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  • 51.
    Andersson, Tor
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Databaslagring av tredimensionella datorspelsobjekt i realtid2007Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    För att enbart kunna lagra ett tredimensionellt objekt i en databas krävs inte en väldigt optimerad databasdesign. Men beroende på användningsområdet av databasen kan det krävas stora optimeringar för just detta. I jämförelse med ett dataspel som har en framerate över 30 fps (uppdateringar per sekund) så är en databas väldigt långsam. Eftersom att databasen sett ur ett spels perspektiv tar lång tid på sig att svara när man frågar den något kommer detta att innebära stora problem när man försöker kombinera de två. Det finns dock saker man kan göra för att öka prestanda på en databas, exempelvis att optimera själva frågorna till databasen. Men framför allt kan man optimera själva databasdesignen. Självklart kan man utveckla spelet så att det inte nödvändigtvis behöver ha kontakt med databasen i varje uppdatering. Detta är något som denna rapport kommer att gå in på djupet med och då läggs större vikt på databassidan än på spelsidan.

  • 52.
    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
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Identifying Complex Functions: By Investigating Various Aspects of Code Complexity2015Inngår i: Proceedings of 2015 Science and Information Conference (SAI): July 28-30, 2015, London, United Kingdom, IEEE Press, 2015, s. 879-888Konferansepaper (Fagfellevurdert)
    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.

  • 53.
    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
    Högskolan i Skövde, Institutionen för informationsteknologi.
    A Complexity Measure for Textual Requirements2016Inngår i: 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, s. 148-158Konferansepaper (Fagfellevurdert)
    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.

  • 54.
    Antonsson, Tommy
    Högskolan i Skövde, Institutionen för datavetenskap.
    Sales & Operations Planning1998Independent thesis Basic level (degree of Bachelor)Oppgave
    Abstract [sv]

    Sales & Operations Planning är den process som knyter ihop försäljningsplanen och produktionsplanen med affärsplanen. Detta sker löpande varje månad i aggregerad form. Den här typen av planering har rönt stor framgång i USA. Detta är i alla fall Richard C. Lings (1988) åsikt, men så var det också han som grundade Sales & Operations Planning.

    I mitt arbete kommer jag att visa vad Sales & Operations Planning är för något och hur det kan implementeras. Trots att det är ett populärt sätt att planera på i USA så har det inte nått samma framgång i Sverige. En av de viktigaste delarna i S&OP är familjeindelning. Jag kommer i mitt arbete visa hur Svenska företag delar in sina artiklar i familjer och hur litteraturen vill att det ska ske. Jag kommer även att ta upp fördelarna med simulering och hur Svenska företag planerar.

  • 55.
    Antonucci, Alessandro
    et al.
    Dalle Molle Institute for Artificial Intelligence (IDSIA), Lugano, Switzerland.
    Karlsson, Alexander
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Sundgren, David
    Stockholm University, Sweden.
    Decision Making with Hierarchical Credal Sets2014Inngår i: 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, s. 456-465Konferansepaper (Fagfellevurdert)
  • 56.
    Areizaga, Ander
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Programming learning games: Identification of game design patterns in programming learning games2019Independent thesis Advanced level (degree of Master (One Year)), 15 poäng / 22,5 hpOppgave
    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.

  • 57.
    Armengol, Eva
    et al.
    CSIC - Spanish Council for Scientific Research, IIIA - Artificial Intelligence Research Institute, Bellaterra, Spain.
    Torra, Vicenç
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Generalization-Based k-Anonymization2015Inngår i: Modeling Decisions for Artificial Intelligence: 12th International Conference, MDAI 2015, Skövde, Sweden, September 21–23, 2015: Proceedings / [ed] Vicenç Torra & Yasuo Narukawa, Springer, 2015, s. 207-218Konferansepaper (Fagfellevurdert)
    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.

