution based on PostgreSQL.

    The study in this report will explore pros and cons for a company which is already using relational database systems to make the change to a similar technology like Postgres-XL or if they should make the change to a newer technology like an implementation of MapReduce, for example Apache Hadoop. To look into this a number of organizational and technological aspects have been identified and then used to evaluate an implementation of Mapreduce and a parallell database based on the relational model in a case study and a literature-study.

    From an organizational point-of-view this study shows that it in many ways is better för a company or organization to keep using the relational model and therefore make the change to for example Postgres-XL, while it from a technological perspektiv is better to make the change to an implementation of MapReduce like Apache Hadoop. However the technological and organizational pros and cons do often cancel each other out and therefore the question of which technology is preferable depends on whether the company or organization think that the organizational or technological aspect are more important. 

  • 229.
    Bodegård Gustafsson, Rebecca
    University of Skövde, School of Informatics.
    Consequences of converting a data warehouse based on a STAR-schema to a column-oriented-NoSQL-database2018Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Data warehouses based on the relational model has been a popular technology for many years, because they are very reliable due to their ACID-properties (Atomicity, Consistency, Isolation, and Durability). However, the new demands on databases today due to increasing amounts of data and data structures changing do mean that the relational model might not always be the optimal choice. NoSQL is the name of a group of databases that are less bound by schemas and are therefore more scalable and easier to make changes in. They are also adapted for massive parallel processing and are therefore suited for handling large amounts of data. Out of all of the NoSQL databases column-databases are the most like the relational model since it also consists of tables. This study has therefore converted a relational data warehouse based on a STAR-schema to a column-oriented-NoSQL-database and evaluated the implementation by comparing query-times between the relational data warehouse and the column-oriented-NoSQL-database. Scrambled economical data from a business in Sweden has been used to do the conversion and test it by asking a few usual queries. The results show that the mapping works but the query-time in the NoSQL-database is simnifically longer. 

  • 230.
    Bogers, Toine
    et al.
    Department of Communication and Psychology, Aalborg University, Copenhagen, Denmark.
    Koolen, Marijn
    Huygens ING, Royal Netherlands Academy of Arts and Sciences, Netherlands.
    Mobasher, Bamshad
    School of Computing, DePaul University, United States.
    Said, Alan
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Petersen, Casper
    Sampension, Denmark.
    2ndWorkshop on Recommendation in Complex Scenarios (ComplexRec 2018)2018In: RecSys 2018 - 12th ACM Conference on Recommender Systems, Association for Computing Machinery (ACM), 2018, p. 510-511Conference paper (Refereed)
    Abstract [en]

    Over the past decade, recommendation algorithms for ratings prediction and item ranking have steadily matured. However, these state-of-the-art algorithms are typically applied in relatively straightforward scenarios. In reality, recommendation is often a more complex problem: it is usually just a single step in the user's more complex background need. These background needs can often place a variety of constraints on which recommendations are interesting to the user and when they are appropriate. However, relatively little research has been done on these complex recommendation scenarios. The ComplexRec 2018 workshop addresses this by providing an interactive venue for discussing approaches to recommendation in complex scenarios that have no simple one-size-fits-all solution. © 2018 ACM. 978-1-4503-5901-6/18/10. . . $15.00

  • 231.
    Bolin, Tobias
    University of Skövde, School of Informatics.
    Device fingerprinting: Conformance test av HTML52015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 232.
    Bolling, Maxine
    University of Skövde, School of Informatics.
    NPC:er och ansiktsbehåring: Spelares uppfattning av NPC-funktion i relation till ansiktsbehåring2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta är en studie vilken har undersökt spelares uppfattning av en NPC:s funktion i en fiktiv 1800-talskontext i relation till NPC:ens ansiktsbehåring. Människor har genom tiderna kategoriserat individer i form av stereotyper baserat på visuella aspekter, så som bland annat ansiktsbehåring. Stereotyper förväntas bete sig enligt specifika regler, och om en karaktär inte beter sig som dess publik förväntar sig uppstår dissonans (Loyall, 1997). Undersökningens artefakt bestod av en serie porträtt föreställandes en och samma NPC men med varierande uppsättningar ansiktsbehåring. Studiens respondenter ombads tilldela vart porträtt en NPC-funktion baserade på Bartles (2004) lista med NPC-funktioner. Resultatet visade på trender där ett fåtal funktioner föredrogs för var form av ansiktsbehåring. I framtida arbeten skulle andra kontexter kunna undersökas. Även mer avancerade undersökningar skulle kunna genomföras där NPC:erna placeras i en spelsimulation.

