his.sePublications
Change search
Refine search result
1234567 51 - 100 of 1677
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 51.
    Andersson, Anton
    et al.
    University of Skövde, School of Informatics.
    Eriksson, Tobias
    University of Skövde, School of Informatics.
    Effekten av Mickey-Mousing i datorspel: En studie av Mickey-Mousing och dess effektivitet i dynamiska datorspel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Mickey-Mousing är en ljudläggningsmetod som använts sedan de tidiga tecknade filmerna i slutet på 1920-talet och beskrivs som en ”musikalisk imitation av fysisk rörelse”. Det har använts genom tiderna för att betona och förstärka de grafiska händelser som sker på filmduken, och har nu även förts in i ett nytt medie - datorspel. Det som undersöks i detta forskningsarbete är användandet av Mickey-Mousing, och dess legitimitet inom spelgenren fumblecore. Frågeställningen som undersökts lyder: Hur påverkar Mickey-Mousing spelupplevelsen i fumblecore-spel jämfört med diegetisk, realistisk ljudläggning?

  • 52.
    Andersson, Carl
    University of Skövde, School of Informatics.
    Öppen källkod inom kommuner - Analys av risker och möjligheter2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Öppen källkod är ett sätt för programutvecklare att distribuera verket tillsammans med dess källkod och göra det fritt läsligt och modifierbart. Denna studie analyserar och identifierar risker och möjligheter som kan uppkomma vid migration till och driftsättning av öppen källkod. Metoden som används är intervjuer med representanter från ett urval av Skaraborgs kommuners IT-avdelningar. Studien har visat indikationer på att både risker och möjligheter skulle kunna finnas. Riskerna ligger främst i att kommunerna bör vara medvetna om att alla roller inom en kommun är viktiga, medan möjligheterna ligger främst i att de indikerar medvetenhet om begränsningar i kunskap vilket är viktigt för en lyckad migration och driftsättning. Framtida arbeten kan behandla olika teknologier så som molntjänster och ”Bring your own device” för att härleda detta mot risker och möjligheter vid migration till och driftsättning av öppen källkod.

  • 53.
    Andersson, David
    University of Skövde, School of Informatics.
    En studie om kritiska faktorer vid implementering av E-förvaltning inom skolan.: En internanvändares perspektiv.2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

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

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

    Keywords: eGovernment, Factors, Implementation

  • 54.
    Andersson, Emil
    University of Skövde, School of Informatics.
    jämförelse i prestanda mellan MySQL och mongodb för hantering av dykdata: En jämförelse av prestanda vid interaktion av data mellan MySQL och MongoDB2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Varje gång det sker ett dyk ska det skrivas en dyklogg som beskriver vad som gjorts och vad som setts. Dock brukar dessa loggar lagras fysiskt vilket leder till att datan försvinner med tiden. Man bör därför lagra loggarna i en databas för att bevara datan och förenkla interaktion. Ett problem med att lagra data i en databas är att datamängderna kan öka till stora mängder och databaserna då kan bli långsamma och nästintill oanvändbara. I studien utförs ett experiment som undersöker vilken databas som bör användas mellan MySQL och MongoDB och ger svar på hypotesen ”Genom att använda sig av MongoDB kan man få bättre svarstider än med MySQL, särskilt vid användning av större datamängder”. Detta undersöks genom att jämföra svarstiden mellan respektive databas och resultatet visar att MongoDB presterar bättre än MySQL vid hantering av dykloggar. I framtiden vore det intressant att använda fler databaser samt andra tekniker för att hantera datan.

  • 55.
    Andersson, Emil
    University of Skövde, School of Informatics.
    Natively vs. non-natively compiled threaded Android applications: A comparative study on time-efficiency2014Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    The aim of this work is to investigate whether threaded Android-applications written in C or C++ are more time-efficient than threaded Android-applications written in Java.

    The first part of the work was to perform a literature analysis in order to find out which types of algorithms were used in previous studies comparing the performance between non-threaded Android-applications written in Java and C/C++. Another literature analysis was performed where the outcome was to find suitable threaded versions of algorithms that could be used to compare the difference in time-consumption between algorithms implemented in Java and C/C++.

    Results have shown that for simple arithmetic operations and sorting functions, it is still possible to gain performance in terms of time-efficiency by implementing applications in C/C++. However, there are clear indications that these gains are smaller than they are in the non-threaded case. In algorithms dealing with string operations, the Java-version was significantly more time-efficient than the C++-version

  • 56.
    Andersson, Emilia
    University of Skövde, School of Informatics.
    Brustna digitala hjärtan: Om nobbning i spel2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 57.
    Andersson, Emilia
    University of Skövde, School of Informatics.
    Using a Serious Game as an Educational Tool about Obligation to Give Notice: A Game Collaboration with Tidaholm Municipality2017Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    The focus of this thesis was to use serious games as a tool to teach about obligation to give notice. Obligation to give notice means that certain professionals need to report to social services if a child is being harmed. This thesis studied if case-based storytelling could bring a relevant teaching experience, if storytelling could help participants learn about obligation to give notice and how instant and delayed feedback affect the learning. Participants played a story-based game with either instant or delayed feedback and answered three questionnaires about obligation to give notice. The study found that participants did find that the storytelling was useful for learning and gaining more knowledge about about obligation to give notice. For the feedback it was found that both types of feedback made the participants learn significantly more but there was no significant difference when comparing the feedbacks to each other.

  • 58.
    Andersson, Filip
    University of Skövde, School of Informatics.
    Effekter av dynamisk leveldesign: Baserat på Multiplayer Dynamic Difficulty Adjustment2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I denna studie har effekterna av en dynamisk leveldesign undersökts som baserat sig på konceptet Multiplayer Difficulty Adjustment. Konceptet baseras på flera olika källor men handlar igrunden om att behålla spelare i Flow.Baldwin (2014)gjorde en undersökning där effekterna av en ändring till HP för den förlorande spelaren utvärderades. Till skillnad har denna studie ändrat på nivåns design för att undersöka dess effekter och eventuella likheter till Baldwin. Det gjordes med spelet CS: GO (2013) där en egengjord nivå skapades medett system som simulerade en dynamisk förändring i nivån.Med denna nivå utfördes studien med 24 deltagare där matchstatistik, kvantitativadata och kvalitativa intervjuer samlades in. Även om deltagarantalet var lågt, så kan man se tydliga indikationer på att systemet balanserar ut spelet för deltagarna. Man kan även dra slutsatsen från intervjuerna att deltagarna föredrarsystemet men att det enbart får inkluderas i ”casual” spellägen.