  • 58.
    Armengol, Eva
    et al.
    IIIA - Artificial Intelligence Research Institute, CSIC - Spanish Council for Scientific Research, Catalonia, Spain.
    Torra, Vicenç
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Partial Domain Theories for Privacy2016Inngår i: Modeling Decisions for Artificial Intelligence: 13th International Conference, MDAI 2016 Sant Julià de Lòria, Andorra, September 19–21, 2016, Proceedings, Springer, 2016, s. 217-226Konferansepaper (Fagfellevurdert)
    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.

  • 59.
    Aronson, Johan
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Tydlighet kontra realism vid karaktärsdesign2009Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    I lagbaserade, tävlingsinriktade dataspel är det viktigt att det är tydligt vem som är medspelare och vem som är motspelare, och jag har undersökt olika verktyg som en koncepttecknare kan använda för att uppnå detta i sin karaktärsdesign. Höga krav på realism begränsar dock hur dessa verktyg kan användas, och det är detta motsatsförhållande mellan krav på realism och krav på tydlighet som jag har undersökt i detta arbete. Jag har också försökt omsätta detta i praktiken genom att rita 46 karaktärskoncept till ett spelkoncept, med målet att det tydligt skall framgå vilka karaktärer som hör ihop och vilka som är varandras motståndare. Jag har kommit fram till att höga krav på realism avsevärt försvårar och begränsar hur tydlig en karaktär kan göras, och min slutsats är att spelkonceptet skulle tjäna i tydlighet om kraven på realism skulle lättas.

  • 60.
    Aslan, David
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Lagring av Motion Capture Data i NoSQL-databser: Undersökning av CouchDB2015Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    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.

  • 61.
    Asplund, Anton
    Högskolan i Skövde, Institutionen för kommunikation och information.
    WEBBSERVRAR: En jämförelsestudie mellan proprietär och Open source webbservrar2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Nuförtiden är det mycket vanligt att människor och företag använder en hemsida för att synas. Hemsidor kan vara uppbyggda på olika sätt och av olika datorspråk, men de måste i grund och botten köras på en webbserver för att kunna fungera som en webbplats.Det här examenarbete undersöker prestandan för proprietär webbserver och webbserver som är av typen öppen källkod. Webbservrarna prestandatestades på hur väl de klarar av att distribuera olika sorters material som är vanligt förekommande i dagens webbsidor. Resultaten ifrån prestandamätningarna visar att webbservern av typen öppen källkod presterar i regel bättre än de proprietära webbservarna. En litteraturstudie genomfördes även för att se hur funktionaliteten för webbservern av typen öppen källkod kunde utvidgas. Studien visar att det finns någorlunda goda möjligheter att utvidga funktionaliteten. Endast ett fåtal webbservrar och språk testades i detta examensarbete, vilket lämnar plats för ytterligare framtida studier inom ämnet.

  • 62.
    Asthorsson, Axel
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Simulation meta-modeling of complex industrial production systems using neural networks2006Independent thesis Basic level (degree of Bachelor)Oppgave
    Abstract [en]

    Simulations are widely used for analysis and design of complex systems. Real-world complex systems are often too complex to be expressed with tractable mathematical formulations. Therefore simulations are often used instead of mathematical formulations because of their flexibility and ability to model real-world complex systems in some detail. Simulation models can often be complex and slow which lead to the development of simulation meta-models that are simpler and faster models of complex simulation models. Artificial neural networks (ANNs) have been studied for use as simulation meta-models with different results. This final year project further studies the use of ANNs as simulation meta-models by comparing the predictability of five different neural network architectures: feed-forward-, generalized feed-forward-, modular-, radial basis- and Elman artificial neural networks where the underlying simulation is of complex production system. The results where that all architectures gave acceptable results even though it can be said that Elman- and feed-forward ANNs performed the best of the tests conducted here. The difference in accuracy and generalization was considerably small.

  • 63.
    Atif, Yacine
    Information Technology College of United Arab Emirates University.
    Building Trust in E-Commerce2002Inngår i: IEEE Internet Computing, ISSN 1089-7801, E-ISSN 1941-0131, Vol. 6, nr 1, s. 18-24Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    A network of Internet-based intermediaries that guarantee delivery and payment in e-commerce could help bolster consumer and merchant confidence.