  • 233.
    Borg, Olivia
    University of Skövde, School of Informatics.
    Educational Data Mining: En kvalitativ studie med inriktning på dataanalys för att hitta mönster i närvarostatistik2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The study focuses on finding different patterns in attendance statistics for students who are not present at school. The information provided by the results can thereafter be used as a basis for decision-making for schools or for other organizations interested in EDM within attendance statistics.

    The work carried out a qualitative method approach with a case study that consisted a literature study and an implementation. The literature study was used to gain an understanding of common approaches within EDM, which subsequently formed the basis for the implementation that used the working method CRISP-DM.

    The project resulted in five different patterns defined by data analysis. The patterns show absence from a time perspective and per subject and can form the basis for future decision-making.

  • 234.
    Boström, Fredrik
    University of Skövde, School of Informatics.
    Minskning av simuleringsåksjuka vid artificiell förflyttning i VR2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    För att navigera en värld som är större än användarens spelyta så krävs någon form av artificiell förflyttning. Den neurala missmatchningen som skapas vid artificiell förflyttning kan leda till simuleringsåksjuka. För att minska denna simuleringsåksjuka så testas det i denna rapport en metod som dynamiskt sänker användarens FOV vid artificiell förflyttning. Denna metod testades med hjälp av en artefakt som implementerades i två versioner. Den ena versionen implementerade dynamisk sänkning av FOV och den andra versionen saknade dessa ändringar. Artefakten testades på 18 gymnasieelever och resultatet blev att versionen utan FOV ändringarna skapade 8,25% mer simuleringsåksjuka och den hade även lite större spridning i sina resultat av de mellersta 50 procenten. Det skulle vara intressant att utvidga testningen till en större och mindre homogen testgrupp. Det skulle även vara intressant att testa FOV ändringarna med andra typer av artificiell förflyttning samt att testa att endast applicera FOV ändringar vid hastighetsändringar.

  • 235.
    Bouguelia, Mohamed-Rafik
    et al.
    Center for Applied Intelligent Systems Research, Halmstad University, Sweden.
    Karlsson, Alexander
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Pashami, Sepideh
    Center for Applied Intelligent Systems Research, Halmstad University, Sweden.
    Nowaczyk, Sławomir
    Center for Applied Intelligent Systems Research, Halmstad University, Sweden.
    Holst, Anders
    Swedish Institute of Computer Science, Sweden.
    Mode tracking using multiple data streams2018In: Information Fusion, ISSN 1566-2535, E-ISSN 1872-6305, Vol. 43, p. 33-46Article in journal (Refereed)
  • 236.
    Boya, David
    University of Skövde, School of Informatics.
    Interaktionsanalys av responsiva webbplatser med heatmaps och heatelements2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Människor spenderar allt mer tid på Internet och använder enheter med olika skärmstorlekar och upplösningar mer frekvent när de bläddrar på webben. Detta har gjort att webbutvecklare har ställts inför stora utmaningar med att kunna nå ut till samtliga internetanvändare på ett tillgängligt sätt, oavsett vilken enhet som används. På senare tid har detta blivit ett problem som har lett till att webbutvecklare måste optimera webbplatser för att maximera internetanvändarnas upplevelse. I detta arbete utförs ett tekniskt experiment genom användartester. Målet med experimentet är att undersöka hur interaktioner från användare på en responsiv webbplats kan aggregeras och visualiseras med hjälp av de grafiska verktygen heatmap och heatelements. Resultatet av experimentet visar att det grafiska verktyget heatelement är mer tillförlitligt än heatmaps på en responsiv webbplats när interaktionsdata som samlats in från olika enheter ska aggregeras och visualiseras.