  • 59.
    Andersson Hagiwara, Magnus
    et al.
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Maurin Söderholm, Hanna
    Centre for Prehospital Research, Swedish School of Library and Information Science, Faculty of Librarianship, Information, Education and IT, University of Borås, Borås, Sweden.
    Lundberg, Lars
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden / Swedish Armed Forces Centre for Defence Medicine, Västra Frölunda, Sweden.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Measuring participants’ immersion in healthcare simulation: the development of an instrument2016In: Advances in Simulation, ISSN 2059-0628, Vol. 2016, no 1, article id 17Article in journal (Refereed)
    Abstract [en]

    Background

    Immersion is important for simulation-based education; however, questionnaire-based instruments to measure immersion have some limitations. The aim of the present work is to develop a new instrument to measure immersion among participants in healthcare simulation scenarios.

    Methods

    The instrument was developed in four phases: trigger identification, content validity scores, inter-rater reliability analysis and comparison with an existing immersion measure instrument. A modified Delphi process was used to develop the instrument and to establish validity and reliability. The expert panel consisted of 10 researchers. All the researchers in the team had previous experience of simulation in the health and/or fire and rescue services as researchers and/or educators and simulation designers. To identify triggers, the panel members independently screened video recordings from simulation scenarios. Here, a trigger is an event in a simulation that is considered a sign of reduced or enhanced immersion among simulation participants.

    Results

    The result consists of the Immersion Score Rating Instrument (ISRI). It contains 10 triggers, of which seven indicate reduced and three enhanced immersion. When using ISRI, a rater identifies trigger occurrences and assigns them strength between 1 and 3. The content validity analysis shows that all the 10 triggers meet an acceptable content validity index for items (I-CVI) standard. The inter-rater reliability (IRR) among raters was assessed using a two-way mixed, consistency, average-measures intra-class correlation (ICC). The ICC for the difference between weighted positive and negative triggers was 0.92, which indicates that the raters are in agreement. Comparison with results from an immersion questionnaire mirrors the ISRI results.

    Conclusions

    In conclusion, we present a novel and non-intrusive instrument for identifying and rating the level of immersion among participants in healthcare simulation scenarios.

  • 60.
    Andersson, Hampus
    University of Skövde, School of Informatics.
    Visualisering av loggdata: Jämförelse av prestanda vid inläsning av data med MySQL och MongoDB2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Loggning är en viktig del i utvecklingen av en hemsida för att kunna förstå sina användare och hur de använder applikationen. Med hjälp av visualisering går det att visa data på ett tydligare sätt och det blir enklare att dra slutsatser om vad datan faktiskt säger. Lagring är ett av de problem som finns med loggar eftersom de tenderar att växa snabbt. I denna studien utförst ett experiment för att svara på frågan  ”Är MongoDB mer effektiv än MySQL vid inläsning av sparad loggdata med avseende på prestanda”. Detta svaras på genom ett mäta svarstider för respektive databas. Hypotesen för arbetet är att MongoDB är mer effektiv än MySQL, men resultatet visar att MongoDB är långsammare i samtliga testfall som genomfördes i studien. I framtiden skulle det vara intressant att utöka arbetet med fler databaser samt att bygga om drivrutien för hur MongoDB och PHP kommunicerar med varandra.

  • 61.
    Andersson, Jennifer
    et al.
    University of Skövde, School of Informatics.
    Degerfeldt Nilsson, Hans
    University of Skövde, School of Informatics.
    Traditionella metoder eller abstrakt kreativitet?: En jämförelse av ljuddesign inom crafting och dess påverkan på spelupplevelsen2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Studier kring ljud och dess upplevelser tenderar att förhålla sig till grafiska element, där ljudet fungerar som en form av komplement till de visuella handlingar för att förstärka det som inträffar i spel. Symbiosen mellan grafik och spel utgår ifrån att dessa har definierade roller som de alltid behöver förhålla sig till och fungerar som en förutfattat mall över hur den ena ska agera gentemot den andra. Denna studie ämnar att behandla en jämförelse av två ljudläggningar med olika perspektiv, där den ena ljudläggningens förhållningssätt har fokus på att inte binda sig till konkreta, grafiska moment som sker i spelet och den andra ljudläggning ska följa stereotypiska angreppssätt till ljuddesign. Studien har tillämpat en spelprototyp som gestaltas genom ett matlagningspel där respondenter får dra ingredienser och lägga dessa inom ett område; för att på eget bevåg utforska spelets detaljer och avgöra vilka moment som är berikande för spelupplevelsen.

  • 62.
    Andersson, Jonathan
    University of Skövde, School of Informatics.
    Meltdowns påverkan på PHP-prestanda under IIS i Hyper-V miljöer: En kvantitativ studie som undersöker Meltdown-patchens effekter på PHP under IIS2018Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Meltdown and Spectre are two vulnerabilities discovered in 2017. These vulnerabilities allow unauthorized users to extract confidential information from systems. Security patches have been developed to resolve these vulnerabilities, but with a potental performance loss.

    This report investigates how PHP is affected by Microsofts web server IIS, with the security patch developed by Microsoft to protect systems against Meltdown and Spectre applied. In a practical laboratory experiment, the JMeter tool has been used to create a simulated load on the web server system, where PHPts CPU usage is monitored and noted for further analysis.

    The result shows that there has been a 13.74% performance loss with Microsofts security patch applied. This opens up for discussion about what Microsofts security patch actually does in a system, and if there is a suffciently large degradation to consider a transition to another solution.

  • 63.
    Andersson, Kim
    University of Skövde, School of Informatics.
    Effekten av game feel: Hur tillägget av ren game feel påverkar en spelares immersion, jämfört med tillägget av detaljerad grafik, i ett actionspel med kort utvecklingstid2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med detta arbete är att jämföra effekterna av game feel och detaljerad grafik på en spelares immersion. Arbetet är riktat mot korta produktioner och har som mål att redovisa data som gör att spelutvecklare kan göra informerade val vid implementation av funktionalitet och grafik. Tre prototyper skapades för att mäta spelarnas immersion: en med abstrakt grafik, en med detaljerad grafik och en med game feel. Försökpersonernas upplevelse av prototyperna samlades in med hjälp av en webbbaserad enkät. Försökpersonernas svar visar inga säkra resultat men pekar på att försökspersonerna som spelade prototypen med game feel upplevde mest immersion.

  • 64.
    Andersson, Mattias
    University of Skövde, School of Informatics.
    Prestanda hos Realtidsväxande träd jämfört med statisk mesh2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete undersöker prestandakraven hos realtidsväxande procedurellt genererande träd baserade på L-systemet genom att jämföra dessa med identiska träd representerade i form av statisk mesh.