  • 64.
    Atif, Yacine
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ding, Jianguo
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lindström, Birgitta
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Jeusfeld, Manfred
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Andler, Sten F.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Yuning, Jiang
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Brax, Christoffer
    CombiTech AB, Skövde, Sweden.
    Gustavsson, Per M.
    CombiTech AB, Skövde, Sweden.
    Cyber-Threat Intelligence Architecture for Smart-Grid Critical Infrastructures Protection2017Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Critical infrastructures (CIs) are becoming increasingly sophisticated with embedded cyber-physical systems (CPSs) that provide managerial automation and autonomic controls. Yet these advances expose CI components to new cyber-threats, leading to a chain of dysfunctionalities with catastrophic socio-economical implications. We propose a comprehensive architectural model to support the development of incident management tools that provide situation-awareness and cyber-threats intelligence for CI protection, with a special focus on smart-grid CI. The goal is to unleash forensic data from CPS-based CIs to perform some predictive analytics. In doing so, we use some AI (Artificial Intelligence) paradigms for both data collection, threat detection, and cascade-effects prediction. 

  • 65.
    Atif, Yacine
    et al.
    UAE University, United Arab Emirates.
    Mathew, Sujith
    UAE University, United Arab Emirates.
    Lakas, Abderahmane
    UAE University, United Arab Emirates.
    Building a smart campus to support ubiquitous learning2014Inngår i: Journal of Ambient Intelligence and Humanized Computing, ISSN 1868-5137, E-ISSN 1868-5145, Vol. 6, nr 2, s. 223-238Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    New technological advances in user mobility and context immersion are enabling novel adaptive and pervasive learning models in ambient environments. These advances allow physical learning spaces with embedded computing capabilities to provide an augmented self-aware learning experience. In this paper, we aim at developing a novel ubiquitous learning model within a pervasive smart campus environment. The goal of our research consists of identifying the steps towards building such an environment and the involved learning processes. We define a model of a smart campus, and advocate learning practices in the light of new paradigms such as context-awareness, ubiquitous learning, pervasive environment, resource virtualization, autonomic computing and adaptive learning. We reveal a comprehensive architecture that defines the various components and their inter-operations in a smart educational environment. The smart campus approach is presented as a composition of ambient learning spaces, which are environments where physical learning resources are augmented with digital and social services. We present a model of these spaces to harness future ubiquitous learning environments. One of the distinguished features of this model is the ability to unleash the instructional value of surrounding physical structures. Another one is the provision of a personalized learning agenda when moving across these ambient learning environments. To achieve these goals, we profile learners and augment physical campus structures to advocate context-aware learning processes. We suggest a social community platform for knowledge sharing which involves peer learners, domain experts as well as campus physical resources. Within this pervasive social scope, learners are continuously immersed in a pedagogically supported experiential learning loop as a persuasive approach to learning. A learning path, which responds to learners’ goals and qualifications, autonomously guides learners in achieving their objectives in the proposed smart campus. We evaluated our ubiquitous learning approach to assert the performance of these building blocks in the proposed smart campus model. The results show interesting tradeoffs and promising insights.

  • 66.
    Atif, Yacine
    et al.
    UAE University, United Arab Emirates.
    Zhang, Liren
    UAE University, Univted Arab Emirates.
    Network Resource Management in Support of QoS in Ubiquitous Learning2014Inngår i: Journal of Network and Computer Applications, ISSN 1084-8045, E-ISSN 1095-8592, Vol. 41, s. 148-156Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Ubiquitous learning involves a large-scale service network organized as a social infrastructure. These environments weave together context service dissemination, learner profiling as well as autonomic control of the induced network traffic. The objective of the research presented in this paper is to derive a Quality of Service aware model of ubiquitous learning services based on typical learning schemes. These pedagogical patterns are designed to match various learning situations in terms of learning context, learner profile and network infrastructure. They particularly represent classes of services in ubiquitous learning environments to prioritize traffic so that less important traffic does not consume network bandwidth and slow down or halt the delivery of more important traffic. We analyze formally and empirically the network traffic requirements of a proposed learning service quality controller to support providers of learning services allocating resources in a pervasive learning environment.