  • 237.
    Bratt, Dennis
    University of Skövde, School of Informatics.
    Det oanvända verktyget SAP BI2017Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    Informationssystem är något som företag använder för att bättre hantera i stort sätt allaaspekter av verksamheten. Företag investerar stora summor pengar på nya system samtutveckling av befintliga system i en strävan efter bättre konkurrenskraft. Idag försöker mångaföretag att komma åt ”Business Intelligence” aspekten av deras informationssystem, menkunskapen om detta område är det inte många som besitter. En del informationssystem, elleraffärssystem(ERP) som det även kan kallas, är väldigt omfattande när det kommer till trenderoch utveckling inom IS(Informationssystem) och BI (Business Intelligence)områdena. SAP ärett av dessa ERPn som anses vara en av världens största affärssystem. Företag som Pfizer och Volvo lyckas använda SAP och dess funktionalitet för att utföra sinauppgifter inom de kunskapsområdena som användare besitter. Detta kan vara kunskaper omförvaltning eller processhantering vid tillverkning och dylikt. Problemet uppstår vid deaspekter av SAP som ingen eller få på företaget har kunskap om, vilket i detta fall är själva BIaspekten.Området ”BI” är någon som SAP tar hänsyn till, men till vilken utsträckning? Finns detanledningar till varför individer på företag som Pfizer har problem med att använda verktygetSAP BI ? Och framförallt, vad kan göras åt saken?För att besvara dessa frågor så användes en systematisk litteraturstudie för att hitta relevantforskning som tar upp faktorer som berör dessa frågor. Detta i kombination med intervjuer avpersoner som jobbar på ekonomiavdelningen på Pfizer som försöker använda verktyget. Undersökningen hittar att olika modeller kan förklara användares acceptans av BI och medhjälp av faktorer som förekommer i dessa modeller samt jämförelse med förda intervjuer såskapas en modell. En modell med syftet att fokusera på relationen mellan icke experter av BIoch designkrav som behövs för att icke experter enklare ska kunna använda BI i deras arbete. 

  • 238.
    Brodal, Kristian
    University of Skövde, School of Informatics.
    Jämförelse av algoritmer för polygonisering utav volymetrisk data2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Digitala spel har länge använt sig av terräng, det vanligaste sättet att lagra dessa terränger är med så kallade höjdkartor. Höjdkartor har en stor begränsning, de inte kan innehålla tunnlar.

    Denna rapport undersöker två alternativ till höjdkartor som arbetar med voxlar. Dessa två algoritmer är Marching Cubes (Lorensen & Cline, 1987) och Constrained Elastic Surface Nets (Gibson, 1998). Syftet med undersökningen är att evaluera dessa algoritmer med avseende på tidseffektivitet, minneseffektivitet och visuell korrekthet för att ta reda på vilken algoritm som öveträffar den andra med avseende på vilken aspekt.

    De utförda experimenten visade att Marching Cubes (Lorensen & Cline, 1987) var den mest tidseffektiva av de två, Constrained Elastic Surface Nets (Gibson, 1998) var mest minneseffektiv och Marching Cubes (Lorensen & Cline, 1987) var mest visuellt korrekt. Vidare forskning i ämnet skulle kunna göras på terränger som är för stora för enskilda modeller.