    Ett stokastiskt parametriskt kontextberoende L-system med hakparenteser har implementerats i en enkel testmiljö baserad på OpenGL, statisk mesh har implementerats i form av display list. Undersökningen har jämfört de två teknikerna baserat på renderingstid, minnesanvändning, och genereringstid av Lsystem, såväl som hur de båda teknikerna skalar med antal vertiser och L-systemslängd.

    Resultaten visar på att de L-systemsbaserade träden har längre renderingstid än de representerade med statisk mesh, utöver tid för att växa träden via L-systemet före var rendering. De L-systemsbaserade träden visade dock på lägre minnesanvändning än sin statiska motsvarighet. Resultaten visar även på att de tekniker som jämförts inte nödvändigtvis var optimalt implementerade, och arbetet avslutas med en diskussion om hur detta skulle kunna åtgärdas i framtida arbeten.

  • 65.
    Andersson, Mattias
    University of Skövde, School of Informatics.
    Webbramverk för sökning av heterogen data utifrån single-page sökfunktion2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete fokuserar på att utveckla två webbapplikationer i ramverken Django och Node.js tillsammans med Express för att besvara frågan av vilket ramverk som erhåller bäst söktider utifrån en Q&A plattform som använder en PostgreSQL databas vars innehåll är delar av Stack Overflow datasetet. Ramverken jämförs med hjälp av metoden experiment på grund av fördelarna som det erbjuder. Resultatet blev att Node.js gav bättre söktider för ett mindre webbapplikationer medan Django presterade bättre för större webbapplikationer. Genom att halvera storleken av sökresultatens kroppstext till 150 tecken fick Node.js söktider som i snitt var bättre än Django vid större projekt. Antalet sökresultat har en inverkan där vardera ramverk har sina egna intervaller där de ger bäst söktider. Kortsiktigt kan arbetet fortsätta genom att utföra ytterligare mätningar för respektive faktor, långsiktigt kan dessa ramverk jämföras med andra för att se om dessa två ligger bland de bättre eller sämre för denna tillämpningen.

  • 66.
    Andersson, Moa
    University of Skövde, School of Informatics.
    How can one create an aura from a digital reproduction?2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    How can one create an aura from a digital reproduction? According to researchers like Walter Benjamin (1936) this is not possible. However with todays technology and digitalmedia it is worth looking into how it would be possible.Museums are looking for ways to expand the experiences of their exhibitions with thehelp of digital media, but research into authenticity and aura in digital reproductions islimited. This research aims to answer if it is possible to create an aura from a digitalreproduction and in what way that would be done.

  • 67.
    Andersson, Moa
    University of Skövde, School of Informatics.
    How do AR visualizations impact users' collective interactions in mixed reality experiences?2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study examines how Augmented Reality (AR) visualizations can impact the collective interaction of users. This research will focus on a multiphase experience with a buildup of different levels of Virtual Reality through the use of panoramas and 3D models. The experience was created using a participatory method with multiple tests and iterations to better create an evaluable product.

    The result if this experiment shows that the impact AR has on users is extensive. A properly framed character can even change a pair of two users into a group of three.

  • 68.
    Andersson, Moa
    University of Skövde, School of Informatics.
    What key design features can be identified in creating a tool/game for helping children open up about sexual abuse through the collaboration with health care professionals?2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    What key design features can be identified in creating a tool/game for helping children open up about sexual abuse through the collaboration with health care professionals? In today’s society, sexual abuse of children is a real and common occurrence. This research will explore what role interactive media can play in helping children open up about abuse as well as identify 11 key design features for designing such a tool. To do so, the participatory method (Simon 2010) will be utilized throughout the design process, based on the collaboration with health care professionals to ensure as relevant and applicable design features as possible. The result of this study are the first iterations of designing this tool as well as the 11 key features that were identified with the help of health care professionals’ expertise.

  • 69.
    Andersson, Oscar
    et al.
    University of Skövde, School of Informatics.
    Grödem, Tim
    University of Skövde, School of Informatics.
    Förenklade drama managers: Att producera emergenta narrativ medförenklade metoder2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    There are a few storytelling methods for video games. The most common forms are linear and branching narratives, but there is one method not used to the same extent, known as emergent narrative. This study uses and artifact to explore emergent narrative using systems known as Drama Managers that aim to control the sequence of events in a game to create a narrative. The purpose of the study was to explore if a simplified drama manager could produce emergent narratives. The conclusion is that elements of emergence could be identified, but the artifact could not be considered to contain an emergent narrative. This knowledge could be used to help define the difference between emergent and branching narratives.

  • 70.
    Andersson, Sophia
    University of Skövde, School of Informatics.
    Artificiell Intelligens inom E-handel: En studie om maskininlärning vid produktsökningar2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background: One of the most growing areas of the Internet is E-commerce, which gave consumers a flexibility that was not previously available. The advantages of digital commerce are many, where both companies and consumers can use the technology's possibilities. However, a problem area in the E-commerce area is the number of products and the consumers' difficulties finding what is demanded. One of the techniques used to solve the problem is Artificial Intelligence.

    Within the artificial intelligence there is the sub-area Machine learning. The basis of the technology is to teach a computer to perform specific tasks better and better over time. To implement machine learning, artificial neural network used, which this study is based on.

    Problem statements: In this research, machine learning will be tested to see if the technology can be used to increase the conversion rate in E-commerce. The study will also be supplemented with knowledge about the opportunities and challenges that a future implementation could bring. The questions to be answered are:

    - How can product searches based on machine learning be used to increase the conversion rate in E-commerce?

    - What are the most common opportunities and challenges associated with machine learning in E-commerce?

    Purpose: The study's purpose is to make it easier for consumers when it comes to finding the right products and to increase the knowledge base of machine learning in E- commerce.

    Results: The study concluded that search engines based on Machine Learning can be used to increase the conversion rate. The opportunities that were found were improved business strategies, more personalized approaches and increased revenue. The challenges that were discovered were resource shortages, data quality and lack of project management.

  • 71.
    Andreas, Naess
    University of Skövde, School of Informatics.
    Var kommer myndigheters lösenordspolicys ifrån?: En kvalitativ studie om deras ursprung2019Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Society is getting more digitalized and more people are connecting to the Internet. This means that a lot of work that handles sensitive information is now done using computers. There is also a lot of services that requires personal information for registration and bank account information to order wares or subscribe to the service. This information is of interest to criminal who can use it to make money. Because of this the use of passwords has increased and to make sure that strong passwords are created guidelines are adhered to. The password guidelines are created and spread by authorities and expert organizations. However, there are no sources for where the guidelines came from or an explanation for how they were made.