  • 67.
    Auer, Jens
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Metaheuristic Multiple Sequence Alignment Optimisation2004Independent thesis Advanced level (degree of Master (One Year))Oppgave
    Abstract [sv]

    The ability to tackle NP-hard problems has been greatly extended by the introduction of Metaheuristics (see Blum & Roli (2003)) for a summary of most Metaheuristics, general problem-independent optimisation algorithms extending the hill-climbing local search approach to escape local minima. One of these algorithms is Iterated Local Search (ILS) (Lourenco et al., 2002; Stützle, 1999a, p. 25ff), a recent easy to implement but powerful algorithm with results comparable or superior to other state-of-the-art methods for many combinatorial optimisation problems, among them the Traveling Salesman (TSP) and Quadratic Assignment Problem (QAP). ILS iteratively samples local minima by modifying the current local minimum and restarting

    a local search porcedure on this modified solution. This thesis will show how ILS can be implemented for MSA. After that, ILS will be evaluated and compared to other MSA algorithms by BAliBASE (Thomson et al., 1999), a set of manually refined alignments used in most recent publications of algorithms and in at least two MSA algorithm surveys. The runtime-behaviour will be evaluated using runtime-distributions.

    The quality of alignments produced by ILS is at least as good as the best algorithms available and significantly superiour to previously published Metaheuristics for MSA, Tabu Search and Genetic Algorithm (SAGA). On the average, ILS performed best in five out of eight test cases, second for one test set and third for the remaining two. A drawback of all iterative methods for MSA is the long runtime needed to produce good alignments. ILS needs considerably less runtime than Tabu Search and SAGA, but can not compete with progressive or consistency based methods, e. g. ClustalW or T-COFFEE.

  • 68.
    Augustsson, Christian
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Egeberg Jacobson, Pontus
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Scherqvist, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Evaluating Machine Learning Intrusion Detection System classifiers: Using a transparent experiment approach2019Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    There have been many studies performing experiments that showcase the potential of machine learning solutions for intrusion detection, but their experimental approaches are non-transparent and vague, making it difficult to replicate their trained methods and results. In this thesis we exemplify a healthier experimental methodology.

    A survey was performed to investigate evaluation metrics. Three experiments implementing and benchmarking machine learning classifiers, using different optimization techniques, were performed to set up a frame of reference for future work, as well as signify the importance of using descriptive metrics and disclosing implementation.

    We found a set of metrics that more accurately describes the models, and we found guidelines that we would like future researchers to fulfill in order to make their work more comprehensible. For future work we would like to see more discussion regarding metrics, and a new dataset that is more generalizable.

  • 69.
    Axelsson, Peter
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Emotioner i spel: Hur emotioner påverkar spelupplevelsen2010Independent thesis Basic level (degree of Bachelor), 30 poäng / 45 hpOppgave
    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.

  • 70.
    Axelsson, Thomas
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Långa skuggor med shadow maps2011Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    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.

  • 71.
    Axelsson, Tord
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Realtidssimulering av vätskor i datorspel mha partikelsystem2007Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    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.

  • 72.
    Aziz, Tariq
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Impact of information fusion in complex decision making2011Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    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.

  • 73.
    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 Lines2007Inngår 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. 25-32Konferansepaper (Fagfellevurdert)
    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.

  • 74.
    Backlund, Per
    Högskolan i Skövde, Institutionen för kommunikation och information.
    ISD as Knowledge Work: An Analysis of How a Development Method is Used in Practice2005Inngår 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. 125-136Konferansepaper (Fagfellevurdert)
  • 75.
    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 Simulation2007Inngår 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. 899-907Konferansepaper (Fagfellevurdert)
    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.