  • 239.
    Brodin, Martin
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    A Framework for GDPR Compliance for Small- and Medium-Sized Enterprises2019In: European Journal for Security Research, ISSN 2365-0931, E-ISSN 2365-1695, Vol. 4, no 2, p. 243-264Article in journal (Refereed)
    Abstract [en]

    The EU’s General Data Protection (GDPR) is an EU regulation that affects everyone in the EU and all organisations outside the EU that wants to do business with the EU. GDPR introduces tougher requirements for processing personal data, which may be difficult for many small- and medium-sized enterprises (SMEs) to follow without major adjustments. This work uses design science to develop a framework for SMEs to adapt to GDPR. The framework was empirically evaluated in three different types of organisations, resulting of GDPR compliance according to their Data Protection Officers. It was also theoretical evaluated against scientific literature including the identified implications of GDPR. In this paper the framework is presented, from initial analysis and design to implementation and future work, with advice on how to work with each part to achieve compliance. The paper also highlights some of the most important changes in GDPR compared to its predecessor, Directive 95/46/EC of the European Parliament and of the Council of 24 October 1995 on the protection of individuals with regard to the processing of personal data and on the free movement of such data (DIR95).

  • 240.
    Brodin, Martin
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Actea Consulting AB.
    BYOD vs. CYOD: What is the difference?2016In: Proceedings of the 9th IADIS International Conference: Information Systems 2016 / [ed] Miguel Baptista Nunes, Pedro Isaías, Philip Powell, IADIS Press, 2016, p. 55-62Conference paper (Refereed)
    Abstract [en]

    During the last years mobile devices have become very popular to use both for work and pleasure. Different strategies have evolved to increase productivity and to satisfy the employees. In this paper, we look at the two most popular strategies and look at the strengths and weaknesses of those. This is done by a systematic literature review and semi-structured interviews with CIO’s or equivalent roles. We conclude that BYOD and CYOD comes with similar strengths, but CYOD brings a little fewer security risks.

  • 241.
    Brodin, Martin
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Combining ISMS with strategic management: The case of BYOD2015In: Information Systems 2015: Proceedings of the 8th IADIS International Conference / [ed] Miguel Baptista Nunes, Pedro Isaias, Philip Powell, IADIS Press, 2015, p. 161-168Conference paper (Refereed)
    Abstract [en]

    Bring Your Own Device (BYOD) (where employees use their private devices for work) causes problems for organisations since their management systems are seldom designed for this purpose. If BYOD is not adequately regulated, many security and privacy issues may result. This paper proposes an analysis-design-action framework for designing a suitable security management strategy by combining Johnson and Scholes’ strategic management model with the ISO/IEC 27000-series.

  • 242.
    Brodin, Martin
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Management of Mobile Devices: How to Implement a New Strategy2016In: Proceedings of The 27th International Business Information Management Association Conference: Innovation Management and Education Excellence Vision 2020: From Regional Development Sustainability to Global Economic Growth / [ed] Khalid S. Soliman, International Business Information Management Association (IBIMA), 2016, p. 1261-1268Conference paper (Refereed)
    Abstract [en]

    Since smartphones entered the market the need for them has exploded, today 85 % believe that their mobile is a central part of their life. Despite the major focus on mobile devices and increased budgets, there are still many organisations missing a strategy for mobile devices. This article investigates the most important steps to take when implementing a mobile device strategy by conducting an empirical study with interviews with CIO or equivalent roles in 13 organisations with 50 to 15 000 employees. The result is an improved framework for mobile device implementation.

  • 243.
    Brodin, Martin
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Actea Consulting AB.
    Mobile Device Strategy: A management framework for securing company information assets on mobile devices2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The problem addressed by this research is a demand for increased flexibility in access to organisational information, driven by the increasing popularity of mobile devices. Employees increasingly bring private devices to work (Bring Your Own Device, BYOD) or use work devices for private purposes (Choose Your Own Device, CYOD). This puts managers in a difficult position, since they want the benefits of mobility, without exposing organisational data to further risk. The research focuses on management (particularly information security management) issues in the design and implementation of strategies for mobile devices.  There are two objectives. The first is to identify existing information security management strategies for mobile and dual-use devices. The second is to develop a framework for analysing, evaluating and implementing a mobile device strategy.

