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  • 201.
    Axelsson, Olle
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Diegetiska och spatiala UI-element i speltutorials: Hur immersion och lärbarhet påverkas av olika typer av UI i ett VR-spels tutorial2017Självständigt arbete på grundnivå (kandidatexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Tutorial kallas ofta delen i början av ett spel där spelaren lär sig hur spelet fungerar. Utformningen av detta segment, som ofta innehåller en kombination av träning i spelmekanik och inledning till spelets berättelse, utgör ofta en utmaning för speldesigners. I tutorial-delen av VR-spelet Budget Cuts har utvecklarna använt sig av så kallade spatiala UI-element för att förmedla instruktioner och information till spelaren. Man har från utvecklarnas sida sett vissa brister i lärbarhet och immersion. Det har föreslagits att en förflyttning av UI-element till ett diegetiskt plan, d.v.s. där dessa får en naturlig placering och del i spelets fiktion, kan ha en positiv effekt på immersionsnivån och lärbarheten. En ny version av spelets tutorial har utvecklats för att undersöka detta antagande. Genom användbarhetstestning och jämförelse av den nya och tidigare versionen, har detta visats stämma.

  • 202.
    Axelsson, Peter
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Emotioner i spel: Hur emotioner påverkar spelupplevelsen2010Självständigt arbete på grundnivå (kandidatexamen), 30 poäng / 45 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Gör emotioner en spelupplevelse bättre? Jämfört med äldre narrativa medier såsom film och skönlitteratur är spelbranschen ung och anses på många sätt vara mindre sofistikerad ifråga om emotionellt djup. Spel har, till skillnad från film där emotioner väcks genom empati med karaktärer, ofta ett förstapersonsperspektiv vilket gör det lättare att förbättra spelupplevelsen genom att väcka emotioner hos spelaren direkt. I detta arbete syftar emotioner på de av djupare slag som traditionellt sett varit sällsynta inom spel då dessa ofta är primärt gameplaydrivna. Verktyg för att förändra ett spel till att bättre väcka emotioner existerar i form av sätt att skriva vilket gör karaktärer, handling och dialograder djupare och mer intressanta. För att testa om detta verkligen gör en spelupplevelse bättre framställs två versioner av ett spel, en version med grundläggande dialog och en där dessa verktyg applicerats. I övrigt är spelen identiska. Därefter testas spelen på en försöksgrupp och spelupplevelsen mäts. En analys av mätningarna visar att försökspersonerna över lag hade en bättre spelupplevelse av spelet som hade bearbetats med hjälp av verktygen jämfört med gruppen som fick spela den enkla versionen.

  • 203.
    Axelsson, Peter
    Högskolan i Skövde, Institutionen för datavetenskap.
    Hur kan XML underlätta e-handel?2000Självständigt arbete på grundnivå (kandidatexamen)Studentuppsats
    Abstract [sv]

    Detta examensarbete har inriktats mot XML och dess användning på Internet. Frågeställningen lyder: "Kan underhållet av presenterad information på WWW förbättras eller förenklas med hjälp av XML för ett e-handelsföretag?" Det som förväntades av detta arbete är att se om XML kan ersätta HTML och underlätta för personalen vid uppdateringar av e-handelsplatsen. Bakgrunden till arbetet är att underhållet av en webbhandelsplats i dagens läge kräver mycket manuellt arbete och kostar mycket pengar. Går det att minska det manuella arbetet kan pengar sparas. Till grund för arbetet ligger en litteraturstudie.

    Kortfattat var resultatet följande:

    ·Kraven på serverprestanda kan sänkas m.h.a. XML.

    ·Tiden som läggs på uppdateringar av innehåll och utseende av webbplatser kan minskas.

    ·Kopplingen mellan befintligt affärssystem och webbhandelplats kan förenklas.

    ·Svaret på problemformuleringen är ja. XML ger ovan nämnda förbättringar och detta motiverar till att byta från ett HTML-baserat system till ett XML-baserat.

  • 204.
    Axelsson, Thomas
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Långa skuggor med shadow maps2011Självständigt arbete på grundnivå (kandidatexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Skuggor i 3D-miljöer är ett mycket efterforskat område, och detta arbete koncentrerar sig på shadow map-algoritmen. Det finns ett problem med denna algoritm, för då en shadow map projiceras på en yta som är större än sig själv så bildas stora trappstegseffekter, vilket kallas aliasing. Problemet som har undersökts är hur olika shadow map-algoritmer i en miljö med långa skuggor beter sig, där ett minimerat antal artefakter så som brus och aliasing är synligt. För detta undersöktes Percentage-Closer Filtering (PCF), som är en variant av shadow map, med olika samplingstekniker – och även en vidarebyggnad med Percentage-Closer Soft Shadow (PCSS) implementerades. Mätningar av realism och brusmängd genomfördes med en användarstudie. Prestandan mättes i klockcykler. Resultatet visade att PCF med samplingstekniken Edge Tap Smoothing kan vara den algoritm som lämpar sig bäst i situationer med långa skuggor i en 3D-miljö; detta för att den interpolerar mellan de projicerade texlarna.

  • 205.
    Axelsson, Tord
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Realtidssimulering av vätskor i datorspel mha partikelsystem2007Självständigt arbete på grundnivå (kandidatexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [sv]

    Vätskor känns självklara och naturliga i vår vardag men de kan vara ganska komplexa och svår att simulera i exempelvis ett datorspel. Ett verklighetstroget vattenstänk i ett spel kan absolut ge en ökad realism i spelet och ge en förhöjd spelupplevelse.

    Detta arbete undersöker en teknik för att få en mer verklighetstrogen rörelse/beteende hos en vätska. Metoden bygger på att lösa Navier-Stokes algoritm som beskriver vätskors beteende på molekylär nivå, och beräkna en interaktion mellan partiklarna som representerar vätskan.

    Resultaten visar att en mer realistisk rörelse går att få fram jämfört med vad man kan få med ett enklare partikelsystem, men att antalet partiklar blir mycket begränsade. Prestanda hos datorer ökar ständigt och inom en snar framtid genom en utveckling av teknikern och närliggande metoder så kan den bli helt klart aktuell i nästa generations datorspel.

  • 206.
    Aziz, Tariq
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Impact of information fusion in complex decision making2011Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In military battlefield domain, decision making plays a very important part because safety and protection depends upon the accurate decisions made by the commanders in complex situations. In military and defense applications, there is a need of such technology that helps leaders to take good decisions in the critical situations with information overload. With the help of multi-sensor information fusion, the amount of information can be reduced as well as uncertainties in the information in the decision making of identifying and tracking targets in the military area.