  • 76.
    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 Environment2007Inngår 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, artikkel-id 4272086Konferansepaper (Fagfellevurdert)
    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.

  • 77.
    Backman, Arvid
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Effektivitet hos navigering av autonoma agenter: En jämförelse mellan flödesfält och vägföljning2015Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    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.

  • 78.
    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 Analysis2019Inngår i: Data science in Practice / [ed] Alan Said, Vicenç Torra, Springer, 2019, s. 133-155Kapittel i bok, del av antologi (Fagfellevurdert)
    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.

  • 79.
    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 Types2019Inngår i: Proceedings - 6th International Symposium on Computational and Business Intelligence, ISCBI 2018, IEEE Computer Society, 2019, s. 89-93Konferansepaper (Fagfellevurdert)
    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. 

  • 80.
    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 Analysis2019Inngår i: Data science in Practice / [ed] Alan Said, Vicenç Torra, Springer, 2019, s. 157-169Kapittel i bok, del av antologi (Fagfellevurdert)
    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.

  • 81.
    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 Measures2018Inngår i: Aggregation Functions in Theory and in Practice AGOP 2017 / [ed] Torra V, Mesiar R, Baets B, Springer, 2018, s. 200-210Konferansepaper (Fagfellevurdert)
    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.

  • 82.
    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 MOEAs2016Inngår i: 2016 IEEE Congress on Evolutionary Computation (CEC), New York: IEEE, 2016, s. 1909-1916Konferansepaper (Fagfellevurdert)
    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.

  • 83.
    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 management2015Inngår i: European Journal of Operational Research, ISSN 0377-2217, E-ISSN 1872-6860, Vol. 243, nr 2, s. 480-496Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 84.
    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 Techniques2017Inngår i: Decision Sciences: Theory and Practice / [ed] Raghu Nandan Sengupta, Aparna Gupta, Joydeep Dutta, Boca Raton: CRC Press, 2017, s. 693-750Kapittel i bok, del av antologi (Fagfellevurdert)
  • 85.
    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 Optimization2015Inngår i: Proceedings of the 8th International Conference on Evolutionary Multi-Criterion Optimization (EMO 2015), Springer, 2015, Vol. 9018, s. 79-93Konferansepaper (Fagfellevurdert)
    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.

  • 86.
    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 optimization2015Inngår i: Applied Soft Computing, ISSN 1568-4946, E-ISSN 1872-9681, Vol. 30, s. 265-278Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 87.
    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 Relations2014Inngår i: Proceedings of the 2014 IEEE Congress on Evolutionary Computation (CEC), IEEE Press, 2014, s. 1139-1146Konferansepaper (Fagfellevurdert)
    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.

  • 88.
    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 environments2018Inngår 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, artikkel-id 3205509Konferansepaper (Fagfellevurdert)
    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.

  • 89.
    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.
    Deb, Kalyanmoy
    Department of Electrical and Computer Engineering, Michigan State University, USA.
    Data mining methods for knowledge discovery in multi-objective optimization: Part A - Survey2017Inngår i: Expert systems with applications, ISSN 0957-4174, E-ISSN 1873-6793, Vol. 70, s. 139-159Artikkel, forskningsoversikt (Fagfellevurdert)
    Abstract [en]

    Real-world optimization problems typically involve multiple objectives to be optimized simultaneously under multiple constraints and with respect to several variables. While multi-objective optimization itself can be a challenging task, equally difficult is the ability to make sense of the obtained solutions. In this two-part paper, we deal with data mining methods that can be applied to extract knowledge about multi-objective optimization problems from the solutions generated during optimization. This knowledge is expected to provide deeper insights about the problem to the decision maker, in addition to assisting the optimization process in future design iterations through an expert system. The current paper surveys several existing data mining methods and classifies them by methodology and type of knowledge discovered. Most of these methods come from the domain of exploratory data analysis and can be applied to any multivariate data. We specifically look at methods that can generate explicit knowledge in a machine-usable form. A framework for knowledge-driven optimization is proposed, which involves both online and offline elements of knowledge discovery. One of the conclusions of this survey is that while there are a number of data mining methods that can deal with data involving continuous variables, only a few ad hoc methods exist that can provide explicit knowledge when the variables involved are of a discrete nature. Part B of this paper proposes new techniques that can be used with such datasets and applies them to discrete variable multi-objective problems related to production systems. 