    The overall research strategy is inspired by Design Science; where the mission is to develop an artefact, in this case a framework, which will help to solve a practical problem. Methods include literature review, theoretical development, and the collection and analysis of qualitative data through interviews with executives. The main result of this work is the framework, which deals with the complete process, including analysis, design and implementation of a mobile device management strategy. It helps researchers to understand necessary steps in analysing phenomenon like BYOD and gives practitioners guidance in which analyses to conduct when working on strategies for mobile devices. The framework was developed primarily through theoretical work (with inspiration from the mobile security and strategic management literature, and the ISO/IEC 27000 standard), and evaluated and refined through the empirical studies. The results include twelve management issues, a research agenda, argumentation for CYOD and, guidance for researchers and practitioners.

  • 244.
    Brodin, Martin
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Actea Consulting AB.
    Mobile Device Strategy: From a Management Point of View2017In: Journal of Mobile Technologies, Knowledge and Society, ISSN 2155-4811, E-ISSN 2155-4811, Vol. 2017, article id 593035Article in journal (Refereed)
    Abstract [en]

    In recent years, mobile devices have become an indispensable part of working life. However, in many cases the same device is also used privately, which has blurred the line between personal and company data. This situation needs to be analysed, and a long-term strategy implemented for organisations not to lose control of their data. This article is based on interviews with executives and a theoretical framework for managing mobile devices. Empirical input from practice is used to update the framework to help organisations to better respond to emerging trends for mobile devices.

  • 245.
    Brodin, Martin
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Actea Consulting AB, Sweden.
    Security strategies for managing mobile devices in SMEs: A theoretical evaluation2017In: Proceedings of the 8th International Conference on Information, Intelligence, Systems & Applications (IISA), IEEE, 2017, p. 89-94Conference paper (Refereed)
    Abstract [en]

    With mobile devices connecting personal and business lives together creating opportunities for both employees and employers the need for a longtime mobile strategy increases. The scientific literature provides four different approaches which are analyzed together with an approach from a governmental agency. As basis for the analysis is identified security challenges which are adopted to a SMEs environment. The conclusion is that most of the framework manage the security challenges well, but only two take benefits with mobile devices into account.

  • 246.
    Brodin, Martin
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Rose, Jeremy
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Åhlfeldt, Rose-Mharie
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Management issues for Bring Your Own Device2015In: Proceedings of 12th European, Mediterranean & Middle Eastern Conference on Information Systems 2015 (EMCIS2015) / [ed] Kostantinos Lambrinoudakis, Vincenzo Morabito & Marinos Themistocleous, European, Mediterranean & Middle Eastern Conference on Information Systems (EMCIS) , 2015Conference paper (Refereed)
    Abstract [en]

    Bring Your Own Device (BYOD) is an emerging research area focusing on the organisational adoption of (primarily mobile) devices used for both private and work purposes. There are many information security related problems concerning the use of BYOD and it should therefore be considered an issue of strategic importance for senior managers. This paper presents a systematic literature analysis using a BYOD strategic management framework to assess developing research trends. The analysis reveals early work in the analysis and design aspects of BYOD strategies, but a lack of research in operationalizing (planning, implementation and evaluating) strategy – the action phase. The resulting research agenda identifies twelve management issues for further research and four overall research directions that may stimulate future research.

  • 247.
    Broman, Alexander
    University of Skövde, School of Informatics.
    Sortering och filtrering med Javascript och DOM-manipulering i interaktiva tabeller2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det som undersöks i experimentet är om man med JavaScript och DOM-manipulering kan minska serverbelastning, minska mängden data som skickas mellan server och klient samt om man kan minska laddningstiden från interaktion tills att resultatet visas när man sorterar och filtrerar data i en tabell jämfört med en mer traditionell lösning med PHP.

    I experimentet användes två applikationer, en applikation som använder PHP och låter servern sortera och filtrera data vid varje interaktion och en DOM-applikation som använder JavaScript och DOM-manipulering för att utföra sortering och filtrering. Under experimentet gjordes mätningar på tiden det tar från interaktion tills att resultatet visas i webbläsare, mängden data som togs emot av webbläsaren på klienten och serverns belastning.