     

    Information fusion refers to the process of getting information from different sources and fusing this information, to supply an enhanced decision support. Decision making is the very core and a vital part in the field of information fusion and better decisions can be obtained by understanding how situation awareness can be enhanced. Situation awareness is about understanding the elements of the situation i.e. circumstances of the surrounding environment, their relations and their future impacts, for better decision making. Efficient situation awareness can be achieved with the effective use of the sensors. Sensors play a very useful role in the multi-sensor fusion technology to collect the data about, for instance, the enemy regarding their movements across the border and finding relationships between different objects in the battlefield that helps the decision makers to enhance situation awareness.

     

    The purpose of this thesis is to understand and analyze the critical issue of uncertainties that results information in overload in military battlefield domain and benefits of using multi-sensor information fusion technology to reduce uncertainties by comparing uncertainty management methods of Bayesian and Dempster Shafer theories to enhance decision making and situation awareness for identifying the targets in battlefield domain.

  • 207.
    Baalsrud Hauge, Jannicke Madeleine
    et al.
    University of Bremen, Bremer Institut für Produktion und Logistik, Germany.
    Stanescu, Ioana
    Carol I National Defence University, Romania.
    Arnab, Sylvester
    Disruptive Media Learning Lab, Coventry University, UK.
    Moreno Ger, Pablo
    Universidad Complutense de Madrid, Spain.
    Lim, Theodore
    Herriot-Watt University, UK.
    Serrano-Laguna, Angel
    Universidad Complutense de Madrid, Spain.
    Lameras, Petros
    Serious Games Institute, Coventry University, UK.
    Hendrix, Maurice
    School of Science and Technology, University of Northampton, UK.
    Kiili, Kristian
    Tampere University of Technology, Finland.
    Ninaus, Manuel
    University of Graz, Austria.
    de Freitas, Sara
    Curtin University, Australia.
    Mazzetti, Alessandro
    Gruppo SIGLA S.r.l, Italy.
    Dahlbom, Anders
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Degano, Cristiana
    Gruppo SIGLA S.r.l, Italy.
    Learning Analytics Architecture to Scaffold Learning Experience through Technology-based Methods2015Ingår i: International Journal of Serious Games, ISSN 2384-8766, Vol. 2, nr 1, s. 29-44Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The challenge of delivering personalized learning experiences is often increased by the size of classrooms and online learning communities. Serious Games (SGs) are increasingly recognized for their potential to improve education. However, the issues related to their development and their level of effectiveness can be seriously affected when brought too rapidly into growing online learning communities. Deeper insights into how the students are playing is needed to deliver a comprehensive and intelligent learning framework that facilitates better understanding of learners' knowledge, effective assessment of their progress and continuous evaluation and optimization of the environments in which they learn. This paper discusses current SOTA and aims to explore the potential in the use of games and learning analytics towards scaffolding and supporting teaching and learning experience. The conceptual model (ecosystem and architecture) discussed in this paper aims to highlight the key considerations that may advance the current state of learning analytics, adaptive learning and SGs, by leveraging SGs as an suitable medium for gathering data and performing adaptations.

  • 208.
    Babar, Muhammad Ali
    et al.
    University of Limerick, Ireland.
    Fitzgerald, Brian
    Lero, University of Limerick, Ireland.
    Ågerfalk, Pär J.
    Lero, University of Limerick, Ireland / Uppsala University.
    Lundell, Björn
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Thiel, Steffen
    Lero, University of Limerick, Ireland.
    On the Importance of Sound Architectural Practices in the Use of OSS in Software Product Lines2007Ingår i: Proceedings of the 2nd International Workshop on Open Source Software and Product Lines (OSSPL 2007), collocated with the 11th International Software Product Line Conference (SPLC 2007), Kyoto, Japan, September 10-14, 2007 / [ed] Frank van der Linden, Björn Lundell, Cosi , 2007, s. 25-32Konferensbidrag (Refereegranskat)
    Abstract [en]

    Software Product Line (SPL) and Open Source Software (OSS) haveemerged as successful modes of developing software. Although they appear todiffer in terms of development principles and processes, researchers andpractitioners have been increasingly emphasising the need to achieve synergiesby exploiting the ever growing repositories of OSS components for developingSPLs. While there have been calls for the SPL community to accelerate thewidespread use of OSS in SPL, less attention has been paid to how OSScommunities could increase the use of OSS components in SPL. Sincearchitectural issues are considered critical in the SPL community, we proposethat an increased attention on architectural aspects of OSS components mayprovide the confidence that organizations need in order for them to choose anduse OSS components in SPL. We identify a number of architectural practiceswhich are followed by the SPL community and discuss the possibilities for andpotential benefits of incorporating those practices in OSS developmentprocesses.

  • 209.
    Babar, Muhammad Ali
    et al.
    Lero, Ireland.
    Lundell, Björn
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    van der Linden, Frank
    Philips Healthcare, Netherlands.
    A Joint Workshop of QACOS and OSSPL2009Ingår i: Open source ecosystems: Diverse communities interacting / [ed] Cornelia Boldyreff, Kevin Crowston, Björn Lundell, Anthony I. Wasserman, Springer, 2009, s. 357-358Konferensbidrag (Refereegranskat)
  • 210. Babar, Muhammad Ali
    et al.
    Lundell, BjörnHögskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.van der Linden, Frank
    QACOS-OSSPL 2009: Proceedings of the Joint Workshop on Quality and Architectural Concerns in Open Source Software (QACOS) and Open Source Software and Product Lines (OSSPL)2009Proceedings (redaktörskap) (Övrigt vetenskapligt)
  • 211.
    Back, Jesper
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Återanvändning av spelobjekt och dess påverkan på spelupplevelsen: En studie om originalitet i spelmiljöer2017Självständigt arbete på grundnivå (kandidatexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Att återanvända spelobjekt är i dagsläget någon som ständigt används i spelproduktion. Återanvändningen är grundläggande för att effektivt kunna producera spel och hinna skapa grafiska resurser i tid. Men att se samma träd flera gånger i en skog gör man ju inte i verkligheten, är det inte möjligt att denna återanvändning påverkar spelarens upplevelse av spelvärlden? För att undersöka detta har en serie deltagare fått utvärdera sin upplevelse av två olika spelvärldar, en med hög grad av återanvändning och en med så sparsam återanvändning som möjligt. Genom att jämföra dessa upplevelser visade det sig att spelare generellt har svårt att upptäcka eller avgöra om en miljö återanvänder spelobjekt i hög utsträckning eller inte. Generell kvalitet av de spelobjekt som existerar verkar vara av större vikt än mångfald och variation. En tydligare koppling mellan återanvändningens påverkan och spelets genre samt precisering av eventuella minimiantal unika objekt av olika typer skulle kunna vara föremål för vidare studier i ämnet.