  • 90.
    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.
    Deb, Kalyanmoy
    Department of Electrical and Computer Engineering, Michigan State University, USA.
    Data mining methods for knowledge discovery in multi-objective optimization: Part B - New developments and applications2017Inngår i: Expert systems with applications, ISSN 0957-4174, E-ISSN 1873-6793, Vol. 70, s. 119-138Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The first part of this paper served as a comprehensive survey of data mining methods that have been used to extract knowledge from solutions generated during multi-objective optimization. The current paper addresses three major shortcomings of existing methods, namely, lack of interactiveness in the objective space, inability to handle discrete variables and inability to generate explicit knowledge. Four data mining methods are developed that can discover knowledge in the decision space and visualize it in the objective space. These methods are (i) sequential pattern mining, (ii) clustering-based classification trees, (iii) hybrid learning, and (iv) flexible pattern mining. Each method uses a unique learning strategy to generate explicit knowledge in the form of patterns, decision rules and unsupervised rules. The methods are also capable of taking the decision maker's preferences into account to generate knowledge unique to preferred regions of the objective space. Three realistic production systems involving different types of discrete variables are chosen as application studies. A multi-objective optimization problem is formulated for each system and solved using NSGA-II to generate the optimization datasets. Next, all four methods are applied to each dataset. In each application, the methods discover similar knowledge for specified regions of the objective space. Overall, the unsupervised rules generated by flexible pattern mining are found to be the most consistent, whereas the supervised rules from classification trees are the most sensitive to user-preferences. 

  • 91.
    Bandaru, Sunith
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Smedberg, Henrik
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    A parameterless performance metric for reference-point based multi-objective evolutionary algorithms2019Inngår i: GECCO '19: Proceedings of the Genetic and Evolutionary Computation Conference / [ed] Manuel López-Ibáñez, New York, NY, USA: ACM Digital Library, 2019, s. 499-506Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Most preference-based multi-objective evolutionary algorithms use reference points to articulate the decision maker's preferences. Since these algorithms typically converge to a sub-region of the Pareto-optimal front, the use of conventional performance measures (such as hypervolume and inverted generational distance) may lead to misleading results. Therefore, experimental studies in preference-based optimization often resort to using graphical methods to compare various algorithms. Though a few ad-hoc measures have been proposed in the literature, they either fail to generalize or involve parameters that are non-intuitive for a decision maker. In this paper, we propose a performance metric that is simple to implement, inexpensive to compute, and most importantly, does not involve any parameters. The so called expanding hypercube metric has been designed to extend the concepts of convergence and diversity to preference optimization. We demonstrate its effectiveness through constructed preference solution sets in two and three objectives. The proposed metric is then used to compare two popular reference-point based evolutionary algorithms on benchmark optimization problems up to 20 objectives.

    Fulltekst tilgjengelig fra 2020-08-01 00:00
  • 92.
    Banik, Kallol
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Investigation of Methods for Testing Aspect Oriented Software2014Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Aspect-oriented programming is a comparatively new programming paradigm which intends to overcome some limitations that approaches such as procedural programming and object-oriented programming have. Traditional approaches are unable to properly capture some design decisions. Aspect-oriented programming introduces some new properties that we don’t find in the structural programming or object-oriented programming. New design patterns of aspect-oriented software introduce new fault types and new challenges for testing. Testing is an important part in the software development to produce quality software. Research on testing aspect-oriented software has been going on for several years but it still remains to invent testing approaches that cover all features of aspect-oriented software. This dissertation surveys test methods for aspect-oriented software and presents a comparison among the testing methods which reveals the strengths and weaknesses of current methods for testing of aspect-oriented software. This comparative overview of proposed test methods can be helpful for testers who intend to test aspect-oriented software. The conclusion presents the research contribution of this dissertation and proposes future work.