    To shine a light on this, the study aims to explain the guidelines origins and what they were based on. This is a qualitative study where interviews were done with information security specialists from three governmental bodies and one expert organization. After the interviews were completed and data collected, they were analyzed using thematic analysis to identify the sources that were used during the creation of the guidelines. The study’s results show that the motivation for the guidelines vary. This can be observed through the differences in target group and focus. It also appears like there are no studies which could be referred to. Although there is a consistent pattern that the sources for the guidelines often seems to be based on the experiences and expertise of their employees. Except for this, inspiration is also drawn from organizations such as NIST.

  • 72.
    Andreasson, Rebecca
    University of Skövde, School of Informatics.
    Interruptions in manufacturing from a distributed cognition perspective2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis aims at portraying interruptions in the socio-technical domain of manufacturing industry, from a distributed cognition perspective. The research problem addressed is the lack of naturalistic inquiry in prior interruption research. Further, manufacturing is a complex socio-technical domain where interruptions have not previously been studied. In this thesis, a workplace study is applied with distributed cognition as its theoretical framework. The results of the study identify two new types of interruptions, as well as one new dimension of interruptions. This result shows that interruptions are a multifaceted phenomenon that frequently occurs within manufacturing. An integration of the theoretical background and the empirical work resulted in five recommendations concerning how to reduce the amount of interruptions and how to minimize their disruptive effects. This study complements prior interruption research, emphasises the importance of studying interruptions in natural settings, and provides several insights regarding future interruption research.

  • 73.
    Andreasson, Rebecca
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    User experience of affective touch in human-robot interaction2015In: Proceedings of the 2015 SWECOG conference, Skövde: University of Skövde , 2015, p. 5-Conference paper (Refereed)
    Abstract [en]

    Robotic technology is quickly advancing and robots are entering both professional and domestic settings. An increased application of robots in elderly care and in therapy shows a shift towards social robots acting in human environments, designed to socially interact with humans. Socially interactive robots need to act in relation to social and emotional aspects of human life, and be able to sense and react to social cues. Touch, as one of the most fundamental aspects of human social interaction (Montagu, 1986) has lately received great interest in human-robot interaction (HRI) research (e.g. Dahiya et al., 2010; Silvera-Tawil et al., 2015) and the interpretation of touch in robotics has been presented as an unresolved research area with a crucial role in further development of HRI (Silvera-Tawil et al., 2015). It has been argued that the communicative distance between people and robots would be shortened and that the interaction would be more meaningful and intuitive if robots were able to “feel”, “understand”, and respond to touch in accordance with expectations of the human (Silvera-Tawil et al., 2015). However, this reasoning takes the notion of user experience (UX) for granted. The concept of UX embraces both pragmatic and hedonic aspects of interaction with technology in a particular context (Hartson & Pyla, 2012). In the field of human-computer interaction, UX has been acknowledged as a key term in the design of interactive products, but UX has not been emphasized in HRI. Accordingly, this research argues that it is important to study not only the robotic technology aspect of tactile interaction but also the user’s experience of the interaction, i.e. taking on the human-centered HRI approach presented by Dautenhahn (2007). Research on human-human interaction has showed that humans are able to communicate emotions via touch, and that specific emotions are associated with specific touch behaviors (Hertenstein et al., 2009). As a starting point for narrowing the distance between UX and HRI, the present research suggests a study where subjects are instructed to convey specific emotions to a humanoid robot. The study aims at investigating the role of affective touch in HRI with a focus on touch behaviors (e.g. stroking, grasping) for specific emotions, touch locations on the robot, and user experience of interacting with the robot via touch. The intended contributions of this study are an increased understanding of the necessary properties of tactile sensors enabling affective touch in human-robot interaction, the relevant placements of the sensors on the robot, and how the robot’s “look and feel” affects the user’s experience of the interaction. The proposed research embarks on a new track of HRI research and will, contrary to prior research on tactile interaction in HRI, emphasize the user experience of affective touch, highlighting that a positive user experience has to be systematically and consciously designed in order for the social robots to achieve the intended benefits of being socially interactive. Accordingly, the proposed study is believed to give new insights about the understudied dimension of UX in HRI, with the potential to enrich interaction between humans and social robots.

  • 74.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Uppsala University, Uppsala, Sweden.
    Alenljung, Beatrice
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Billing, Erik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    Department of Applied IT, University of Gothenburg, Gothenburg, Sweden.
    Affective Touch in Human–Robot Interaction: Conveying Emotion to the Nao Robot2018In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, no 4, p. 473-491Article in journal (Refereed)
    Abstract [en]

    Affective touch has a fundamental role in human development, social bonding, and for providing emotional support in interpersonal relationships. We present, what is to our knowledge, the first HRI study of tactile conveyance of both positive and negative emotions (affective touch) on the Nao robot, and based on an experimental set-up from a study of human–human tactile communication. In the present work, participants conveyed eight emotions to a small humanoid robot via touch. We found that female participants conveyed emotions for a longer time, using more varied interaction and touching more regions on the robot’s body, compared to male participants. Several differences between emotions were found such that emotions could be classified by the valence of the emotion conveyed, by combining touch amount and duration. Overall, these results show high agreement with those reported for human–human affective tactile communication and could also have impact on the design and placement of tactile sensors on humanoid robots.

  • 75.
    Andreasson, Rebecca
    et al.
    Uppsala universitet.
    Jansson, Anders A.
    Uppsala universitet.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Past and Future Challenges for Railway Research and the Role of a Systems Perspective2019In: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018): Volume VII: Ergonomics in Design, Design for All, Activity Theories for Work Analysis and Design, Affective Design / [ed] Sebastiano Bagnara, Riccardo Tartaglia, Sara Albolino, Thomas Alexander, Yushi Fujita, Cham: Springer, 2019, p. 1737-1746Chapter in book (Refereed)
    Abstract [en]

    Operational train traffic is dependent on an efficient traffic plan monitored and executed by the traffic controllers, the proficient maneuvering of the trains by the train drivers, and on the interaction, communication, and coordination between these two work roles. The railway research community, and the branch of industry itself, has called for an integrated systems perspective for the whole train traffic system to achieve an efficient performance. As human-human and human-technology interactions are natural parts of the socio-technical system of train traffic, the aim of this paper is to provide illustrative examples for why a systems perspective is needed for the future of railway research. Furthermore, we present the theoretical framework of distributed cognition (DCog) as a necessary addition to the theoretical and methodological toolbox of the Human Factors and Ergonomics (HF&E) discipline. To realize efficient and coordinated processes involved in organizing and executing operational train traffic, the paper proposes that the DCog framework should be implemented in the train traffic domain as a viable approach forward.