  • 212.
    Backlund, Alexander
    Högskolan i Skövde, Institutionen för datavetenskap.
    CASE-verktyg och hypertext: att hantera anteckningar1998Självständigt arbete på grundnivå (kandidatexamen)Studentuppsats
    Abstract [sv]

    I detta arbete har jag försökt att besvara frågan om hur hypertext kan nyttjas för att förbättra hanteringen av anteckningar i UCASE-verktyg. Detta har inte minst varit motiverat av de goda erfarenheter andra forskare har haft av CASE-verktyg med hypertextfunktionalitet.

    För att kunna besvara frågan har jag först utarbetat ett ramverk med krav på hanteringen av anteckningar i CASE-verktyg utifrån bl. a. anteckningarnas och dokumentationens roll i systemutvecklingsprocessen.

    Detta ramverk har sedan använts för att utvärdera två UCASE-verktygs hantering av anteckningar. Utifrån denna utvärdering har sedan möjliga förbättringar föreslagits.

    Som ett resultat av detta har jag funnit att det sannolikt finns vissa brister i UCASE-verktygs hantering av anteckningar. Inte minst förefaller möjligheten att koppla anteckningar till andra anteckningar och objekt i modeller att vara begränsad. Jag har därför föreslagit att sådan funktionalitet ska införas med hjälp av hypertext.

  • 213.
    Backlund, Alexander
    Högskolan i Skövde, Institutionen för datavetenskap.
    The Application of Living Systems Theory to the Analysis of Organisations1999Självständigt arbete på avancerad nivå (magisterexamen)Studentuppsats
    Abstract [sv]

    Living systems theory provides a conceptual model the use of which might help to improve the understanding of an organisation and its problems, thus helping analysts to find solutions to these problems. A method to guide the application of living systems theory to the analysis of organisations is needed. In this work, a number of methods based on living systems theory are analysed, and a method for analysing organisations that consists of nine steps based on fundamental living systems theory concepts and, to some extent, the aforementioned methods is proposed. The steps of the method range from the initial problem, i. e. the reason to undertake the analysis, to the evaluation of the final solution. The method is iterative - the analyst will have to go back and forth between the steps of the method - and is also supposed to be continually applied. Together with this method a number of description techniques are proposed. Several of these description techniques are graphical, which will hopefully enhance readability and maintainability.

  • 214.
    Backlund, Per
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Development Process Knowledge Transfer through Method Adaptation, Implementation, and Use2004Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Information Systems Engineering (ISE) is an interdisciplinary approach to enable the realisation of successful information systems in a broad sense. ISE comprises a number of areas of expertise that must be integrated and managed in order to build information systems. Since ISE is becoming progressively more complex there is an increasing need to codify and manage knowledge within and about the ISE process.

    From a knowledge perspective the different model types created in an ISE project are examples of codified knowledge about the future system. The descriptions of how work should proceed are examples of codified knowledge of the process of creating the system. In summary, one of the main concerns in the ISE process is to manage the substantial amount of knowledge associated with the process as such as well as with the target domain of the actual development project and the developed software.

    In the thesis I recognise three areas of knowledge in ISE: development process knowledge, target domain knowledge, and software knowledge. Furthermore, I use a set of knowledge perspectives in order to describe and analyse ISE from a knowledge perspective. Finally, I introduce three aspects: organisation, artefact, and individual in order to be able to discuss and analyse how methods are actually used in organisations and how they affect the work situation.

    The results are presented in the form of a framework for knowledge transfer in ISE that comprises the knowledge perspective, the knowledge area, and the aspect of knowledge transfer. The framework is thus used to analyse the results from the six papers enclosed in the thesis. The results also comprise an empirical characterisation of a method in use which is based on data collected during an ethnographical study. Finally the results are made concrete in the form of a pattern collection for method introduction and method use.

  • 215.
    Backlund, Per
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Introducing New IT Project Management Practices: a Case Study2004Ingår i: AMCIS 2004 Proceedings, 2004, s. 784-792Konferensbidrag (Refereegranskat)
    Abstract [en]

    The increasing complexity of information systems development (ISD) projects calls for improved project management practices. This, together with an endeavor to improve the success rate of ISD projects, has served as drivers for various efforts in process improvement such as the introduction of new development methods. An ISD method may be perceived as a means for managing projects. Commercial development methods are typically combined with in-house methods for managing parts of the development process. In this paper we investigate in what way in-house methods and commercial methods are combined and used in an ISD project. In order to get a better understanding for how these issues are actually dealt with in the daily work, we have followed a project with a focus on how the group and the individuals implement the managerial decision to introduce a new development method.

  • 216.
    Backlund, Per
    Högskolan i Skövde, Institutionen för kommunikation och information.
    ISD as Knowledge Work: An Analysis of How a Development Method is Used in Practice2005Ingår i: Information Systems Development: Advances in Theory, Practice,and Education / [ed] Olegas Vasilecas, Wita Wojtkowski, Jože Zupančič, Albertas Caplinskas, W. Gregory Wojtkowski, Stanisław Wrycza, New York: Springer Science+Business Media B.V., 2005, s. 125-136Konferensbidrag (Refereegranskat)
  • 217.
    Backlund, Per
    Högskolan i Skövde, Institutionen för datavetenskap.
    Systemutvecklingsmetoder ur ett inlärningsperspektiv1999Självständigt arbete på grundnivå (kandidatexamen)Studentuppsats
    Abstract [sv]

    Det går att se på en systemutvecklingsmetod på olika sätt. Dels kan man studera den utifrån dess beståndsdelar, och dels kan man studera de processer i utvecklingsarbetet som leder fram till slutresultatet. I detta examensarbete diskuteras en del av de kognitiva krav som ställs vid inlärning av en systemutvecklingsmetod.

    Inom ramen för en litteraturstudie diskuteras vad som är viktigt att lyfta fram när en systemutvecklingsmetod ska presenteras och vilka inlärningsproblem som finns i samband med detta.

    Rapporten innehåller även en fallstudie där en systemutvecklingsmetod (Enterprise Knowledge Development) presenteras i HTML-format i en så kallad Electronic Guide Book. Examensarbetets bidrag till EGB består i att ge exempel på hur valda delar av EKD kan presenteras i HTML-format.