  • 93.
    Barka, Ezedin
    et al.
    UAE University, United Arab Emirates.
    Mathew, Sujith
    UAE University, United Arab Emirates.
    Atif, Yacine
    UAE University, United Arab Emirates.
    Securing the Web of Things With Role-Based Access Control2015Inngår i: Codes, Cryptology, and Information Security: First International Conference, C2SI 2015, Rabat, Morocco, May 26-28, 2015, Proceedings - In Honor of Thierry Berger / [ed] Said El Hajji, Abderrahmane Nitaj, Claude Carlet, El Mamoun Souidi, Springer, 2015, s. 14-26Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    Real-world things are increasingly becoming fully qualified members of the Web. From, pacemakers and medical records to children’s toys and sneakers, things are connected over the Web and publish information that is available for the whole world to see. It is crucial that there is secure access to this Web of Things (WoT) and to the related information published by things on the Web. In this paper, we introduce an architecture that encompasses Web-enabled things in a secure and scalable manner. Our architecture utilizes the features of the well-known role-based access control (RBAC) to specify the access control policies to the WoT, and we use cryptographic keys to enforce such policies. This approach enables prescribers to WoT services to control who can access what things and how access can continue or should terminate, thereby enabling privacy and security of large amount of data that these things are poised to flood the future Web with.

  • 94.
    Barkestedt, Filip
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Jämförelse av WebGL-teknologier vid rendering av heatmaps utifrån marin miljödata: Jämförelse mellan Three.js och X3DOM2018Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    En stor kvantitet av miljödata samlas hela tiden in och för att dra nytta av all data behöver den förstås av de användarna som kan applicera kunskapen inom deras område. Visualiseringar tillåter användare att förstå datan och det är därför en viktig del av hur en användare kan ta del av den datan som samlas in. I detta arbete evalueras de WebGLbaserade teknologierna Three.js och X3DOM om vilken som är mest lämplig för att visualisera geospatial data på webben utifrån hur effektiva de är vid rendering av heatmaps. Två applikationer utvecklas, en baserat på Three.js och en på X3DOM. Mätningar utförs på varje applikation för att jämföra renderingstiden mellan teknologierna och en kvalitativ studie används för att evaluera deras användbarhet. Resultatet blev att Three.js är mer lämpligt för att visualisera geospatial data på webben.

  • 95.
    Barstorp, Marcus
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Optimering av ARM-maskinkod med predikatbaserad exekvering: En undersökning av predikatbaserad exekvering i ARM-arkitekturen2010Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Arbetet har undersökt hur predikatbaserad exekvering, i form av ARM-arkitekturens stöd för villkorlig exekvering, fungerar som optimering av specifika implementationer av if- och if-else-satser i ARM-maskinkod. Som en del av arbetet implementerades en för ändamålet konstruerad optimeringsalgoritm som optimerar if- och if-else-satser med hjälp av predikatbaserad exekvering, vilken användes för att kunna utföra de mätningar som ligger till grund för resultatet. Fokus låg på den skillnad i kodstorlek och/eller tidseffektivitet som optimeringen gav upphov till. Resultatet tyder på att predikatbaserad exekvering använd som optimering kan leda till vissa vinster i kodstorlek (direkt beroende på antalet if-/if-else-satser) och lite större vinster i tidseffektivitet (beroende på hur stora if-/if-else-satserna är, samt hur ofta de exekveras).