  • 76.
    Andreasson, Rebecca
    et al.
    Uppsala University.
    Jansson, Anders A.
    Uppsala University.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The coordination between train traffic controllers and train drivers: a distributed cognition perspective on railway2019In: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, Vol. 21, no 3, p. 417-443Article in journal (Refereed)
    Abstract [en]

    Although there has long been a call for a holistic systems perspective to better understand real work in the complex domain of railway traffic, prior research has not strongly emphasised the socio-technical perspective. In operational railway traffic, the successful planning and execution of the traffic are the product of the socio-technical system comprised by both train drivers and traffic controllers. This paper presents a study inspired by cognitive ethnography with the aim to characterise the coordinating activities that are conducted by train traffic controllers and train drivers in the work practices of the socio-technical system of Swedish railway. The theoretical framework of distributed cognition (DCog) is used as a conceptual and analytical tool to make sense of the complex railway domain and the best practices as they are developed and performed “in the wild”. The analysis reveals a pattern of collaboration and coordination of actions among the workers and we introduce the concept of enacted actionable practices as a key concern for understanding how a successfully executed railway traffic emerges as a property of the socio-technical system. The implications for future railway research are briefly discussed.

  • 77.
    Andreasson, Rebecca
    et al.
    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.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Distributed Cognition in Manufacturing: Collaborative Assembly Work2016In: Advances in Manufacturing Technology XXX / [ed] Yee Mey Goh, Keith Case, IOS Press, 2016, p. 243-248Conference paper (Refereed)
    Abstract [en]

    Cognitive science is becoming increasingly central within humanfactors and ergonomics (HF&E) and there has long been a call for a more systemicperspective in the area with a somewhat broader unit of analysis. This paperpresents a case study applying the theoretical framework of distributed cognition(DCog), which shows how DCog would offer a more complete understanding ofmanufacturing within its greater context, including the social, cultural, andmaterial surroundings. This paper aims to characterize and analyse dock assemblyof forest machines as a complex socio-technical system from a DCog perspective;focusing on the creation of enacted landscapes in this particular setting. The paperalso exemplifies benefits of using the DCog framework in the manufacturingdomain as a way of grasping the assembly workers’ tacit competence and skills.

  • 78.
    Andreasson, Rebecca
    et al.
    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.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Interruptions in the wild: portraying the handling of interruptions in manufacturing from a distributed cognition lens2017In: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, Vol. 19, no 1, p. 85-108Article in journal (Refereed)
    Abstract [en]

    This paper presents a study examining interruptionsin the wild by portraying the handling of interruptionsin manufacturing from a distributed cognitionlens. By studying how interruptions occur and are handledin the daily activities of a work team at a large foundry forcasting heavy diesel engines, we highlight situations whenthe propagation, transformation, and representation ofinformation are not supported by prescribed work processesand propose recommendations for how this can beamended. The study was conducted by several visits to theaforementioned factory with cognitive ethnography as thebasis for the data collection. The focus was on identifyinginterruptions and analysing these through a distributedcognition framework as an initial step towards studyinginterruptions in a manufacturing environment. The keyfindings include the identification of three, previouslyundefined, types of interruptions and the conclusion thatinterruptions do indeed affect the distributed workload ofthe socio-technical system and thus the overall productionperformance at the casting line.

  • 79.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Visual Information and Interaction, Uppsala University, Uppsala, Sweden.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Tool use and collaborative work of dock assembly in practice2017In: Production & Manufacturing Research, ISSN 2169-3277, Vol. 5, no 1, p. 164-190Article in journal (Refereed)
    Abstract [en]

    In order to deepen the understanding of the intrinsic interactions andinterplay between humans, tools, and environment from a systemsperspective, research in the wild (RITW) approaches have gainedtraction during recent decades as they provide a higher ecologicalvalidity of findings. This paper presents a RITW study, investigatinghow assembly, in this case dock assembly of forwarders, was donein practice. As our theoretical foundation, we used the framework ofdistributed cognition, which is one of the main pillars of RITW. Thefindings are presented in narrative form, describing and highlightingthat the workers achieve an efficient production outcome by beingintegral parts of the whole production process and doing so throughcoordination of activities benefitting the shared goal of the distributedsocio-technical system.

  • 80.
    Andreasson, Rebecca
    et al.
    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.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Towards an increased degree of usability work in organizations2015In: Procedia Manufacturing, ISSN 2351-9789, Vol. 3, p. 5739-5746Article in journal (Refereed)
    Abstract [en]

    It is widely recognized that there is a substantial gap between usability research and practice where UCD approaches are rarelyapplied in practice due to arguments regarding the intricate nature of its methods and techniques. This paper presents an actionresearch study designed to investigate and analyze the potentials for an increased degree of UCD activities in the earlydevelopment phases of advanced information systems technology. The results demonstrate that there is a large interest inusability but that organizational priority and competence is often lacking. Instead one relies heavily on questionable conceptssuch as „trained professionals‟ to excuse the low effort towards usability. Based on the results, six recommendations forimproved usability work in R&D organizations are presented, focusing on the importance of prioritization of, and education inusability work.

  • 81.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Riveiro, Maria
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Effects of Visualizing Missing Data: An Empirical Evaluation2014In: 18th International Conference on Information Visualisation (IV) / [ed] Ebad Banissi, Mark W. McK. Bannatyne, Francis T. Marchese, Muhammad Sarfraz, Anna Ursyn, Gilles Venturini, Theodor G. Wyeld, Urska Cvek, Marjan Trutschl, Georges Grinstein, Vladimir Geroimenko, Sarah Kenderdine & Fatma Bouali, IEEE conference proceedings, 2014, p. 132-138Conference paper (Refereed)
    Abstract [en]

    This paper presents an empirical study that evaluates the effects of visualizing missing data on decision-making tasks. A comparison between three visualization techniques: (1) emptiness, (2) fuzziness, and (3) emptiness plus explanation, revealed that the latter technique induced significantly higher degree of decision-confidence than the visualization technique fuzziness. Moreover, emptiness plus explanation yield the highest number of risky choices of the three. This result suggests that uncertainty visualization techniques affect the decision-maker and the decisionconfidence. Additionally, the results indicate a possible relation between the degree of decision-confidence and the decision-maker's displayed risk behavior.