  • 218.
    Backlund, Per
    Högskolan i Skövde, Institutionen för datavetenskap.
    The Use of Patterns in Information System Engineering2001Självständigt arbete på avancerad nivå (magisterexamen)Studentuppsats
    Abstract [en]

    The aims of this dissertation are to investigate the use and usefulness of patterns in Information Systems Engineering and to identify future areas of research. In order to do this there is a need to survey different types of patterns and find a common concept of patterns. A pattern is based on experience found in the real world. A text or a model or a combination of the both can describe the pattern. A pattern is typically described in terms of context, forces, problem, and solution. These can be explicitly expressed or implicitly found in the description of the pattern.

    The types of patterns dealt with are: object-oriented patterns; design patterns, analysis patterns; data model patterns; domain patterns; business patterns; workflow patterns and the deontic pattern. The different types of patterns are presented using the authors' own terminology.

    The patterns described in the survey are classified with respect to different aspects. The intention of this analysis is to form a taxonomy for patterns and to bring order into the vast amount of patterns. This is an important step in order to find out how patterns are used and can be used in Information Systems Engineering. The aspects used in the classification are: level of abstraction; text or model emphasis; product or process emphasis; life cycle stage usage and combinations of these aspects.

    Finally an outline for future areas of research is presented. The areas that have been considered of interest are: patterns and Information Systems Engineering methods; patterns and tools (tool support for patterns); patterns as a pedagogical aid; the extraction and documentation of patterns and patterns and novel applications of information technology. Each future area of research is sketched out.

  • 219.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Alklind Taylor, Anna-Sofia
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Carlén, Urban
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Johannesson, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lebram, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Toftedahl, Marcus
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Tactical Incident Commander - an Online Training Game for Incident Commander Training2011Ingår i: Proceedings of the 5th European Conference on Game Based Learning (ECGBL 2011) / [ed] D. Gouscos, M. Meimaris, Academic Conferences Limited, 2011, s. 9-17Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents an online training game for incident commanders to enact and create incident scenarios. The incident commander is the person in command on site when a rescue team is dispatched to a fire emergency. The challenge we are addressing in this work is to design a game and a game-based training process which can be used to support the change of work practice of fire fighters to become incident commanders (i.e. taking on a new professional role). The incident commander training game consists of two integrated parts: the IT artifact and the usage process. The two are integrated to provide necessary support for incident commander training via distance learning. The game is online and comprises three modules: The scenario player; the scenario creator, and; the log tool. The game and its pedagogical usage procedure are based on the theories of communities of practice and experiential learning. The novelty of this application lies in the combination of pedagogical theory and a specifically designed game. In comparison to other games for accident management training, the possibility for domain experts lacking of game design skills to create scenarios is an essential feature. Furthermore, the underlying fire simulation renders better "replayability" than a strictly branched scenario as the scenario creation is actually more of a process of setting conditions for the scenario than predicting each action of the player.

  • 220.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Alklind Taylor, Anna-Sofia
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Johannesson, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lebram, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Slijper, Angelique
    Skaraborg Hospital, Department of Occupational Therapy and Physiotherapy, Skövde, Sweden.
    Svensson, Karin
    Skaraborg Hospital, Department of Occupational Therapy and Physiotherapy, Skövde, Sweden.
    Poucette, Jesper
    Skaraborg Primary Care, Ågårdsskogens Primary Care Centre, Lidköping, Sweden.
    Stibrant Sunnerhagen, Katharina
    The Sahlgrenska Academy, Institute of Neuroscience and Physiology, Section for Clinical Neuroscience and Rehabilitation, Göteborg, Sweden.
    Games on prescription!: Evaluation of the Elinor console for home-based stroke rehabilitation2013Ingår i: Transactions on Edutainment IX / [ed] Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Fotis Liarokapis, Springer Berlin/Heidelberg, 2013, s. 49-64Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This paper reports the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors as well as its rehabilitation effect. This paper reports the findings from the whole project. To summarize the results, we find that game factors can be used to enhance motivation for rehabilitation. We had positive results with respect to many of the rehabilitation measurements employed. For example, the assessment of motor and process skills was positive as were also the self-reported improvements in daily activities. Furthermore, it seems that an increased self-efficacy with respect to the belief that the treatment can have an effect is positive and expected to increase motivation to undergo necessary rehabilitation. The usability and perceived usefulness of the system were also positively evaluated and the subjects expressed a positive attitude towards the system as well as a belief in its usefulness. © 2013 Springer-Verlag Berlin Heidelberg.

  • 221.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Berg Marklund, Björn
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Toftedahl, Marcus
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Developing games for non-leisure contexts: Identification of challenges and research gaps2017Ingår i: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games): Proceedings / [ed] F. Liarokapis et al., IEEE Computer Society Digital Library, 2017, s. 15-22, artikel-id 8055806Konferensbidrag (Refereegranskat)
    Abstract [en]

    The use of games in non-leisure contexts is referred to as serious games. The tradition of using games for purposes beyond entertainment goes back a long time before digital games. However, with the advent of digital games, serious games development has become an issue of both game design and technology development in various combinations. This paper presents a literature review of what types of topics are studied in the realm of serious games development, and contrasts the results with challenges and problems expressed by a panel of developers and researchers in serious games and gamification to identify research gaps. Our findings indicate a lack of research on the actual usage situations of serious games. It seems that the phase of organizational deployment and use is most often overseen. Furthermore, we identified a lack of client/customer perspective in most research on the development of gamified solutions.

  • 222.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Gustavsson, Martin
    Högskolan i Skövde.
    Johannesson, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Lebram, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Sjörs, Emmy
    Högskolan i Skövde.
    SIDH: A Game-Based Architecture for a Training Simulator2009Ingår i: International Journal of Computer Games Technology, ISSN 1687-7047, E-ISSN 1687-7055, artikel-id 472672Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Game-based simulators, sometimes referred to as "lightweight" simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.

  • 223.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Hammar, Cecilia
    Högskolan i Skövde.
    Johannesson, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Lebram, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Sidh: a Game Based Firefighter Training Simulation2007Ingår i: Proceedings of the 11th International Conference Information Visualization (IV '07) / [ed] Ebad Banissi, Remo Aslak Burkhard, Georges Grinstein, Liz Stuart, Theodor G. Wyeld, Gennady Andrienko, Jason Dykes, Mikael Jern, Anthony Faiola, Dennis Groth, Anna Ursyn, Andrew J. Cowell, and Ming Hou, IEEE Computer Society, 2007, s. 899-907Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents Sidh - a game based firefighter training simulator developed in cooperation between the University of Sk¨ovde and the Swedish Rescue Services Agency. Sidh is based on computer game hardware and software solutions but adds a novel interaction model and gameplay specifically developed for the purpose of training firefighters. The simulator environment is a Cave where the player is interacting with the game through a set of sensors. Players move in the virtual world by movements in the physical world and a substantial physical effort is required to accomplish game tasks. Sidh has been used in a feasibility study where 31 firefighter students have been playing the game and the performance of these students as well as their reflections from using the game have been analyzed. Results from this study show that Sidh is a useful complement to traditional training methods and that the subjects give very high grades on the entertainment value of the game which indicate that this form of training may be self-motivating which is an important issue for voluntary, after-hours training.