  • 96.
    Bellinder, Tobias
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Scrabble-AI: En Scrabble-AI med inriktning på ”Fun-AI”2010Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Scrabble är ett populärt korsordsliknande brädspel som funnits på svenska sedan 1950-talet. Datorprogram som spelar Scrabble har funnits sedan och 1980-talet. De flesta har haft som fokus att spela så optimalt som möjligt och utmana de bästa mänskliga spelarna. Det här arbetet undersöker hur man kan skapa en ”Fun-AI” för Scrabble som fokuserar på spelarens upplevelse och som lämpar sig för alla spelare oavsett nivå. Tre enkla AI-spelare skapas genom att använda grundläggande egenskaper som karakteriserar mänskligt spel. Utvärderingen visar att en relativt outvecklad AI tas för en människa av försökspersoner som spelat matcher mot AI-spelaren. Arbetet kan användas som grund för att gå vidare och utveckla AI:n genom att modellera fler och mer avancerade beteenden hos mänskliga spelare.

  • 97.
    Bellmyr, Simon
    Högskolan i Skövde, Institutionen för kommunikation och information.
    SPEL OCH DESS NARRATIV: Berättelser i digitala offline-rollspel2012Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Det är uppenbart att narrativ används i spel, inte minst i offline-RPG:n (ORPG:n), där berättelserna är vad som står i centrum. Samtidigt som dessa är ett välkomnatfenomen har de också en tendens att passivisera spelaren och påverka känslan avfrihet. I hur hög grad de gör detta är till viss del subjektivt och därför är det av viktvad som motiverar ORPG-spelaren till spelandet. Denna studie har utvecklat tvåspelprototyper som baseras på motivationerna immersion respektive prestation föratt påvisa motivationsgruppernas preferenser. Studien har fokuserat på att ta reda påhur stor vikt de båda grupperna lägger på känslan av frihet, och haft som hypotes attkravet är högre hos prestationsmotiverade spelare. Av utvärderingen att döma gårdet inte att med säkerhet falsifiera eller bekräfta detta.

  • 98.
    Bellogín, Alejandro
    et al.
    Iniversidad Autńoma de Madrid, Madrid, Spain.
    Said, Alan
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Information Retrieval and Recommender Systems2019Inngår i: Data Science in Practice / [ed] Alan Said, Vicenç Torra, Springer, 2019, s. 79-96Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    This chapter gives a brief introduction to what artificial intelligence is. We begin discussing some of the alternative definitions for artificial intelligence and introduce the four major areas of the field. Then, in subsequent sections we present these areas. They are problem solving and search, knowledge representation and knowledge-based systems, machine learning, and distributed artificial intelligence. The chapter follows with a discussion on some ethical dilemma we find in relation to artificial intelligence. A summary closes this chapter.

  • 99.
    Bengtegård, Alfons
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Push tjänster och plattformsoberoende ramverk2016Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
  • 100.
    Bengtsson Jürisalu, Martin
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Webbgeografiska informationssystem och Javascript: Lokalrenderade vs servergenererade kartor i praktiken2014Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Webbgeografiska informationssystem är populärt på internet. Många stora företag erbjuder karttjänster, exempelvis Google som erbjuder en tjänst som kallas maps. Maps är i dagsläget väldigt populär och hanterar massa olika tjänster. Bland dessa tjänster finns bland annat navigering och lokaliseringsverktyg. Detta arbete har i syfte att kunna undersöka olika strategier och metoder som skulle kunna användas för att kunna skapa en så tidseffektiv (exekverings- och renderingstidsmässigt) kartapplikation som möjligt.

    Två stycken huvudapplikationer har skapats i syfte att analyseras, utvärderas och jämföras. De två applikationer använder sig utav olika tekniker som heter servergenerering och lokalrendering. Utöver servergenerering och lokalrendering så används även olika filformat i de olika applikationer. Applikationen som bygger på servergenerering använder sig av rastergrafik i PNG format. Applikationen som bygger på lokalrendering använder sig av vektorgrafik i SVG format.

    Resultatet som presenteras i detta arbete visar att de olika teknikerna som används i de olika applikationer lämpar sig bra till olika saker. Det vill säga att rastergrafik har en viss fördel gentemot vektorgrafik och vice versa.

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