  • 82.
    Andréasson, Magnus
    University of Skövde, School of Informatics.
    Towards a Digital Analytics Maturity Model: A Design Science Research Approach2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

  • 83.
    Angi-Lazar, Robert
    University of Skövde, School of Informatics.
    Self-Service Business Intelligence: Hantering av utmaningarna inom SSBI i praktiken2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I dagens affärsmiljöer är det kritiskt för organisationer att kunna ta del av sina affärsdata och använda denna för att fatta beslut och bli konkurrenskraftiga på arbetsmarknaden. Idag behöver människor i organisationer tillgång till data snabbare än någonsin vilket sätter en oerhört stor press på IT-avdelningen. Denna press gör att dem inte hinner med alla förfrågningar vilket leder till att dessa människor behöver få tillgång till och analysera data på egen hand för att fatta tidskritiska beslut. Denna miljö benämns self-service business intelligence (SSBI). Implementationen av SSBI visar sig vara svårare i praktiken än vad många organisationer räknar med då det finns många utmaningar. För att lyckas med SSBI är det kritiskt att organisationer lyckas hantera dessa utmaningar i praktiken. Denna studie besvarar frågan: ❖ Hur kan utmaningarna inom self-service BI hanteras i praktiken? Studien baseras på en litteraturanalys och en fallstudie med intervjuer för att undersöka hur erfarna människor i organisationer anser att dessa utmaningar kan hanteras i praktiken. Resultatet är en framtagen faktormodell som består av olika riktlinjer för hur respektive identifierad utmaning kan hanteras i praktiken.

  • 84.
    Anmark, Fredrik
    University of Skövde, School of Informatics.
    Färgers påverkan på social roll och social status inom konceptgrafik: En studie om icke spelbara karaktärer i konceptgrafik2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det här projektet har haft till syfte att kolla på hur färger kan påverka icke spelbara karaktärer redan i konceptstadiet för hur trovärdiga de kommer vara för sin tänkta sociala roll och status. Projektet bygger på olika delar som vad icke spelbara karaktärer har för roll, vad fantasy och datorrollspel är och en studie om färganvändning inom populära spel inom genren medeltidsinspirerade fantasy-datorrollspel. Projektet tar också upp vad begreppen social roll och status betyder i just det här projektet.I projektet används tre karaktärer, vilket skapades i två varianter och färglades i fyra olika versioner.Undersökningen visar på att färger påverkar social roll och status men att det för vissa kan krävas tydligare karaktärer än för andra och även att färger tolkas olika.

  • 85.
    Anteryd, Fredrik
    University of Skövde, School of Informatics.
    Information Classification in Swedish Governmental Agencies: Analysis of Classification Guidelines2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Information classification deals with the handling of sensitive information, such as patient records and social security information. It is of utmost importance that this information is treated with caution in order to ensure its integrity and security. In Sweden, the Civil Contingencies Agency has established a set of guidelines for how governmental agencies should handle such information. However, there is a lack of research regarding how well these guidelines are followed as well as if the agencies have made accommodations of these guidelines of their own. This work presents the results from a survey sent to 245 governmental agencies in Sweden, investigating how information classification actually is performed today. The questionnaire was answered by 144 agencies and 54 agencies provided detailed documents of their classification process. The overall results show that the classification process is difficult, while those who provided documents proved to have good guidelines, but not always consistent with the existing recommendations.

  • 86.
    Antinyan, Vard
    et al.
    Department of Computer Science and Engineering, Chalmers University, Gothenburg, Sweden.
    Staron, Miroslaw
    Department of Computer Science and Engineering, Chalmers University, Gothenburg, Sweden.
    Derehag, Jesper
    Ericsson, Gothenburg, Sweden.
    Runsten, Mattias
    AB Volvo, Gothenburg, Sweden.
    Wikström, Erik
    Ericsson, Gothenburg, Sweden.
    Meding, Wilhelm
    Ericsson, Gothenburg, Sweden.
    Henriksson, Anders
    AB Volvo, Gothenburg, Sweden.
    Hansson, Jörgen
    University of Skövde, School of Informatics.
    Identifying Complex Functions: By Investigating Various Aspects of Code Complexity2015In: Proceedings of 2015 Science and Information Conference (SAI): July 28-30, 2015, London, United Kingdom, IEEE Press, 2015, p. 879-888Conference paper (Refereed)
    Abstract [en]

    The complexity management of software code has become one of the major problems in software development industry. With growing complexity the maintenance effort of code increases. Moreover, various aspects of complexity create difficulties for complexity assessment. The objective of this paper is to investigate the relationships of various aspects of code complexity and propose a method for identifying the most complex functions. We have conducted an action research project in two software development companies and complemented it with a study of three open source products. Four complexity metrics are measured, and their nature and mutual influence are investigated. The results and possible explanations are discussed with software engineers in industry. The results show that there are two distinguishable aspects of complexity of source code functions: Internal and outbound complexities. Those have an inverse relationship. Moreover, the product of them does not seem to be greater than a certain limit, regardless of software size. We present a method that permits identification of most complex functions considering the two aspects of complexities. The evaluation shows that the use of the method is effective in industry: It enables identification of 0.5% most complex functions out of thousands of functions for reengineering.

  • 87.
    Antinyan, Vard
    et al.
    Computer Science and Engineering, University of Gothenburg, Gothenburg, Sweden / Computer Science and Engineering, Chalmers, Gothenburg, Sweden.
    Staron, Miroslaw
    Computer Science and Engineering, University of Gothenburg, Gothenburg, Sweden / Computer Science and Engineering, Chalmers, Gothenburg, Sweden.
    Sandberg, Anna
    Ericsson, Sweden.
    Hansson, Jörgen
    University of Skövde, School of Informatics.
    A Complexity Measure for Textual Requirements2016In: Proceedings of the 26th International Workshop on Software Measurement (IWSM) and the 11th International Conference on Software Process and Product Measurement (Mensura) IWSM-Mensura 2016 / [ed] Jens Heidrich & Frank Vogelezang, IEEE, 2016, p. 148-158Conference paper (Refereed)
    Abstract [en]

    Unequivocally understandable requirements are vital for software design process. However, in practice it is hard to achieve the desired level of understandability, because in large software products a substantial amount of requirements tend to have ambiguous or complex descriptions. Over time such requirements decelerate the development speed and increase the risk of late design modifications, therefore finding and improving them is an urgent task for software designers. Manual reviewing is one way of addressing the problem, but it is effort-intensive and critically slow for large products. Another way is using measurement, in which case one needs to design effective measures. In recent years there have been great endeavors in creating and validating measures for requirements understandability: most of the measures focused on ambiguous patterns. While ambiguity is one property that has major effect on understandability, there is also another important property, complexity, which also has major effect on understandability, but is relatively less investigated. In this paper we define a complexity measure for textual requirements through an action research project in a large software development organization. We also present its evaluation results in three large companies. The evaluation shows that there is a significant correlation between the measurement values and the manual assessment values of practitioners. We recommend this measure to be used with earlier created ambiguity measures as means for automated identification of complex specifications.