  • 224.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Johannesson, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Computer Gaming and Driving Education2006Ingår i: Proceedings of the 14th International Conference on Computers in Education, ICCE 2006: Pedagogical Design of Educational Games, 2006, s. 9-16Konferensbidrag (Refereegranskat)
    Abstract [en]

    This study investigates the learning effects of playing racing, action, and sports computer games. In particular we focus on traffic school students’ driving behavior. A survey conducted at three driving schools, questioned driving students about their gaming habits. The driving instructors evaluated their students’ driving skills and traffic safety attitudes. The results indicate that experience in computer games can have a positive effect on driving performance. Experienced gamers were ranked significantly higher by their instructors regarding their overall driving skills compared to students with low experience in computer games. However, no evidence was found to indicate that experienced gamers have a worse attitude towards fellow road-users or traffic safety. Experiments conducted in a driving simulator, using a game developed purposely to enhance certain traffic safety variables, reveals that it is possible to provide an entertaining game with serious content. Preliminary results, however, indicate that the version of the game where the explicit game goals are hidden was found to be the most entertaining one. The results of the investigation warrant further review into the development and utilization of computer games for traffic safety and education purposes.

  • 225.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Johannesson, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Lebram, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Games and Traffic Safety: an Experimental Study in a Game-Based Simulation Environment2007Ingår i: 11th International Conference Information Visualization / [ed] Ebad Banissi, Remo Aslak Burkhard, Georges Grinstein, Liz Stuart, Theodor G Wyeld, Gennady Andrienko, Jason Dykes, Mikael Jern, Anthony Faiola, Dennis Groth, Anna Ursyn, Andrew J. Cowell & Ming Hou, IEEE Computer Society, 2007, s. 908-914, artikel-id 4272086Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we report results from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator-sessions we collected data over different traffic safety variables, such as speed, headway distance and lane change behavior, from 70 subjects. The data was analyzed in order to investigate possible individual learning effects and differences between groupings of subjects. The experiment shows clear positive individual learning effects for all traffic safety variables analyzed. Hence we conclude that game based simulations can be used to enhance learning in driving education.

  • 226.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Johannesson, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Lebram, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Games for traffic education: An experimental study of a game-based driving simulator2010Ingår i: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 41, nr 2, s. 145-169Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are reported from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator sessions, the authors collected data about different traffic safety variables, such as speed, headway distance, and lane change behavior, from 70 participants. The data were analyzed to investigate possible individual learning effects and differences between groupings of participants. The experiment shows clear, positive, individual learning effects for all traffic safety variables analyzed. The authors also made a qualitative analysis of the participants’ perception of the simulator as a learning tool. From the results, it is concluded that a game-based simulation can be used to enhance learning in driving education.

  • 227.
    Backlund, Per
    et al.
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för kommunikation och information.
    Heldal, Ilona
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för kommunikation och information.
    Engström, Henrik
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för kommunikation och information.
    Johannesson, Mikael
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för kommunikation och information.
    Lebram, Mikael
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för kommunikation och information.
    Collaboration Patterns in Mixed Reality Environments for a New Emergency Training Center2013Ingår i: Proceedings UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013, IEEE Computer Society, 2013, s. 483-488Konferensbidrag (Refereegranskat)
    Abstract [en]

    Training actors from public safety agencies (PSA), e.g. emergency medical services, fire departments, police departments involves different technologies and communication and collaboration activities. New technologies promise better support, not only for training, but also for logging relevant information for future analysis and learning. However, choosing the right technologies, defining proper set-ups for the training activities, and identifying premises for long-term use of technical facilities is both difficult and time consuming. Applying earlier lessons from evaluating work in Virtual Environments (VEs) [1], our aim is to develop a better understanding of the impact of new technologies by identifying collaboration patterns influencing training. Collaboration is examined via social, technical, and task related interaction, distinguishable in the different phases of training, from starting an alarm to ending the emergency activities. Our main results illustrate the benefits of (1) building scenarios, and training whole activity chains for certain rescue or other emergency activities, (2) using simulations for better understanding physical places, the task, and (3) distinguishing technical, social and task focused characteristics for factors influencing emergency focused collaboration. Moreover, the results also contribute to understanding the benefits of considering specific simulation technologies when training for emergency and rescue activities.

  • 228.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Hendrix, Maurice
    Serious Games Institute, Coventry University, UK.
    Educational Games: Are They Worth the Effort?2013Ingår i: Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2013), IEEE conference proceedings, 2013, s. CFP1338G-ART-Konferensbidrag (Refereegranskat)
    Abstract [en]

    Over the last decade educational games have become more and more popular. There are many games specifically designed as educational games, as well as a number of entertainment games that have been successfully used for educational purposes. The EduGameLab project aims to stimulate the use of games in the classroom. This paper presents a meta-analysis of the effectiveness of game-based learning and focuses specifically on empirical evidence on the effectiveness of using games in education in the last decade. Moreover, the study focuses on usage in formalized school contexts, i.e. pre-school, elementary school, secondary school, high school and higher education. As secondary aims we also assess whether there are any clear methodological trends and whether a link could be found between the outcome of empirical studies and the evaluator being a stakeholder in the game development.

  • 229.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Jonasson, Ingi
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Patterns as a means for managing knowledge in the information systems engineering process2002Ingår i: Proceedings of the Baltic Conference, BalticDB&IS 2002, Institute of Cybernetics at Tallin Technical University , 2002, s. 15-26Konferensbidrag (Refereegranskat)
  • 230.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Lundell, Björn
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Lings, Brian
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Emerging work Practices in a Systems Development Project: Observations On a Distributed Development Project2006Ingår i: Proceedings of AIS SIGSAND European Symposium on Systems Analysis and Design: Practice and Research / [ed] Michael Lang, Briony J. Oates, Keng Siau, Galway: Centre for Innovation and Structural Change (CISC), J. E. Cairnes Graduate School of Business & Public Policy, National University of Ireland , 2006, s. 15-27Konferensbidrag (Refereegranskat)
  • 231.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lundell, Björn
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Scacchi, Walt
    Workshop – Serious Games and Open Source: Practice and Futures2009Ingår i: Open Source Ecosystems: Diverse Communities Interacting, Springer, 2009, s. 361-362Konferensbidrag (Refereegranskat)
  • 232.
    Backlund, Per
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Wangler, Benkt
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Söderström, Eva
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Toms, Anders
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Åhlfeldt, Rose-Mharie
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Persson, Anne
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Ontology driven business processes integration – a position paper2004Ingår i: Proceedings of the CAiSE*04 workshops: Enterprise Modelling and Ontologies for Interoperability, 2004, s. 280-283Konferensbidrag (Övrigt vetenskapligt)
  • 233.
    Backman, Arvid
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Effektivitet hos navigering av autonoma agenter: En jämförelse mellan flödesfält och vägföljning2015Självständigt arbete på grundnivå (kandidatexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    I detta arbete undersöks två styrbeteenden som kan användas för att navigera grupper av agenter genom olika spelmiljöer. Teknikerna som arbetet har som syfte att utvärdera är vägföljnings- och flödesfältsbeteende. Arbetets undersökning har som avsikt att jämföra dessa tekniker med avseende på tids- och minneseffektivitet och utvärdera hur dessa tekniker presterar på dessa aspekter i olika gruppstorlekar och miljötyper.

    Resultaten från arbetets utförda tester visade att vägföljningsbeteendet klart är den mest minneseffektiva tekniken medan flödesfältsbeteendet var något mer tidseffektiv. I en slutgiltig diskussion presenteras arbetet ur en samhällelig och etisk synpunkt och även en diskussion över hur framtida forskning inom området kan se ut.

  • 234.
    Badidi, Elarbi
    et al.
    United Arab Emirates University, Al-Ain, United Arab Emirates.
    Atif, Yacine
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Sheng, Michael Z.
    Macquarie University, New South Wales, Australia .
    Maheswaran, Muthucumaru
    McGill University, Montreal, Canada.
    On Personalized Cloud Service Provisioning for Mobile Users Using Adaptive and Context-Aware Service Composition2018Ingår i: Computing, ISSN 0010-485X, E-ISSN 1436-5057, Vol. 101, nr 4, s. 291-318Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Cloud service providers typically compose their services from a number of elementary services, which are developed in- house or built by third-party providers. Personalization of composite services in mobile environments is an interesting and challenging issue to address, given the opportunity to factor-in diverse user preferences and the plethora of mobile devices at use in multiple contexts. This work proposes a framework to address personalization in mobile cloud-service provisioning. Service personalization and adaptation may be considered at different levels, including the user profile, the mobile device in use, the context of the user and the composition specification. The user’s mobile device and external services are typical sources of context information, used in our proposed algorithm to elicit context-aware services. The selection process is guided by quality-of-context (QoC) criteria that combine cloud-service provider requirements and user preferences. Hence, the paper proposes an integrated framework for enhancing personalized mobile cloud-services, based on a composition approach that adapts context information using a common model of service metadata specification.

  • 235.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Falkman, Göran
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Helldin, Tove
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Visual Data Analysis2019Ingår i: Data science in Practice / [ed] Alan Said, Vicenç Torra, Springer, 2019, s. 133-155Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    Data Science offers a set of powerful approaches for making new discoveries from large and complex data sets. It combines aspects of mathematics, statistics, machine learning, etc. to turn vast amounts of data into new insights and knowledge. However, the sole use of automatic data science techniques for large amounts of complex data limits the human user’s possibilities in the discovery process, since the user is estranged from the process of data exploration. This chapter describes the importance of Information Visualization (InfoVis) and visual analytics (VA) within data science and how interactive visualization can be used to support analysis and decision-making, empowering and complementing data science methods. Moreover, we review perceptual and cognitive aspects, together with design and evaluation methodologies for InfoVis and VA.

  • 236.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Havsol, Jesper
    AstraZeneca, Gothenburg, Sweden.
    Karpefors, Martin
    AstraZeneca, Gothenburg, Sweden.
    Karlsson, Alexander
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Mathiason, Gunnar
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Short Text Topic Modeling to Identify Trends on Wearable Bio-sensors in Different Media Types2019Ingår i: Proceedings - 6th International Symposium on Computational and Business Intelligence, ISCBI 2018, IEEE Computer Society, 2019, s. 89-93Konferensbidrag (Refereegranskat)
    Abstract [en]

    The technology and techniques for bio-sensors are rapidly evolving. Accordingly, there is significant business interest to identify upcoming technologies and new targets for the near future. Text information from internet reflects much of the recent information and public interests that help to understand the trend of a certain field. Thus, we utilize Dirichlet process topic modeling on different media sources containing short text (e.g., blogs, news) which is able to self-adapt the learned topic space to the data. We share the observations from the domain experts on the results derived from topic modeling on wearable biosensors from multiple media sources over more than eight years. We analyze the topics on wearable devices, forecast and market analysis, and bio-sensing techniques found from our method. 

  • 237.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. University of Skövde .
    Helldin, Tove
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. University of Skövde.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. University of Skövde.
    Identifying Root Cause and Derived Effects in Causal Relationships2017Ingår i: Human Interface and the Management of Information: Information, Knowledge and Interaction Design: 19th International Conference, HCI International 2017, Vancouver, BC, Canada, July 9–14, 2017, Proceedings, Part I / [ed] Sakae Yamamoto, Springer, 2017, s. 22-34Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper focuses on identifying factors that influence the process of finding a root cause and a derived effect in causal node-link graphs with associated strength and significance depictions. We discuss in detail the factors that seem to be involved in identifying a global cause and effect based on the analysis of the results of an online user study with 44 participants, who used both sequential and non-sequential graph layouts. In summary, the results show that participants show geodesic-path tendencies when selecting causes and derived effects, and that context matters, i.e., participant’s own beliefs, experiences and knowledge might influence graph interpretation.

  • 238.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Helldin, Tove
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Understanding Indirect Causal Relationships in Node-Link Graphs2017Ingår i: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 36, nr 3, s. 411-421Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    To find correlations and cause and effect relationships in multivariate data sets is central in many data analysis problems. A common way of representing causal relations among variables is to use node-link diagrams, where nodes depict variables and edges show relationships between them. When performing a causal analysis, analysts may be biased by the position of collected evidences, especially when they are at the top of a list. This is of crucial importance since finding a root cause or a derived effect, and searching for causal chains of inferences are essential analytic tasks when investigating causal relationships. In this paper, we examine whether sequential ordering influences understanding of indirect causal relationships and whether it improves readability of multi-attribute causal diagrams. Moreover, we see how people reason to identify a root cause or a derived effect. The results of our design study show that sequential ordering does not play a crucial role when analyzing causal relationships, but many connections from/to a variable and higher strength/certainty values may influence the process of finding a root cause and a derived effect.