    Resultatet visar att DOM-applikationen presterar bättre på alla punkter som undersökts. DOM-applikationen hämtar data endast en gång vilket leder till att mindre data tas emot av klienten och att servern belastas mindre, DOM-applikationen var även snabbare på att sortera och filtrera data på alla storlekar av tabeller som användes i experimentet.

  • 248.
    Bronelius, Eric
    University of Skövde, School of Informatics.
    ”Aesthetic experience” och spelgrafik: Hur kunskap inom spelgrafik kan påverka ”the aesthetic experience”2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med studie var att undersöka hur kunskap inom spelgrafik kan påverka en spelares “aesthetic experience”. ”Aesthetic experience” är en term som används för att beskriva den tankeprocess en människa genomgår när hen betraktar ett verk. Detta resulterar i en ”aesthetic judgement” och en ”aesthetic emotion”. Enligt den studie Leder m.fl. har gjort kan kunskap inom modern konst resultera i en positiv ”aesthetic emotion” när observatören betraktar modern konst.

    Studien undersökte om kunskap om spelgrafik kunde ge ett liknande resultat vid betraktandet av en spelmiljö. Till undersökningen skapades en artefakt i form av en 3D. Informanterna fick säga hur de mådde och vad de tyckte om scenen i början och slutet av undersökningen.

    Resultatet pekar på att informanterna hade en mer positiv ”aesthetic judgement” efter att ha analyserat scenen, medan deras ”aesthetic emotion” sällan ändrades. I ett framtida arbete skulle modellen kunna anpassas ytterligare till spelgrafik.

  • 249.
    Brown, Ashley M. L.
    et al.
    Brunel University London, United Kingdom.
    Berg Marklund, Björn
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Animal Crossing: New Leaf and the Diversity of Horror in Video Games2015In: Proceedings of the 2015 DiGRA International Conference: Diversity of Play: Games – Cultures - Identities, Digital Games Research Association (DiGRA) , 2015Conference paper (Refereed)
    Abstract [en]

    This paper explores the diverse ways horror can be conveyed in games by investigating how games that are not associated with the horror genre can produce unsettling or scary experiences. To conduct this exploration, this study uses interaction mapping, as outlined by Consalvo and Dutton (2006), to examine a game that has thoroughly pleasant and cutesy trappings: Animal Crossing: New Leaf (Nintendo 2013). The interactions were analysed according to three themes prevalent within literature on horror and horror games: the loss of agency, the Freudian uncanny, and the Heideggerian uncanny. Ultimately, this paper demonstrates that a game which is not explicitly scary is occasionally made so through its rudimentary simulation of human behaviour and societal constructs as well as its autonomous functions and inclusion of real-world time, showing that games have very diverse means of conveying unsettling or horrifying experiences. The paper also shows how frameworks used to analyse games in the horror genre can be applicable to critical readings of non-horror games in order to understand the unexpected player reactions they can evoke.

  • 250.
    Brown, Elin
    University of Skövde, School of Informatics.
    Datamigration av Content Management Systems (CMS) för Multi-siteapplikationer: En studie på SQL-till-NoSQL migration2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete undersöker om existerande Multi-siteapplikationer i CMS-systemet WordPress kan uppnå bättre prestanda genom att övergå från WordPress till det nya CMS-systemet Keystone JS genom en datamigration. Denna migrationsprocess utvärderas med ett vetenskapligt experiment, för att undersöka om migrationsprocessen i sig eventuellt kan medföra prestandaproblem, men också kring när en migration är relevant och i slutändan värd att genomföra. Experimentet mäter svarstider för olika databasoperationer av den originella WordPress-applikationen samt den migrerade Keystone JS-applikationen. Resultatet av mätningen visade att den migrerade applikationen kan uppnå upp till 59% förbättrade svarstider för subdomänrendering, vilket bekräftar att Multi-siteapplikationer kan gynnas av en migration till Keystone JS. Migrationsprocessen ansågs heller inte ha någon individuell negativ prestandapåverkan.

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