  • 88.
    Anto, Jennifer
    University of Skövde, School of Informatics.
    Karaktärer med babyfaces i media för barn: Antropomorfismens påverkan2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete skedde i samarbete med det externa projektet KLUB och grundar sig i forskning om stereotyper kopplade till babyfaces och antropomorfism. Syftet med studien har varit att undersöka barns preferenser och attityder kring barnbokskaraktärer vars ansikten har haft en varierande grad av infantiliserade samt antropomorfa ansiktsdrag och huruvida barnens ålder påverkar deras preferenser.Inför undersökningen skapades 24 olika karaktärskoncept föreställande två olika karaktärer från KLUB, med varierande grad av babyface-drag och antropomorfa drag. Dessa användes sedan i semistrukturerade intervjuer där barn i åldern 6 – 11 år fick besvara frågor gällande karaktärskoncepten och babyfaces/antropomorfism i allmänhet.Resultatet tyder på att barn föredrar karaktärer med någon grad av infantiliserade drag, att karaktärernas grad av antropomorfism påverkade barnens preferenser samt att barnens preferenser förändrades något beroende på deras ålder. Framtida forskning inom samma område skulle kunna ske på större skala för att bevisa resultatet tydligare, samt fördjupa sig inom närliggande relevanta faktorer.

  • 89.
    Antonucci, Alessandro
    et al.
    Dalle Molle Institute for Artificial Intelligence (IDSIA), Lugano, Switzerland.
    Karlsson, Alexander
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Sundgren, David
    Stockholm University, Sweden.
    Decision Making with Hierarchical Credal Sets2014In: Information Processing and Management of Uncertainty in Knowledge-Based Systems: 15th International Conference, IPMU 2014, Montpellier, France, July 15-19, 2014, Proceedings, Part III / [ed] Anne Laurent, Oliver Strauss Oliver, Bernadette Bouchon-Meunier, Ronald R. Yager, Springer, 2014, p. 456-465Conference paper (Refereed)
  • 90.
    Arbman, Isak
    University of Skövde, School of Informatics.
    Berättande för Virtual Reality: Om empati och personligt utrymme i VR2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Berättande för Virtual Reality undersöker hur okonventionellt berättande kan påverka en spelares upplevda förhållande till en non-player character i vad som annars är en minimalistisk Virtual Reality-simulation.

    Studien innefattar en kvalitativ undersökning som utfördes på åtta testpersoner som alla fick spela igenom tre sociala scenarier i Virtual Reality och sedan intervjuas för att utvinna data till undersökningen. För att stödja undersökningens upplägg baserades arbetet på en bred bakgrund relaterad till bland annat berättartekniker och Virtual Reality-utveckling.

    Resultaten av undersökningen uppmärksammar potentialen som Virtual Reality har för att stärka den emotionella kopplingen mellan en spelare och en non-player character.

    Det lägger också en grund för vidare experimentering inom berättande i mediet i framtiden.

  • 91.
    Areizaga, Ander
    University of Skövde, School of Informatics.
    Programming learning games: Identification of game design patterns in programming learning games2019Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts.

    The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns.

    As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.

  • 92.
    Areizaga Blanco, Ander
    et al.
    University of Skövde, School of Informatics.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Patterns in Mainstream Programming Games2020In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 7, no 1, p. 97-126Article in journal (Refereed)
    Abstract [en]

    Studies have found serious games to be good tools for programming education. As anoutcome from such research, several game solutions for learning computer programming have appeared. Most of these games are only used in the research field where only a few are published and made available for the public. There are however numerous examples of programming games in commercial stores that have reached a large audience.This article presents a systematic review of publicly available and popular programming games. It analyses which fundamental software development concepts, as defined by theACM/IEEE Computer Science Curricula, are represented in these games and identifies game design patterns used to represent these concepts.This study shows that fundamental programming concepts and programming methods have a good representation in mainstream games. There is however a lack of games addressing data structures, algorithms and design. There is a strong domination of puzzle games. Only two of the 20 studied games belong to a different genre. The eleven game design patterns identified in this study have potential to contribute to future efforts in creating engaging serious games for programming education.

  • 93.
    Arltoft, Emma
    et al.
    University of Skövde, School of Informatics.
    Benkö, Agnes
    University of Skövde, School of Informatics.
    Camp and Buried: Queer perceptions of queer tropes and stereotypes in games.2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The state of queer representation in games is poor, and queer consumers are growing increasingly vocal in their demands for nuanced portrayals. This thesis investigates how queer players perceive the tropes and stereotypes commonly used to portray them in games. By sorting through existing representation and using the most common tropes found, this study created two example characters which were represented both narratively and visually. These characters were then the subject of a study of 29 participants. The comments and opinions of these 29 participants were then analysed to find a largely negative consensus which is chiefly concerned with making portrayals less tragic. From this, this study proceeds to analyse the desires of queer consumers and contextualize them in relation to a world which still actively oppresses them.

  • 94.
    Armengol, Eva
    et al.
    CSIC - Spanish Council for Scientific Research, IIIA - Artificial Intelligence Research Institute, Bellaterra, Spain.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Generalization-Based k-Anonymization2015In: Modeling Decisions for Artificial Intelligence: 12th International Conference, MDAI 2015, Skövde, Sweden, September 21–23, 2015: Proceedings / [ed] Vicenç Torra & Yasuo Narukawa, Springer, 2015, p. 207-218Conference paper (Refereed)
    Abstract [en]

    Microaggregation is an anonymization technique consistingon partitioning the data into clusters no smaller thankelements andthen replacing the whole cluster by its prototypical representant. Mostof microaggregation techniques work on numerical attributes. However,many data sets are described by heterogeneous types of data, i.e., nu-merical and categorical attributes. In this paper we propose a new mi-croaggregation method for achieving a compliantk-anonymous maskedfile for categorical microdata based on generalization. The goal is to builda generalized description satisfied by at leastkdomain objects and toreplace these domain objects by the description. The way to constructthat generalization is similar that the one used in growing decision trees.Records that cannot be generalized satisfactorily are discarded, thereforesome information is lost. In the experiments we performed we prove thatthe new approach gives good results.

  • 95.
    Armengol, Eva
    et al.
    IIIA - Artificial Intelligence Research Institute, CSIC - Spanish Council for Scientific Research, Catalonia, Spain.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Partial Domain Theories for Privacy2016In: Modeling Decisions for Artificial Intelligence: 13th International Conference, MDAI 2016 Sant Julià de Lòria, Andorra, September 19–21, 2016, Proceedings, Springer, 2016, p. 217-226Conference paper (Refereed)
    Abstract [en]

    Generalization and Suppression are two of the most used techniques to achieve k-anonymity. However, the generalization concept is also used in machine learning to obtain domain models useful for the classification task, and the suppression is the way to achieve such generalization. In this paper we want to address the anonymization of data preserving the classification task. What we propose is to use machine learning methods to obtain partial domain theories formed by partial descriptions of classes. Differently than in machine learning, we impose that such descriptions be as specific as possible, i.e., formed by the maximum number of attributes. This is achieved by suppressing some values of some records. In our method, we suppress only a particular value of an attribute in only a subset of records, that is, we use local suppression. This avoids one of the problems of global suppression that is the loss of more information than necessary.