  • 239.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Karlsson, Alexander
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Mellin, Jonas
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för informationsteknologi.
    Ståhl, Niclas
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Torra, Vicenç
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Complex Data Analysis2019Ingår i: Data science in Practice / [ed] Alan Said, Vicenç Torra, Springer, 2019, s. 157-169Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    Data science applications often need to deal with data that does not fit into the standard entity-attribute-value model. In this chapter we discuss three of these other types of data. We discuss texts, images and graphs. The importance of social media is one of the reason for the interest on graphs as they are a way to represent social networks and, in general, any type of interaction between people. In this chapter we present examples of tools that can be used to extract information and, thus, analyze these three types of data. In particular, we discuss topic modeling using a hierarchical statistical model as a way to extract relevant topics from texts, image analysis using convolutional neural networks, and measures and visual methods to summarize information from graphs.

  • 240.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ventocilla, Elio
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Helldin, Tove
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Falkman, Göran
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Evaluating Multi-Attributes on Cause and Effect Relationship Visualization2017Ingår i: Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017): Volumne 3: IVAPP / [ed] Alexandru Telea, Jose Braz, Lars Linsen, SciTePress, 2017, s. 64-74Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents findings about visual representations of cause and effect relationship's direction, strength, and uncertainty based on an online user study. While previous researches focus on accuracy and few attributes, our empirical user study examines accuracy and the subjective ratings on three different attributes of a cause and effect relationship edge. The cause and effect direction was depicted by arrows and tapered lines; causal strength by hue, width, and a numeric value; and certainty by granularity, brightness, fuzziness, and a numeric value. Our findings point out that both arrows and tapered cues work well to represent causal direction. Depictions with width showed higher conjunct accuracy and were more preferred than that with hue. Depictions with brightness and fuzziness showed higher accuracy and were marked more understandable than granularity. In general, depictions with hue and granularity performed less accurately and were not preferred compared to the ones with numbers or with width and brightness.

  • 241.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ventocilla, Elio
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Torra, Vicenç
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    On the Visualization of Discrete Non-additive Measures2018Ingår i: Aggregation Functions in Theory and in Practice AGOP 2017 / [ed] Torra V, Mesiar R, Baets B, Springer, 2018, s. 200-210Konferensbidrag (Refereegranskat)
    Abstract [en]

    Non-additive measures generalize additive measures, and have been utilized in several applications. They are used to represent different types of uncertainty and also to represent importance in data aggregation. As non-additive measures are set functions, the number of values to be considered grows exponentially. This makes difficult their definition but also their interpretation and understanding. In order to support understability, this paper explores the topic of visualizing discrete non-additive measures using node-link diagram representations.

  • 242.
    Baker, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Evaluating the Necessity of Third-Party Antivirus Software2018Självständigt arbete på grundnivå (kandidatexamen), 15 poäng / 22,5 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Some may assume that it is essential to purchase and install antivirus software to protect the underlying layers of an IT infrastructure. However, nowadays the Windows 10 operating system is shipped with a built-in antivirus feature by default. With Microsoft being a large contender in the antivirus market it raises the question if it is necessary to use third-party antivirus software in a Windows 10 environment.

     

    The aim of this research is to determine the necessity of third-party antivirus software by examining the detection capabilities and measuring the performance impact caused by third-party antivirus software, in comparison with the antivirus service that is integrated with the Windows 10 operating system. This was done by measuring the response time of certain user activities to determine how the user-experience is affected differently by using third-party antivirus software. In addition to the effect on performance, the documentation of the tested products was studied to determine if there is value in using non-integrated antivirus software.

     

    The results of the performance benchmarks showed that overall there was a significant performance increase when using third-party antivirus. Additionally, the study showed that some third-party antivirus software offers more ways to detect malicious activities than Windows Defender Antivirus. These two facts put together suggests that using third-party antivirus software in a Windows 10 environment is necessary if there is a desire to increase the efficiency of performing certain user activities and if there is a desire to have more detection capabilities available.

  • 243.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Andersson, Martin
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Ng, Amos H. C.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Metamodel-based prediction of performance metrics for bilevel parameter tuning in MOEAs2016Ingår i: 2016 IEEE Congress on Evolutionary Computation (CEC), New York: IEEE, 2016, s. 1909-1916Konferensbidrag (Refereegranskat)
    Abstract [en]

    We consider a bilevel parameter tuning problem where the goal is to maximize the performance of a given multi-objective evolutionary optimizer on a given problem. The search for optimal algorithmic parameters requires the assessment of several sets of parameters, through multiple optimization runs, in order to mitigate the effect of noise that is inherent to evolutionary algorithms. This task is computationally expensive and therefore, in this paper, we propose to use sampling and metamodeling to approximate the performance of the optimizer as a function of its parameters. While such an approach is not unheard of, the choice of the metamodel to be used still remains unclear. The aim of this paper is to empirically compare 11 different metamodeling techniques with respect to their accuracy and training times in predicting two popular multi-objective performance metrics, namely, the hypervolume and the inverted generational distance. For the experiments in this pilot study, NSGA-II is used as the multi-objective optimizer for solving ZDT problems, 1 through 4.

  • 244.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Aslam, Tehseen
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Ng, Amos
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Deb, Kalyanmoy
    Department of Electrical and Computer Engineering, Michigan State University, East Lansing, USA.
    Generalized higher-level automated innovization with application to inventory management2015Ingår i: European Journal of Operational Research, ISSN 0377-2217, E-ISSN 1872-6860, Vol. 243, nr 2, s. 480-496Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper generalizes the automated innovization framework using genetic programming in the context of higher-level innovization. Automated innovization is an unsupervised machine learning technique that can automatically extract significant mathematical relationships from Pareto-optimal solution sets. These resulting relationships describe the conditions for Pareto-optimality for the multi-objective problem under consideration and can be used by scientists and practitioners as thumb rules to understand the problem better and to innovate new problem solving techniques; hence the name innovization (innovation through optimization). Higher-level innovization involves performing automated innovization on multiple Pareto-optimal solution sets obtained by varying one or more problem parameters. The automated innovization framework was recently updated using genetic programming. We extend this generalization to perform higher-level automated innovization and demonstrate the methodology on a standard two-bar bi-objective truss design problem. The procedure is then applied to a classic case of inventory management with multi-objective optimization performed at both system and process levels. The applicability of automated innovization to this area should motivate its use in other avenues of operational research.

  • 245.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Deb, Kalyanmoy
    BEACON Center for the Study of Evolution in Action, Department of Electrical and Computer Engineering, Michigan State University, USA.
    Metaheuristic Techniques2017Ingår i: Decision Sciences: Theory and Practice / [ed] Raghu Nandan Sengupta, Aparna Gupta, Joydeep Dutta, Boca Raton: CRC Press, 2017, s. 693-750Kapitel i bok, del av antologi (Refereegranskat)
  • 246.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Deb, Kalyanmoy
    Michigan State University, USA.
    Temporal Innovization: Evolution of Design Principles Using Multi-objective Optimization2015Ingår i: Proceedings of the 8th International Conference on Evolutionary Multi-Criterion Optimization (EMO 2015), Springer, 2015, Vol. 9018, s. 79-93Konferensbidrag (Refereegranskat)
    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.

  • 247.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Gaur, Abhinav
    Department of Electrical and Computer Engineering, Michigan State University, USA.
    Deb, Kalyanmoy
    Department of Electrical and Computer Engineering, Michigan State University, USA.
    Khare, Vineet
    Amazon Development Centre (India) Pvt. Ltd., Bengaluru, India.
    Chougule, Rahul
    Department of Mechanical Engineering, Walchand College of Engineering, Sangli, India.
    Bandyopadhyay, Pulak
    General Motors R&D Center, Warren, USA.
    Development, analysis and applications of a quantitative methodology for assessing customer satisfaction using evolutionary optimization2015Ingår i: Applied Soft Computing, ISSN 1568-4946, E-ISSN 1872-9681, Vol. 30, s. 265-278Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Consumer-oriented companies are getting increasingly more sensitive about customer's perception of their products, not only to get a feedback on their popularity, but also to improve the quality and service through a better understanding of design issues for further development. However, a consumer's perception is often qualitative and is achieved through third party surveys or the company's recording of after-sale feedback through explicit surveys or warranty based commitments. In this paper, we consider an automobile company's warranty records for different vehicle models and suggest a data mining procedure to assign a customer satisfaction index (CSI) to each vehicle model based on the perceived notion of the level of satisfaction of customers. Based on the developed CSI function, customers are then divided into satisfied and dissatisfied customer groups. The warranty data are then clustered separately for each group and analyzed to find possible causes (field failures) and their relative effects on customer's satisfaction (or dissatisfaction) for a vehicle model. Finally, speculative introspection has been made to identify the amount of improvement in CSI that can be achieved by the reduction of some critical field failures through better design practices. Thus, this paper shows how warranty data from customers can be utilized to have a better perception of ranking of a product compared to its competitors in the market and also to identify possible causes for making some customers dissatisfied and eventually to help percolate these issues at the design level. This closes the design cycle loop in which after a design is converted into a product, its perceived level of satisfaction by customers can also provide valuable information to help make the design better in an iterative manner. The proposed methodology is generic and novel, and can be applied to other consumer products as well.

  • 248.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Forskningscentrum för Virtuella system. Högskolan i Skövde, Institutionen för ingenjörsvetenskap.
    Ng, Amos
    Högskolan i Skövde, Forskningscentrum för Virtuella system. Högskolan i Skövde, Institutionen för ingenjörsvetenskap.
    Deb, Kalyanmoy
    Department of Electrical and Computer Engineering, Michigan State University, East Lansing, USA.
    On the Performance of Classification Algorithms for Learning Pareto-Dominance Relations2014Ingår i: Proceedings of the 2014 IEEE Congress on Evolutionary Computation (CEC), IEEE Press, 2014, s. 1139-1146Konferensbidrag (Refereegranskat)
    Abstract [en]

    Multi-objective evolutionary algorithms (MOEAs)are often criticized for their high-computational costs. Thisbecomes especially relevant in simulation-based optimizationwhere the objectives lack a closed form and are expensive toevaluate. Over the years, meta-modeling or surrogate modelingtechniques have been used to build inexpensive approximationsof the objective functions which reduce the overall number offunction evaluations (simulations). Some recent studies however,have pointed out that accurate models of the objective functionsmay not be required at all since evolutionary algorithms onlyrely on the relative ranking of candidate solutions. Extendingthis notion to MOEAs, algorithms which can ‘learn’ Paretodominancerelations can be used to compare candidate solutionsunder multiple objectives. With this goal in mind, in thispaper, we study the performance of ten different off-the-shelfclassification algorithms for learning Pareto-dominance relationsin the ZDT test suite of benchmark problems. We considerprediction accuracy and training time as performance measureswith respect to dimensionality and skewness of the training data.Being a preliminary study, this paper does not include results ofintegrating the classifiers into the search process of MOEAs.

  • 249.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Ng, Amos H. C.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    An empirical comparison of metamodeling strategies in noisy environments2018Ingår i: Proceedings of the Genetic and Evolutionary Computation Conference (GECCO-2018) / [ed] Hernan Aguirre, New York, NY, USA: ACM Digital Library, 2018, s. 817-824, artikel-id 3205509Konferensbidrag (Refereegranskat)
    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.

  • 250.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Ng, Amos H. C.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Trend Mining: A Visualization Technique to Discover Variable Trends in the Objective Space2019Ingår i: Evolutionary Multi-Criterion Optimization: 10th International Conference, EMO 2019, East Lansing, MI, USA, March 10-13, 2019, Proceedings / [ed] Kalyanmoy Deb, Erik Goodman, Carlos A. Coello Coello, Kathrin Klamroth, Kaisa Miettinen, Sanaz Mostaghim, Patrick Reed, Cham, Switzerland: Springer, 2019, Vol. 11411, s. 605-617Konferensbidrag (Refereegranskat)
    Abstract [en]

    Practical multi-objective optimization problems often involve several decision variables that influence the objective space in different ways. All variables may not be equally important in determining the trade-offs of the problem. Decision makers, who are usually only concerned with the objective space, have a hard time identifying such important variables and understanding how the variables impact their decisions and vice versa. Several graphical methods exist in the MCDM literature that can aid decision makers in visualizing and navigating high-dimensional objective spaces. However, visualization methods that can specifically reveal the relationship between decision and objective space have not been developed so far. We address this issue through a novel visualization technique called trend mining that enables a decision maker to quickly comprehend the effect of variables on the structure of the objective space and easily discover interesting variable trends. The method uses moving averages with different windows to calculate an interestingness score for each variable along predefined reference directions. These scores are presented to the user in the form of an interactive heatmap. We demonstrate the working of the method and its usefulness through a benchmark and two engineering problems.

    Publikationen är tillgänglig i fulltext från 2020-02-03 00:00
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