  • 96.
    Aronsson, Oscar
    University of Skövde, School of Informatics.
    Identifiering av kritiska problem vid implementering av ERP-system ur ett leverantörsperspektiv: En identifiering av bidragande faktorer till misslyckade implementeringsprocesser av affärssystem2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, the ERP system has been a key factor in successful information management and served as a foundation for many corporate organizations. Implementing a new business system is a complex process, which leads organizations having difficulties implementing the process. Implementation of business systems involves combining previously separated systems focusing on providing a more complete information resource for an organization. ERP systems accelerated during the millennium shift y2k, and many companies at the time had difficulties to implement the systems with a positive end result. Eighteen years later, the problem remains, despite the fact that ERP systems have evolved and businesses become more knowledgeable in the field. This shows a study from Panorama Consulting (2017) where it was found that 26 percent of companies failed with implementation. 74 percent exceed budget and 59 percent passed the intended schedule. To find a solution to the problem, most researchers have conducted studies focusing on identifying the negative contributing factors in ERP implementation. These factors are called "Critical failure factors". There is currently a lack of empirical research where information has been gathered from ERP providers. The research found is based on old theories for which factors contribute positively and negatively to an implementation process. These theories are being used by most researchers in their studies regarding the implementation of the ERP system. This study therefore focuses on ERP suppliers' perspectives on negative contributing factors in implementing ERP systems. Major emphasis has been placed on collecting factors from ERP providers in order that at a later stage in the study they can address the factors mentioned in previous studies to find relationships and possible deviations. The study used interviews as data collection method and five interviews have been conducted with experienced ERP providers. The result of the collected material from ERP providers identifies a number of critical factors that can be linked to factors from previous studies. Interestingly, the study also identified a number of factors that differ from previous studies. The conclusions that can be deduced from the study are that the implementation processes can be improved and become significantly more efficient with the help of the new insight into the problems that the ERP providers lifts up. Awareness of these negative contributing factors in implementing an ERP system contributes knowledge in the field of implementation processes, which in turn can be used by companies and individuals to facilitate and prevent the problems that may arise in such a process.

  • 97.
    Arweström Jansson, Anders
    et al.
    Department of Information Technology, Visual Information & Interaction, Uppsala University, Uppsala, Sweden.
    Axelsson, AntonDepartment of Information Technology, Visual Information & Interaction, Uppsala University, Uppsala, Sweden.Andreasson, RebeccaDepartment of Information Technology, Visual Information & Interaction, Uppsala University, Uppsala, Sweden.Billing, ErikUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Proceedings of the 13th Swecog conference2017Conference proceedings (editor) (Refereed)
  • 98.
    Aslam, Irfan
    University of Skövde, School of Informatics.
    Semantic frame based automatic extraction of typological information from descriptive grammars2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis project addresses the machine learning (ML) modelling aspects of the problem of automatically extracting typological linguistic information of natural languages spoken in South Asia from annotated descriptive grammars. Without getting stuck into the theory and methods of Natural Language Processing (NLP), the focus has been to develop and test a machine learning (ML) model dedicated to the information extraction part. Starting with the existing state-of-the-art frameworks to get labelled training data through the structured representation of the descriptive grammars, the problem has been modelled as a supervised ML classification task where the annotated text is provided as input and the objective is to classify the input to one of the pre-learned labels. The approach has been to systematically explore the data to develop understanding of the problem domain and then evaluate a set of four potential ML algorithms using predetermined performance metrics namely: accuracy, recall, precision and f-score. It turned out that the problem splits up into two independent classification tasks: binary classification task and multiclass classification task. The four selected algorithms: Decision Trees, Naïve Bayes, Support VectorMachines, and Logistic Regression belonging to both linear and non-linear families ofML models are independently trained and compared for both classification tasks. Using stratified 10-fold cross validation performance metrics are measured and the candidate algorithms  are compared. Logistic Regression provided overall best results with DecisionTree as the close follow up. Finally, the Logistic Regression model was selected for further fine tuning and used in a web demo for typological information extraction tool developed to show the usability of the ML model in the field.

  • 99.
    Aslan, David
    University of Skövde, School of Informatics.
    Lagring av Motion Capture Data i NoSQL-databser: Undersökning av CouchDB2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Motion capture data behöver lagra på ett eller annat sätt lagra detta med databas skulle innebära väldigt många fördelar. Den används på många olika sätt och i olika branscher därmed skulle innebära en stor förändring. Det finns två olika kategorier av databaser SQL databaser och NoSQL databaser, dem databaser som kommer testas är relationsbaserade MySQL och dokumentbaserade CouchDB med en prototyp som utvecklas för att utföra dessa tester. Testerna påvisar att CouchDB är bättre databaslösningen vid lagringen av motion capture data. Men ytterligare arbete skulle kunna utföra flera tester som påvisar att läsning av motion capture data från databaserna kan ske i realtid. Mätningar från experimentet bevisar att CouchDB är den snabbare på att lagra Motion Capture data. I framtida arbete skulle arbetet kunna införas i filmbranschen och bli effektivt genom att använda mindre hårddiskutrymme och minska kostnaderna.

  • 100.
    Asplund, Isak
    University of Skövde, School of Informatics.
    Musikens melodiska dissonanser i dator- och TV-spel: Hur dissonanser i melodin påverkar spelarens uppfattning av spelet2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I bakgrunden beskrivs musikaliska intervall och hur de klassas som antingen dissonantaeller konsonanta beroende på deras karaktär, vilket är centralt för detta arbete. Utöver dettabehandlas tidigare forskning kring musik och musikaliska intervall kopplat till känslor.Problemformuleringen tar upp frågeställning samt att tillvägagångssätt för undersökningenbeskrivs. Syftet med detta arbete är att undersöka hur en situation i ett datorspel kanuppfattas olika beroende på vad för musik som spelas i bakgrunden. Mer specifikt i dennaundersökning har två olika musikteoretiska egenskaper i melodi jämförts och hur det kanpåverka en spelare. Två musikstycken komponerades specifikt för denna undersökning ochvisades i samband med en inspelad spelsekvens. Till undersökningen har semistruktureradeintervjuer genomförts för att samla in information.Svaren i denna undersökning visade på att stycket med dissonanta förhållanden mellangrundton och meloditoner gjorde att situationen i videoklippet generellt uppfattades sommer hotfull, jämfört med stycket som innehöll konsonanta förhållanden mellan grundtonoch meloditoner.

1234567 51 - 100 of 1677
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf