his.sePublications
Change search
Refine search result
1234567 1 - 50 of 1612
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • 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.
  • 1.
    Abi-Haidar, Layal
    University of Skövde, School of Informatics.
    Realtidsgenomsökning efter säkerhetsrisker i JavaScript-kod2015Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    Syftet med detta arbete är att undersöka om det är möjligt att kunna i realtid undersöka kod på en webbsida för att rekommendera uppdatering av en befintlig webbläsare vid behov, utan att användarupplevelsen påverkas negativt. För att undersöka detta implementerades ett program i JavaScript. Sex olika JavaScript-bibliotek användes som testfall. Programmet söker igenom koden som finns i ett JavaScript-bibliotek och gör en rekommendation med hänsyn till några kända säkerhetsrisker och försvar mot dem. Dessutom beräknar programmet svarstiden med hjälp av klockan på klientsidan.

    Enligt Tolia, Andersen och Satyanarayanan (2006) visar undersökningar som har gjorts att användare föredrar svarstider som är under en sekund, och att svarstider som är över en sekund kan få användarna att bli missnöjda. För att användarupplevelsen inte skall påverkas negativt, bör svarstiden inte överstiga en sekund.

    Resultaten från undersökningen visar att svarstiderna inte blir tillräckligt långa för att kunna påverka användarupplevelsen negativt.

  • 2.
    Abril, Daniel
    et al.
    IIIA, Institut d'Investigació en Intelligència Artificial – CSIC, Consejo Superior de Investigaciones Científicas, Bellaterra, Spain / UAB, Universitat Autónoma de Barcelona, Bellaterra, Spain.
    Navarro-Arribas, Guillermo
    DEIC, Dep. Enginyeria de la Informació i de les Comunicacions, UAB, Universitat Autònoma de Barcelona, Bellaterra, Spain.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. IIIA, Institut d'Investigació en Intelligència Artificial – CSIC, Consejo Superior de Investigaciones Científicas, Bellaterra, Spain.
    Spherical Microaggregation: Anonymizing Sparse Vector Spaces2015In: Computers & security (Print), ISSN 0167-4048, E-ISSN 1872-6208, Vol. 49, p. 28-44Article in journal (Refereed)
    Abstract [en]

    Unstructured texts are a very popular data type and still widely unexplored in the privacy preserving data mining field. We consider the problem of providing public information about a set of confidential documents. To that end we have developed a method to protect a Vector Space Model (VSM), to make it public even if the documents it represents are private. This method is inspired by microaggregation, a popular protection method from statistical disclosure control, and adapted to work with sparse and high dimensional data sets.

  • 3.
    Abril, Daniel
    et al.
    IIIA, Institut d'Investigació en Intel·ligència Artificial, CSIC, Consejo Superior de Investigaciones Científicas, Campus UAB s/n, Bellaterra, Spain / UAB, Universitat Autònoma de Barcelona, Campus UAB s/n, Bellaterra, Spain.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. IIIA, Institut d'Investigació en Intel·ligència Artificial, CSIC, Consejo Superior de Investigaciones Científicas, Campus UAB s/n, Bellaterra, Spain.
    Navarro-Arribas, Guillermo
    DEIC, Dep. Enginyeria de la Informació i de les Comunicacions, UAB, Universitat Autònoma de Barcelona, Campus UAB s/n, Bellaterra, Spain.
    Supervised Learning Using a Symmetric Bilinear Form for Record Linkage2015In: Information Fusion, ISSN 1566-2535, E-ISSN 1872-6305, Vol. 26, p. 144-153Article in journal (Refereed)
    Abstract [en]

    Record Linkage is used to link records of two different files corresponding to the same individuals. These algorithms are used for database integration. In data privacy, these algorithms are used to evaluate the disclosure risk of a protected data set by linking records that belong to the same individual. The degree of success when linking the original (unprotected data) with the protected data gives an estimation of the disclosure risk.

    In this paper we propose a new parameterized aggregation operator and a supervised learning method for disclosure risk assessment. The parameterized operator is a symmetric bilinear form and the supervised learning method is formalized as an optimization problem. The target of the optimization problem is to find the values of the aggregation parameters that maximize the number of re-identification (or correct links). We evaluate and compare our proposal with other non-parametrized variations of record linkage, such as those using the Mahalanobis distance and the Euclidean distance (one of the most used approaches for this purpose). Additionally, we also compare it with other previously presented parameterized aggregation operators for record linkage such as the weighted mean and the Choquet integral. From these comparisons we show how the proposed aggregation operator is able to overcome or at least achieve similar results than the other parameterized operators. We also study which are the necessary optimization problem conditions to consider the described aggregation functions as metric functions.

  • 4.
    Abu Khousa, Eman
    et al.
    UAE University, Al Ain, United Arab Emirates.
    Atif, Yacine
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Social network analysis to influence career development2018In: Journal of Ambient Intelligence and Humanized Computing, ISSN 1868-5137, E-ISSN 1868-5145, Vol. 9, no 3, p. 601-616Article in journal (Refereed)
    Abstract [en]

    Social network analysis techniques have shown a potential for influencing gradu-ates to meet industry needs. In this paper, we propose a social-web driven solutions to bridge formal education and industry needs. The proposed career development frame-work utilizes social network analytics, influence diffusion algorithms and persuasive technology models along three phases: (1) career readiness to measure and visualize the general cognitive dispositions required for a successful career in the 21st Century, (2) career prediction to persuade future graduates into a desired career path by clustering learners whose career prospects are deemed similar, into a community of practice; and (3) career development to drive growth within a social network structure where social network analytics and persuasive techniques are applied to incite the adoption of desired career behaviors. The process starts by discovering behavioral features to create a cognitive profile and diagnose individual deficiencies. Then, we develop a fuzzy clustering algorithm that predicts similar patterns with controlled constraint-violations to construct a social structure for collaborative cognitive attainment. This social framework facilitates the deployment of novel influence diffusion approaches, whereby we propose a reciprocal-weighted similarity function and a triadic clo-sure approach. In doing so, we investigate contemporary social network analytics to maximize influence diffusion across a synthesized social network. The outcome of this social computing approach leads to a persuasive model that supports behavioral changes and developments. The performance results obtained from both analytical and experi-mental evaluations validate our data-driven strategy for persuasive behavioral change.

  • 5.
    Adolfsson, Anders
    University of Skövde, School of Informatics.
    Kan den underförstådda arketypens rörelsesätt påverka hur spelare interagerar med spelvärlden?: Hur animation kan förmedla spelarens disposition.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Studien har undersökt om rörelsesättet hos en underförstådd arketyp kan påverka sättet en spelare interagerar med en virtuell miljö. För att ta reda på detta skapades ett spel som kan spelas i två olika versioner där avatarens rörelsesätt är den enda skillnaden. Data samlades in via enkät och via spelet som skapats. Resultatet antyder att spelaren anpassar sitt beteende efter sättet som avataren rör sig. Detta belyser även hur man kan utnyttja arketyper för att fömedla avatarens personlighet och dispositioner.

  • 6.
    Agafonov, Eduard
    University of Skövde, School of Informatics.
    3D karaktärsmodell i SteampunkGenren2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Steampunk är en subgenre av science fiction. Genren steampunk handlar om alternativ historia under den industriella revolutionen och kännetecknas av en utbredd användning av ångmaskiner. Genren existerar i alla typer av media såsom böcker, film, spel, etc. Steampunk har många fans i hela världen.

    Det finns många undersökningar som har steampunk som tema, som till exempel en undersökning om ett fantasyelement i steampunkgenren (Karlsson, 2013) eller en analys av steampunkdesign och historia (Tanenbaum, Tanenbaum,  Wakkary, 2012). Samtidigt finns artiklar som flyttar fram genrens gränser och till exempel visar steampunk under vildavästerntiden (Miller & Van Riper, 2011). Liksom dessa undersökningar kommer denna undersökning att studera steampunkgenren och dess ”fanbas”.

    Syftet med undersökningen är att analysera steampunkgenren och datorspelande i relation till denna genre. Grundidén är att skapa en implementation av sci fi-element i en steampunkkaraktär och visa upp karaktären såväl för personer som känner till genren som för dem som inte känner till steampunk för att se om informanternas reaktionsmönster är likartade. Ska informanterna känna igen sci fi-elementet och ska de acceptera det när det sitter på en steampunkkaraktär? Vidare fokuserar undersökningen på interaktion med karaktären. En enkät kommer att göras för att se huruvida det finns olika reaktionsmönster hos informanterna när de analyserar steampunkkaraktären dels genom 2D-bildmaterial och dels genom en 3D interagerbar artefakt.

    Undersökningen använder en kvantitativ (Østbye m.fl., 2008:157) nätenkät med kvalitativa (Østbye m.fl., 2008:101) element i form av textsvar. Nätenkäten ska visa informanternas gensvar på de olika kontexterna som visas i bilderna och hur informaterna reagerar på en interaktiv avatarkaraktär. På samma gång ska enkäten visa hur steampunk-fans och icke-fans reagerar på implementationen av sci fi-element på steampunkkaraktären.

  • 7.
    Aggestam, Lena
    et al.
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Durst, Susanne
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Persson, Anne
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Critical Success Factors in Capturing Knowledge for Retention in IT-Supported Repositories2014In: Information, ISSN 2078-2489, Vol. 5, no 4, p. 558-569Article in journal (Refereed)
    Abstract [en]

    In this paper, the authors demonstrate the suitability of IT-supported knowledge repositories for knowledge retention. Successful knowledge retention is dependent on whatis stored in a repository and, hence, possible to share. Accordingly, the ability to capture theright (relevant) knowledge is a key aspect. Therefore, to increase the quality in an IT-supported knowledge repository, the identification activity, which starts the capture process, must besuccessfully performed. While critical success factors (CSFs) for knowledge retention andknowledge management are frequently discussed in the literature, there is a knowledge gapconcerning CSFs for this specific knowledge capture activity. From a knowledge retention perspective, this paper proposes a model that characterizes CSFs for the identification activity and highlights the CSFs’ contribution to knowledge retention.

  • 8.
    Ahlberg, Mattias
    University of Skövde, School of Informatics.
    Informativ Ljuddesign: Hur positivt eller negativt upplevs olika typer av ljud i ett spel utan visuella medel?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Den här studien fokuserar på hur ljudbilden i ett spel på ett effektivt sätt kan förmedla information till spelaren, och därigenom låta denne ta informerade beslut. För att göra detta undersöks hur olika typer av ljud påverkar en spelares inställning. Bakgrundsforskningen baserades på texter om speltillgänglighet, teorier kring ljuddesign och spel utan visuella medel som utvecklats i studiesyften. För att svara på frågeställningen så utvecklades ett textbaserat program som i tretton rundor lät fem deltagare välja mellan två snarlika ljud. Uppgiften var att välja det ljud som upplevdes som mest positivt, eller minst negativt. Sessionen bestod av en spelsession som kombinerades med en kvalitativ intervju, och hela intervjun spelades in för senare transkribering. I analysen presenterades ett urval av relevanta citat från de kvalitativa intervjuerna som sedan användes för att dra slutsatser utifrån studiens frågeställning. Resultatets tillförlitlighet sänks av det småskaliga urvalet, och personliga associationer kan ha spelat en alltför stor roll i deltagarnas svar.

  • 9.
    Ahlbäck, Aron
    University of Skövde, School of Informatics.
    Tystnad talar: En utvärdering av ”think aloud” i spelbarhetstestning2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete undersöker huruvida "think aloud"-tekniken som den används i användbarhetstestning är lämplig i samband med spelbarhetstestning samt hur uppmaningar att tänka högt påverkar en speltestares immersion i spelupplevelsen. Forskningsområdet valdes främst då tekniken think aloud rekommenderas till spelbarhetstestning från många håll utan vetenskaplig motivering. En frågeställning togs fram med denna bakgrund i åtanke. För att utvärdera frågeställningen genomfördes en kvantitativ undersökning där en serie respondenter fick spela en artefakt i form av en för ändamålet konstruerad nivå till spelet Rising Islands (Mindblown 2016) för att sedan fylla i en enkät som mätte deras upplevda nivå av "immersion". Hälften av respondenterna uppmanades att tänka högt under speltillfället, övriga respondenter genomförde spelsessionen utan störande moment. Gruppernas genomsnittliga enkätresultat ställdes mot varandra i ett T-test. Resultatet visade att uppmaningar att tänka högt inte hade någon märkbar inverkan på upplevd immersion, men vidare forskning är nödvändig då det finns osäkerheter i datamängden.

  • 10.
    Ahlcrona, Felix
    University of Skövde, School of Informatics.
    Sakernas Internet: En studie om vehicular fog computing påverkan i trafiken2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Future vehicles will be very different from today's vehicles. Much of the change will be done using the IoT. The world will be very connected, sensors will be able to access data that most of us did not even know existed. More data also means more problems. Enormous amounts of data will be generated and distributed by the future's IoT devices, and this data needs to be analyzed and stored efficiently using Big data Principles. Fog computing is a development of Cloud technology that is suggested as a solution to many of the problems IoT suffer from. Are traditional storage and analysis tools sufficient for the huge volume of data that will be produced or are new technologies needed to support development?

    This study will try to answer the question: "What problems and opportunities does the development of Fog computing in passenger cars have for consumers?" The question is answered by a systematic literature study. The objective of the systematic literature study is to identify and interpret previous literature and research. Analysis of the material has been done by using open coding where coding has been used to sort and categorize data. Results show that technologies like IoT, Big data and Fog computing are very integrated in each other. In the future vehicles there will be a lot of IoT devices that produce huge amounts of data. Fog computing will be an effective solution for managing the amount of data from IoT devices with a low latency. The possibilities will create new applications and systems that help improve traffic safety, the environment and information about the car's state and condition. There are several risks and problems that need to be resolved before a full-scale version can be used, such as data authentication, user integrity, and deciding on the most efficient mobility model.

  • 11.
    Ahlgren, Johan
    University of Skövde, School of Informatics.
    SPELARENS IDENTIFIKATION I FÖRHÅLLANDE TILL SPELARKARAKTÄRENS BAKGRUND I VÄSTERLÄNDSKA ROLLSPEL: En kvalitativ studie2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Studien i denna rapport undersöker huruvida en spelares identifikation med sin spelarkaraktär i ett spel påverkas av att spelaren har möjlighet att utforma sin karaktärs bakgrundshistoria.

    Studien innefattar en kvalitativ undersökning och fokuserar på västerländska RPG-spel. Frågan undersöks genom att en grupp av erfarna RPG-spelare observeras och intervjuas i samband med att de spelar igenom en kort artefakt.

    Resultatet av undersökningen visar på att genom att ge spelaren val kring spelarkaraktärens bakgrund ökar chansen för spelaren att uppnå en hög grad av identifikation med sin spelarkaraktär, då denne kan välja karaktärsdrag som uppfyller spelarens egna kriterier.

  • 12.
    Ahlgren Löfvendahl, Roy
    University of Skövde, School of Informatics.
    Skicklighet i förhållande till målsättning och spelares motivation till att fuska2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I det här arbetet ställs prestationsmål mot skicklighetsmål för att hitta motivationer kring fuskande i kompetitiva dataspel. För att definiera fusk så förklaras många aspekter av spel som ofta används för fuskande. Från brytande av regler satta av utvecklare, turneringar, eller andra involverade grupper, till ambiguös utnyttjning av buggar och glitchar.

    För att undersöka motiveringar till fuskande antas det att om skicklighetsnivån hos en spelare inte når upp till skicklighetskravet i ett spel så ökar chansen för fusk. En 1 mot 1 spelare mod till spelet Starcraft 2 skapades, där 2 testare ställs inför en duell. Under matchen så får den förlorande spelaren valet av att fuska, därefter intervjuas alla testare i par och de får reflektera och motivera.

    De flesta var emot fuskande, men många valde ändå att fuska i artefakten. Konceptet med prestationsmål och skicklighetsmål kan vidareutvecklas och testas på fler sätt än i detta arbete, vilket uppmuntras.

  • 13.
    Ahlm, Andreas
    University of Skövde, School of Informatics.
    Att skriva musik för filmtrailers respektive speltrailers: Inom genren action2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 14.
    Ahlrik, Johan
    University of Skövde, School of Informatics.
    Ett holistiskt Business Intelligence för användning i Verksamhetsutveckling2015Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    Världen förändras. Alla kan kommunicera med alla och kunskap är lättillgänglig. Idag kan vi skicka data mellan varandra med mobiltelefoner utan några direkta geografiska begränsningar och med hastigheter i nivå med vad en vanlig dator gjorde internt mellan processorn och internminnet 1984. Informations- och kommunikations-teknologin har skapat nya förutsättningar för företag att göra affärer samtidigt som den behövs för överlevnad med dagens snabba samhälleliga förändringar.

    Personalen beskrivs ofta som företagets viktigaste tillgång. Verksamhetens prestation beror mycket på deras engagemang och möjligheter att utföra sina arbetsuppgifter. Samtidigt är det även de som kan sina egna arbetsuppgifter bäst och har mycket kunskap kring hur de kan förbättras. Däremot är det inte så lätt att få fram dessa kunskaper, och som en f.d. koncernchef för Siemens sagt om problematiken: ”Om Siemens visste allt det som Siemens vet skulle vi inte ha några problem”.

    Den här studien ska utreda hur mobila teknologier kan användas för att ta till vara på personalens inneboende kunskaper på ett systematiskt sätt för att användas med Business Intelligence. Detta för att skapa möjligheter till anpassningsbara och lärande organisationer samt ge förutsättningar för innovativa organisationsstrukturer och affärsmodeller.

    De slutsatser som dras är att om bara företaget förstår relevansen i att anpassa sig, värdet i personalens inneboende kunskaper samt att de är beredda att ta initiativet, finns det stora möjligheter till att skaffa sig insikter kring sin egen verksamhet vilka kan användas för ständiga förbättringar.

    Nyckelord: Business Intelligence, Verksamhetsutveckling, Verksamhetsprestation

  • 15.
    Ahlström, Robin
    University of Skövde, School of Informatics.
    Stereotypa skräckantagonister: En jämförande undersökning2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 16.
    Ahmed, Karuan
    University of Skövde, School of Informatics.
    Grafiska designens påverkan på tilliten hos högskolestudenter gällande trovärdigheten för nyheter på en webbplats2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study is a comparison with previous studies on how the graphic design on a news site influences students’ trust in the website and influences the articles credibility from the perspective of the students. The studie was conducted on the basis of two methods, qualitative and quantitative method. Data collection was conducted through use of questionnaries and interviews. The purpose of this studie is to gain an understanding of the factors that affect the trust of news websites and if there are similarities between this study and previous studies. 

  • 17.
    Ajuzie, Peter
    University of Skövde, School of Informatics.
    Utilization of information and communication technology and educational games in senior secondary schools in Owerri, Imo state Nigeria: Challenges and prospects2016Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Use of information and communication technology in formal education settings is a fundamental issue in management of education across the globe. But in Africa the issues takes a different turn as it regards to how to apply and utilize technology in education. Facility and technology experts have been on debate across board as the literature implies. Thus, understanding the digital native factors behind individuals’ application and utilization is central to the development of ICT in Nigeria and Africa in general. The main goal of this thesis was to explore factors influencing effective utilization of computer and ICT (Computer laboratories) in the secondary school level. However, in the literature the thesis identify issues affecting utilization of computer and ICT facilities in Sub-Sahara Africa (SSA), Nigeria and secondary schools (SS). The thesis proposed the use of educational games to drive the concept of utilization of computer and ICT facilities in the educational sector. In addition to the main goal of the thesis, use of computer and ICT facilities in secondary schools are explored alongside teachers and students interest in educational games. Qualitative interviews and a questionnaire survey were used in conduct of the study. Thematic and descriptive analysis was used to analyze the qualitative and quantitative data respectively.

    The results indicate that computer and ICT facilities (Computer laboratories) were poorly utilized by teachers and students due to lack of funds, poor infrastructure and technology knowledge. The results also demonstrate that teachers and students have knowledge about educational games and are willing to apply it in teaching and learning. But the issues of application of educational games into the mainstream could be hindered by Government curriculum policy and infrastructural facilities. The study indicates the relevance of applying educational games in secondary schools to reduce the level of digital divide among graduates. This thesis further argues that the inclusion of educational games would encourage teachers and students to effectively utilization of computer and ICT Facilities (Computer laboratory).

  • 18.
    Al Mamun, Abdullah
    et al.
    Division of Software Engineering Chalmers University of Technology and University of Gothenburg, Gothenburg, Sweden.
    Berger, Christian
    Division of Software Engineering Chalmers University of Technology and University of Gothenburg, Gothenburg, Sweden.
    Hansson, Jörgen
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Explicating, Understanding and Managing Technical Debt from Self-Driving Miniature Car Projects2014In: Proceedings 2014 6th IEEE International Workshop on Managing Technical Debt: MTD 2014, Los Alamitos, CA: IEEE Computer Society, 2014, p. 11-18Conference paper (Refereed)
    Abstract [en]

    Technical debt refers to various weaknesses in the design or implementation of a system resulting from trade-offs during software development usually for a quick release. Accumulating such debt over time without reducing it can seriously hamper the reusability and maintainability of the software. The aim of this study is to understand the state of the technical debt in the development of self-driving miniature cars so that proper actions can be planned to reduce the debt to have more reusable and maintainable software. A case study on a selected feature from two self-driving miniature car development projects is performed to assess the technical debt. Additionally, an interview study is conducted involving the developers to relate the findings of the case study with the possible root causes. The result of the study indicates that "the lack of knowledge" is not the primary reason for the accumulation of technical debt from the selected code smells. The root causes are rather in factors like time pressure followed by issues related to software/hardware integration and incomplete refactoring as well as reuse of legacy, third party, or open source code.

  • 19.
    Al Mamun, Md Abdullah
    et al.
    Department of Computer Science and Engineering, Chalmers / University of Gothenburg, Sweden.
    Berger, Christian
    Department of Computer Science and Engineering, Chalmers / University of Gothenburg, Sweden.
    Hansson, Jörgen
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Effects of measurements on correlations of software code metrics2019In: Journal of Empirical Software Engineering, ISSN 1382-3256, E-ISSN 1573-7616, Vol. 24, no 4, p. 2764-2818Article in journal (Refereed)
    Abstract [en]

    Context

    Software metrics play a significant role in many areas in the life-cycle of software including forecasting defects and foretelling stories regarding maintenance, cost, etc. through predictive analysis. Many studies have found code metrics correlated to each other at such a high level that such correlated code metrics are considered redundant, which implies it is enough to keep track of a single metric from a list of highly correlated metrics.

    Objective

    Software is developed incrementally over a period. Traditionally, code metrics are measured cumulatively as cumulative sum or running sum. When a code metric is measured based on the values from individual revisions or commits without consolidating values from past revisions, indicating the natural development of software, this study identifies such a type of measure as organic. Density and average are two other ways of measuring metrics. This empirical study focuses on whether measurement types influence correlations of code metrics.

    Method

    To investigate the objective, this empirical study has collected 24 code metrics classified into four categories, according to the measurement types of the metrics, from 11,874 software revisions (i.e., commits) of 21 open source projects from eight well-known organizations. Kendall’s τ -B is used for computing correlations. To determine whether there is a significant difference between cumulative and organic metrics, Mann-Whitney U test, Wilcoxon signed rank test, and paired-samples sign test are performed.

    Results

    The cumulative metrics are found to be highly correlated to each other with an average coefficient of 0.79. For corresponding organic metrics, it is 0.49. When individual correlation coefficients between these two measure types are compared, correlations between organic metrics are found to be significantly lower (with p <0.01) than cumulative metrics. Our results indicate that the cumulative nature of metrics makes them highly correlated, implying cumulative measurement is a major source of collinearity between cumulative metrics. Another interesting observation is that correlations between metrics from different categories are weak.

    Conclusions

    Results of this study reveal that measurement types may have a significant impact on the correlations of code metrics and that transforming metrics into a different type can give us metrics with low collinearity. These findings provide us a simple understanding how feature transformation to a different measurement type can produce new non-collinear input features for predictive models.

  • 20.
    Alam, Kashan
    University of Skövde, School of Informatics.
    IT-stöd för Migrationsverket: En studie om nyttjande av beslutsstödssystem vid placeringen av ensamkommande flyktingbarn2016Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    Sverige har de senaste åren konfronterats med ett ökat mottagande av ensamkommande flyktingbarn. Vid situationer som denna är det viktigt för myndigheter att fatta rättvisa beslut med rätt beslutsstödsystem.

    Denna studie inriktar sig på en undersökning hos Migrationsverket samt två kommuner där forskningsfrågan som tillämpades var ”Hur används beslutsstödsystem vad gäller placering av ensamkommandebarn i kommuner?”. Metoden som användes var kvalitativ data erhölls genom litteratursökning samt intervjuer. Studien har pågående under flera faser tillämpat Zachmans ramverk som ett hjälpmedel för att analysera erhållen data samt för att skapa intervjufrågor och genomföra intervjuer. En beslutsmodell och Zachmans ramverk har applicerats på respondenternas svar för att kartlägga respondenterna enligt modellerna. Resultatet har varit en önskan av en ökad effektivitet vad gäller beslutsfattande för kommuner och mottagandet av denna information från Migrationsverket. Idag uppfattar kommunerna sina beslutprocesser som manuella. Utifrån ett Business Intelligence (BI) perspektiv är slutsatsen av denna studie att Migrationsverket samt kommunerna behöver tillämpa ett dynamiskt samspel vad gäller beslutsfattande, integrering, mottagande av information och hantering av denna information för att fatta beslut.

    Denna studie kan användas som grund för framtida forskning där syftet är att applicera Business Intelligence (BI) behov i en verksamhet genom en tillämpning av Zachmans ramverk.

  • 21.
    Albihn, Hampus
    University of Skövde, School of Informatics.
    Steg mot Informationsvisualisering med Augmented Reality2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Som en del av forskningsprojektet Young Operator 2020 så syftar den här studien till att vara ett första steg mot en produkt, som med hjälp av av tekniken augmented reality ska vara en del av framtidens tillverkningsindustri. Studien utgår från kognitionsvetenskap och människa-datorinteraktion för att ha användaren och användarens interaktion med prototypen i fokus. Eftersom olika typer av användare kan behöva olika saker av ett system, kommer den här studien också att utgå från teorier om kompetensnivåer. Ett system som är användbart för exempelvis en novis behöver inte nödvändigtvis vara användbart för en expert. En prototyp har skapats som en del av ett annat projekt och den utgår från det arbetssätt som operatörer på Volvo GTO i Skövde har idag. Prototypen använder sig av augmented reality för att visualisera instruktioner. Det är tänkt att prototypen bland annat ska hjälpa noviser att närma sig expertanvändare. Ett kompetitivt användbarhetstest har gjorts där prototypen jämförts med nuvarande system på Volvo GTO. Resultatet av studien visar att prototypen i dagsläget inte kan anses vara användbar. Flera rekommendationer har dock presenterats som ett bidrag till vidareutveckling av prototypen.

  • 22.
    Alcantud, Jose Carlos R.
    et al.
    BORDA Research Unit and Multidisciplinary Institute of Enterprise (IME), University of Salamanca, Salamanca, Spain.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Decomposition theorems and extension principles for hesitant fuzzy sets2018In: Information Fusion, ISSN 1566-2535, E-ISSN 1872-6305, Vol. 41, p. 48-56Article in journal (Refereed)
    Abstract [en]

    We prove a decomposition theorem for hesitant fuzzy sets, which states that every typical hesitant fuzzy set on a set can be represented by a well-structured family of fuzzy sets on that set. This decomposition is expressed by the novel concept of hesitant fuzzy set associated with a family of hesitant fuzzy sets, in terms of newly defined families of their cuts. Our result supposes the first representation theorem of hesitant fuzzy sets in the literature. Other related representation results are proven. We also define two novel extension principles that extend crisp functions to functions that map hesitant fuzzy sets into hesitant fuzzy sets.

  • 23.
    Alenius, Jonas
    University of Skövde, School of Informatics.
    Artificiella växtbaserade ekosystem i dataspel för lärande: Realism & effektivitet2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Procedurell generering innebär att innehåll genereras automatiskt istället för att skapas för hand. En form av procedurell generering är att inte bara generera innehåll en gång, utan även fortsätta uppdatera innehållet allteftersom tiden går. Ett intressant användningsområde för detta är artificiella ekosystem, där växtligheten hela tiden uppdateras dynamiskt baserat på förhållandena i världen. Detta kan skapa mer variation och dynamik i dataspelsvärldar men kan också användas för att skapa spel med fokus på ekosystemet, exempelvis med ett pedagogiskt syfte. Målet med detta arbete är därför att utveckla en modell för simulering av artificiella ekosystem i dataspel, där systemet uppdateras dynamiskt. Arbetet utvärderas genom mätning av modellens tids- och minneseffektivitet, samt en diskussion kring vilken nivå av realism den uppehåller.

    Utvärderingen visar att modellen kan behöva anpassas till lokala behov, men att den ur ett generellt perspektiv anses vara rimlig som grund för ett artificiellt ekosystem i ett dataspel.

  • 24.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Andreasson, Rebecca
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Visual Information & Interaction. Uppsala University, Uppsala, Sweden.
    Billing, Erik A.
    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.
    Lowe, Robert
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    User Experience of Conveying Emotions by Touch2017In: Proceedings of the 26th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN), IEEE, 2017, p. 1240-1247Conference paper (Refereed)
    Abstract [en]

    In the present study, 64 users were asked to convey eight distinct emotion to a humanoid Nao robot via touch, and were then asked to evaluate their experiences of performing that task. Large differences between emotions were revealed. Users perceived conveying of positive/pro-social emotions as significantly easier than negative emotions, with love and disgust as the two extremes. When asked whether they would act differently towards a human, compared to the robot, the users’ replies varied. A content analysis of interviews revealed a generally positive user experience (UX) while interacting with the robot, but users also found the task challenging in several ways. Three major themes with impact on the UX emerged; responsiveness, robustness, and trickiness. The results are discussed in relation to a study of human-human affective tactile interaction, with implications for human-robot interaction (HRI) and design of social and affective robotics in particular. 

  • 25.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Andreasson, Rebecca
    Department of Information Technology, Uppsala University.
    Lowe, Robert
    Department of Applied IT, University of Gothenburg.
    Billing, Erik
    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.
    Conveying Emotions by Touch to the Nao Robot: A User Experience Perspective2018In: Multimodal Technologies and Interaction, ISSN 2414-4088, Vol. 2, no 4, article id 82Article in journal (Refereed)
    Abstract [en]

    Social robots are expected gradually to be used by more and more people in a widerrange of settings, domestic as well as professional. As a consequence, the features and qualityrequirements on human–robot interaction will increase, comprising possibilities to communicateemotions, establishing a positive user experience, e.g., using touch. In this paper, the focus is ondepicting how humans, as the users of robots, experience tactile emotional communication with theNao Robot, as well as identifying aspects affecting the experience and touch behavior. A qualitativeinvestigation was conducted as part of a larger experiment. The major findings consist of 15 differentaspects that vary along one or more dimensions and how those influence the four dimensions ofuser experience that are present in the study, as well as the different parts of touch behavior ofconveying emotions.

  • 26.
    Alenljung, Beatrice
    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.
    User Experience of Socially Interactive Robots: Its Role and Relevance2015In: Handbook of Research on Synthesizing Human Emotion in Intelligent Systems and Robotics / [ed] Jordi Vallverdú, Hershey, Pennsylvania, USA: IGI Global, 2015, p. 352-364Chapter in book (Refereed)
    Abstract [en]

    Socially interactive robots are expected to have an increasing importance in everyday life for a growing number of people, but negative user experience (UX) can entail reluctance to use robots. Positive user experience underpins proliferation of socially interactive robots. Therefore, it is essential for robot developers to put serious efforts to attain social robots that the users experience as positive. In current human-robot interaction (HRI) research, user experience is reckoned to be important and is used as an argument for stating that something is positive. However, the notion of user experience is noticeably often taken for granted and is neither described nor problematized. By recognizing the complexity of user experience the intended contributions can be even more valuable. Another trend in HRI research is to focus on user experience evaluation and examination of user experience. The current research paths of user experience of socially interactive robots are not enough. This chapter suggests that additional research directions are needed in order accomplish long-term, wide-spread success of socially interactive robots.

  • 27.
    Alenljung, Beatrice
    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.
    Andreasson, Rebecca
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Visual Information & Interaction. Uppsala University, Uppsala, Sweden.
    Ziemke, Tom
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Computer & Information Science, Linköping University, Linköping, Sweden.
    User Experience in Social Human-Robot Interaction2017In: International Journal of Ambient Computing and Intelligence (IJACI), ISSN 1941-6237, E-ISSN 1941-6245, Vol. 8, no 2, p. 12-31Article in journal (Refereed)
    Abstract [en]

    Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people’s lives, it is of major importance to stressthe need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role and relevance of UX related to socially interactive robots are identified, and three challenges related to its evaluation are also presented. It is argued that current research efforts and directions are not sufficient in HRI research, and that future research needs to further address interdisciplinary research in order to achieve long-term success of socially interactive robots.

  • 28.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Maurin Söderholm, Hanna
    Högskolan i Borås.
    Designing Simulation-Based Training for Prehospital Emergency Care: Participation from a Participants Perspective2015In: Human-Computer Interaction: Designing and Evaluation: 17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part I / [ed] Masaaki Kurosu, Springer Berlin/Heidelberg, 2015, Vol. 9169, p. 297-306Conference paper (Refereed)
    Abstract [en]

    Simulation-based training for prehospital emergency care is characterized by high degrees of complexity. Thorough knowledge of both the work and the setting is crucial and it is therefore important to involve both end-users and other stakeholders during the whole design process. This paper investigates a design process by focusing on how project participants experience the work process and participation of a multi-disciplinary, research-practitioner design team. This case study focuses on the work within a development project of a new prehospital emergency training facility. Open-ended interviews were conducted with the project participants halfway through the project. Strikingly, the results show that while there are problems and tensions that potentially could overturn the project, all participants express strong satisfaction with their participation in the project. This implies that the accumulated positive experiences are so strong that they overshadow tensions and problems that under other circumstances could have caused a project breakdown.

  • 29.
    Alfred, Ekroth
    University of Skövde, School of Informatics.
    Outsourcing: Uppmärksamma risker med outsourcing på småföretag2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    IT-outsourcing blir bara mer vanligt och därmed blir det även mer nödvändigt att uppmärksamma de risker som kan uppstå i samband med outsourcing. Denna studie identifierar olika risker med IT-outsourcing och applicerar dessa i en kvalitativ undersökningsform för att ta reda på riskmedvetenheten hos småföretag i Göteborg. Studien har påvisat att det inte finns några genomträngande drag gällande om småföretag har bra eller dålig riskmedvetenhet. Det studien har påvisat är att det är väldigt blandat och att företagen i många fall är väldigt spridda kring vetskap av de olika riskerna som behandlas i denna studie. Denna studie bidrar även med en lista med punkter som är viktiga att tänka på vid IT-outsourcing och denna lista baseras på vad som framträdde som bristande hos vissa företag vid deras riskmedvetenhet.

  • 30.
    Algervik, Sara
    University of Skövde, School of Informatics.
    Onlinemöte- en kvalitativ studie av finansiell personlig rådgivning med delad skärm.2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I enlighet med den trend som råder inom den tekniska utvecklingen i samhället i stort, introduceras nu ett sätt för bankers kunder att ha personliga rådgivningsmöten via Internet. Tidigare har sådana möten skett ansikte mot ansikte på det bankkontor som kunden tillhör. Det finns en rad fördelar med att tjänster sker online som exempelvis tideffektivitet, geografiskt oberoende och mer flexibelt i allmänhet. Den här kvalitativa studien handlar om en underökning kring hur personliga (finansiella) rådgivare upplever att arbeta med den här typen utav möten, närmare bestämt vilka faktorer som de anser viktiga när möten som skett ansikte mot ansikte kan komma att ske online. Studien innefattar ett induktivt tillvägagångssätt i syfte att ta reda på dessa faktorer samt att granska dem utifrån ramverket datorstött samarbete och synsättet kroppsbaserad kognition. Datainsamlingstekniker som användes var semistrukturerade intervjuer och litteraturstudier inom kognitionsvetenskaplig litteratur innefattande forskning inom människa-datorinteraktion, MDI (Patton, 2002). I rapporten redovisas även tillvägagångssättet i analysen samt det färdiga resultaten med slutsatser och diskussion. Analysarbetet genom kodning av insamlad data mynnade ut i fem kategorier som handlar om tidseffektivitet, åldersaspekten gällande användning av ny teknik, onlinemöte som komplement i det vanliga arbetet, vikten av fungerande teknik, samt kroppsspråket och ögonkontakten som en avgörande del i förståelsen av signaler i den sociala interaktionen mellan kund och rådgivare.

  • 31.
    AL-Haddad, Sadaf
    University of Skövde, School of Informatics.
    Visualisering: Vad anser användare vara en användarvänlig dashboard?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Developers have a tendency to deliver meaningless dashboards to users from different organizations. A dashboard is a visual display that presents the important information on one single screen, for users to make decisions. As it is with the help of dashboards that decisions are to be made, the design is as important as the data is right. Most of the time the developer only throws something up on a dashboard and visualize according to his own experience and feelings, which may cause users not to attempt to work with the dashboard. With a user-friendly dashboard, it becomes easier for the user to make decisions and also becomes more grateful.  2  The results of this study is that there are important areas that developers should focus on in order to be able to achieve a user-friendly dashboard. The study has only focused on user-friendly based on the design principles. Based on the focus areas that have been developed, points have also been established based on what all users themselves have said and share in common. The developed focus areas are the placement of information, colours and choice of graphs. The study´s results make a clear difference from what previous literature has said and what users have in common with the literature.  

  • 32.
    Ali, Muzdalifa
    University of Skövde, School of Informatics.
    Using dynamic programming and unsupervised learning to optimize material flow in assembly line  supermarket: A case study of Volvo Powertrain at Skövde2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Replenishment is an important process in automotive industries. It is the process by which parts required at assembly lines are stored and organized in assembly lines supermarket. Over many years replenishment have been done with the aim of positively impacting the varying demand frequency of articles in multi flows mixed-model assembly lines (MMALs) operating in just-in-time (JIT) fashion. However, a series of successive replenishment actions have negative impacts on the number of reallocation movements of parts within volume flows of supermarkets especially within a context of multi-flows supermarkets (MFSs). The cost of movements of parts within the supermarket has not been taken into consideration in previous replenishment methods. This is a significant problem since both un-optimized reallocation movements, and articles misplacement resolutions lead to production halts which cost assembly plants valuable time and money. Therefore, this research study proposes a replenishment method that optimizes flow of material within multi-flow assembly lines supermarkets and hence reduces the cost due to reallocation movement of multi-flow assembly lines supermarkets. The proposed method has been evaluated in the context of Volvo automobile engine assembly plant in Skövde. The proposed replenishment method has been evaluated by conducting an experiment using real-world data for the assembly plant in context. Performance metrics such as accuracy, F1-score, precision, sensitivity, and specificity were used to demonstrate the utility and validity of the proposed method. The evaluation results showed that the proposed method for optimizing material flow in supermarkets performed better than the existing method. In addition to utility, the proposed method provides contribution to knowledge by providing means for the industry to adopt replenishment method that takes into consideration the cost of reallocation movements of the parts within the supermarket. 

  • 33.
    Aliahmadipour, Laya
    et al.
    Faculty of Mathematics and Computer, Department of Mathematics, Shahid Bahonar University of Kerman, Kerman, Iran.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Eslami, Esfandiar
    Faculty of Mathematics and Computer, Department of Mathematics, Shahid Bahonar University of Kerman, Kerman, Iran.
    On Hesitant Fuzzy Clustering and Clustering of Hesitant Fuzzy Data2017In: Fuzzy sets, rough sets, multisets and clustering: Part I / [ed] Vicenç Torra, Anders Dahlbom & Yasuo Narukawa, Springer, 2017, p. 157-168Chapter in book (Refereed)
    Abstract [en]

    Since the notion of hesitant fuzzy set was introduced, some clustering algorithms have been proposed to cluster hesitant fuzzy data. Beside of hesitation in data, there is some hesitation in the clustering (classification) of a crisp data set. This hesitation may be arise in the selection process of a suitable clustering (classification) algorithm and initial parametrization of a clustering (classification) algorithm. Hesitant fuzzy set theory is a suitable tool to deal with this kind of problems. In this study, we introduce two different points of view to apply hesitant fuzzy sets in the data mining tasks, specially in the clustering algorithms.

  • 34.
    Aliahmadipour, Laya
    et al.
    Department of Applied Mathematics, Faculty of Mathematics and Computer, Shahid Bahonar University of Kerman, Kerman, Iran.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Eslami, Esfandiar
    Department of Pure Mathematics, Faculty of Mathematics and Computer, Shahid Bahonar University of Kerman, Kerman, Iran.
    Eftekhari, Mahdi
    Department of Computer Engineering, Faculty of Engineering, Shahid Bahonar University of Kerman, Kerman, Iran.
    A definition for hesitant fuzzy partitions2016In: International Journal of Computational Intelligence Systems, ISSN 1875-6891, E-ISSN 1875-6883, Vol. 9, no 3, p. 497-505Article in journal (Refereed)
    Abstract [en]

    In this paper, we define hesitant fuzzy partitions (H-fuzzy partitions) to consider the results of standard fuzzy clustering family (e.g. fuzzy c-means and intuitionistic fuzzy c-means). We define a method to construct H-fuzzy partitions from a set of fuzzy clusters obtained from several executions of fuzzy clustering algorithms with various initialization of their parameters. Our purpose is to consider some local optimal solutions to find a global optimal solution also letting the user to consider various reliable membership values and cluster centers to evaluate her/his problem using different cluster validity indices.

  • 35.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Facilitation matters: A framework for instructor-led serious gaming2014Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning and training, cannot fully replace the instructors' tasks, but must rather be designed to facilitate the various activities of the instructors. Thus, instructors form an important target audience in serious game development – not just as subject matter experts, but also as users and players of the game – with a different set of needs than the learners. Moreover, serious gaming (the actualisation of a serious game) involves more than in-game activities, it also involves actions and events that occur off-game. These activities must also be considered when designing and utilising games for learning and training.

    Using a qualitative approach, instructor-led serious gaming has been explored from a range of contexts, from rehabilitation to incident commander training and military training. Several different instructor roles have been identified and characterised, including in-game facilitator, puckster, debriefer, technical support and subject matter expert. Based on empirical and theoretical material, a framework for instructor-led serious gaming has been developed. It involves best practices in different phases of game-based training, such as scenario authoring, coaching-by-gaming, assessing in-game and off-game performance, giving feedback, and conducting a debriefing or after-action review. Furthermore, specific needs and challenges for instructors have been identified and reformulated into guidelines for instructor-led serious gaming. The guidelines highlight the importance of usability and visualisation, as well as the need for carefully designed support tools for instructors' situation awareness, assessment and debriefing. Lastly, a number of success factors pertaining to both the development and actualisation of serious games are presented. Since serious games aim to be both productive and engaging, it is advantageous to work with interdisciplinary teams when developing serious games. This includes subject matter experts well versed in serious gaming practices. Furthermore, a successful serious game should adhere to sound pedagogical theories, be easy to use and maintain, and include system support for instructors' tasks. Successful serious gaming practices also involve having an organisational culture that fosters knowledge sharing among practitioners.

  • 36.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The active instructor: Benefits and barriers to instructor-led serious gaming2015In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications, IEEE conference proceedings, 2015, p. 8-15Conference paper (Refereed)
    Abstract [en]

    While there is a wealth of studies on the subject of serious games, the same cannot be said on the issue of teaching with games, especially in game-based learning settings with adult learners. Over the years, most research in this area has been focused on the ‘active substance(s)’ of games for learning, focusing mainly on characteristics of games, but often failing to take the whole context of game-based learning into consideration, such as the role(s) of the teacher. However, the past two or three years has seen a shift in focus from merely the game as an isolated artefact, to also include more discussions on how games can successfully be integrated into an educational setting, as well as challenges as pitfalls of which instructors need to be aware. This paper aims to outline the contemporary research on instructor-led serious gaming and its implications for the design of serious gaming environments.

  • 37.
    Almer, Johan
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Att bli själsligt alfabetiserad: Ingmar Bergmans Scener ur ett äktenskap som en väg till självkännedom (Bergmans berättelser)2018In: TijdSchrift voor Skandinavistiek, ISSN 0168-2148, E-ISSN 1875-9505, Vol. 36, no 2, p. 92-98Article in journal (Refereed)
    Abstract [en]

    Scenes from a Marriage (1973) marked a breakthrough for Ingmar Bergman (1918-2007), reaching awide audience both nationally and internationally. Scenes from a Marriage is also Bergman's first television series and today his most performed play in theatre around the world. Productions of Scenes from a Marriage in different media, such as television series, feature films, a book and in the theatre,has made it Bergman's most widespread work. Scenes from a Marriage was also of great importance to many individuals, influencing them to make crucial changes in their lives and relationships. Bergman's story of the marriage of two people, a marriage in crisis, divorce and reconciliation has obviously something to say to many of us who have watched, listened to, or read the story. What then does it tell us, and in what way is the story told? This question is addressed in an analysis of the work's composition,with particular emphasis on narrative techniques, motifs and the underlying theme, based on the Swedish book version. The six scenes in the book all take a dramatic form and present the same basic literary motif in different ways: a relationship based on love between two people in a very difficult situation.This motif, in turn, unfolds within the overall theme of the work: the human search for truth. This transforms the scenes into something more than just a story about a marriage crisis, becoming a story about two people's search for meaning in life. This aspect of the story is perhaps the main reason why Bergman's Scenes from a Marriage has reached out and touched so many people and still does. There is also a critical dimension to the search for truth, questioning the conventions and traditions of marriage and society. This analysis is the first in a series of analyses of Ingmar Bergman's written works.

  • 38.
    Almer, Johan
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Att sätta döden ur spel: En analys av Tomas Tranströmers dikt "Medeltida motiv"2018In: Samlaren: tidskrift för svensk litteraturvetenskaplig forskning, ISSN 0348-6133, E-ISSN 2002-3871, Vol. 139, no -, p. 162-177, article id -Article in journal (Refereed)
    Abstract [en]

    To knock Death out of the Game. An analysis of Tomas Tranströmer’s poem “Medieval motif ”

    The Swedish poet Tomas Tranströmer’s (1931–2015) poem “Medieval Motif ”, from For Living and Dead (1989), takes its visual point of departure in the motif “Man who plays chess with Death about his life”. A motif also found in medieval visual arts (Albertus Pictor, 1440–1509) and in modern film art (Ingmar Bergman, 1918–2007). In both Pictors painting, ”The Game of Chess with Death” (around 1480), and Bergman’s film The Seventh Seal (1957), Death knocks man out of the game by checkmate. In Tranströmer’s poem, however, things turn out somewhat differently. In “Medieval Motif ” there is unique word in Swedish poetry, “frisörsaxklippande” (“barber-scissor-like clipping”), as a determination for a sound. The analysis of the poem tries to answer a number of questions: What is this sound exactly? Why does the sound occur in a poem about a motif from the Middle Ages? What function does the sound have for the poem as an artistic whole? The “Medieval motif ”, which besides the title consists of two Sapphic stanzas, is the subject of an in-depth motif analysis and of a composition analysis. In summary, the analysis shows that the “Medieval motif ” forms an epiphany where the motif of Vanitas contributes to the understanding of the moment of togetherness as time and space cease to exist, and a previously hidden truth is revealed. As a part of that truth, Death is knocked out of the game.

  • 39.
    Almlöf, Linnea
    et al.
    University of Skövde, School of Informatics.
    Jalonen, Matilda
    University of Skövde, School of Informatics.
    En episk kombo av teater och spel: Underhållning och immersion i spel utformade efter episka teaterprinciper2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Some scientists claim that there's a connection between entertainment and immersion. The epic theatre wanted to distance the audience but at the same time encourage them to reflect and be entertained. The study intended to examine how entertaining and immersive the participants experienced a game designed after epic theatre principles. After playing such a game, the participants either answered a questionnaire or took part in an interview. In general, they experienced high or mid-high immersion and entertainment. However, there were large differences between different individuals. The experience might have been affected by an interest in the theme or similar games. Immersion and entertainment share some components that seem to make the concepts difficult to separate in practice. There's a value in further research to understand immersion, entertainment and reflection better, and also how these affect each other. This might lead to more critical thinking and knowledge amongst the population. 

  • 40.
    Almqvist, Olof
    University of Skövde, School of Informatics.
    A comparative study between algorithms for time series forecasting on customer prediction: An investigation into the performance of ARIMA, RNN, LSTM, TCN and HMM2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Time series prediction is one of the main areas of statistics and machine learning. In 2018 the two new algorithms higher order hidden Markov model and temporal convolutional network were proposed and emerged as challengers to the more traditional recurrent neural network and long-short term memory network as well as the autoregressive integrated moving average (ARIMA).

    In this study most major algorithms together with recent innovations for time series forecasting is trained and evaluated on two datasets from the theme park industry with the aim of predicting future number of visitors. To develop models, Python libraries Keras and Statsmodels were used.

    Results from this thesis show that the neural network models are slightly better than ARIMA and the hidden Markov model, and that the temporal convolutional network do not perform significantly better than the recurrent or long-short term memory networks although having the lowest prediction error on one of the datasets. Interestingly, the Markov model performed worse than all neural network models even when using no independent variables.

  • 41.
    Almér, Alexander
    et al.
    Göteborgs Universitet, Institutionen för tillämpad informationsteknologi.
    Lowe, RobertUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Göteborgs universitet.Billing, ErikUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Proceedings of the 2016 Swecog conference2016Conference proceedings (editor) (Refereed)
  • 42.
    Alvarez Diaz, Maria Guadalupe
    University of Skövde, School of Informatics.
    Experiencing Play with Digital Heritage through Mobile AR Technology2016Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The present work is based on the research and design of a mobile AR experiment performed in the context of the emerging interdisciplinary fields of digital heritage and experience design. In an attempt to find a method to support the justification and discovery of elements that can influence the user towards the fulfilment of an objective in a heritage experience, my experimental research reveals that a combination of play moments including elements of embodiment and sensuousness in mobile AR are most suitable to convey a story. Determining suitable gameplay and game mechanics requires an appropriate setting and context for a user’s encounter with digital heritage. My research outlines a design methodology to reveal how the aesthetics of mobile AR technology can be designed to support critical user experiences through play and discovery.

  • 43.
    Alvarez Díaz, María Guadalupe
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Toftedahl, Marcus
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Svensson, Torbjörn
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The Mystery of Elin: Incorporating a City Cultural Program on History and Heritage into a Pervasive Game2014In: IE2014 Proceedings of the 2014 Conference on Interactive Entertainment / [ed] Karen Blackmore, Keith Nesbitt, Shamus P. Smith, ACM Digital Library, 2014, p. 1-10Conference paper (Refereed)
    Abstract [en]

    This paper reports on the use of mobile terminals in historical spaces to play an adventure game, using a location-based platform to awaken the fantasy and curiosity of children about cultural heritage; the design of a mystery game as the medium to convey content along with features shared by pervasive games, such as mobile exploration, team work, and the combination of virtual and real worlds. It includes the process of adapting history to storytelling and the results of using a method to evaluate the experience.

  • 44.
    Alvarez Díaz, María Guadalupe
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Wilhelmsson, Ulf
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Toftedahl, Marcus
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Your Answer Will Make an Impression: Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum2015In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Skövde: IEEE Computer Society, 2015, p. 1-4Conference paper (Refereed)
    Abstract [en]

    This paper presents the initial results from a project that aimed to collect visitor data at a traveling exhibition starting at the Regional Museum in Kristianstad, Sweden during 2014-2016. The project was intended also to contribute to the creation of an atmosphere “About time”, which was the subject of the exhibit. We built a system that was integrated as an interactable part of the exhibition by using elements of quiz game mechanics in combination with elements of data based tracking applications and elements of visual art installations. The data provides statistics which are used to visualize the current status of the visitors’ attitude toward specific questions about time, imprinting the visitors themselves an integral part of the exhibition. Visitors build a visual Game Ego when answering questions and at the same time provided statistical data that can be monitored and extracted from the system. The results show that we succeeded to some degree but more can be done towards incorporating game design elements to engage the user, such as feedback and challenge.

  • 45.
    Alves Fernandes, Carina
    University of Skövde, School of Informatics.
    Single-page applikation vs Multi-page applikation: En jämförelse av svarstider2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Hur presterar Single-page applikation och Multi-page applikation beroende på datamängden webbsidan består av?  Hur påverkas svarstiderna beroende om det är en MPA- eller en SPA-baserad webbsida. Dessa frågor är de som ligger i fokus för detta arbete. Empiriska mätningar tillämpades för att besvara de frågor. En webbsida skapades för skönhetssalongen Red Carpet i Skövde. Två olika versioner av webbsidan utvecklades, en SPA-baserad och en MPA-baserad. Skillnaden mellan de båda versionerna är enbart att ena är utvecklad som en SPA och den ena är utvecklad som en MPA.Därefter lades en varierande datamängd i form av bilder till på sidorna för att se hur datamängden påverkar webbapplikationernas svarstider. 

  • 46.
    Alves, Thiago
    University of Skövde, School of Informatics.
    Exploring Underrepresented Narratives: Social Anxiety in Games2018Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This research focuses on pushing forward the understanding of mental disorders portrayals in games, more specifically social anxiety, which still lies as a marginalized topic in this medium. In order to understand honest manifestations of social anxiety in games, the first step is to conduct a close reading of games made by people who suffer from this mental disorder. A collection of five indie games, all of autobiographical nature and featuring social anxiety as an important part of their text, was put together for this analysis. This was done embracing the need to address the representational complexity, in order to tap into such a nuanced and elusive topic as social anxiety, not to identify rights or wrongs, but to engage in a discussion of how experiences are represented in games by people directly affected by this mental disorder. Individual experiences also contribute to expand interpretations and to identify additional keys of social anxiety representation. This is done by reaching informants, people living with a comorbid mental illnesses or disorders, that face or had faced social anxiety, and assess their perspectives through an experiential workshop. This work intends to further explore the practice of game design as mediator of experiences, contributing to both deepen the knowledge of game design and explore nuances of individual experiences present in autobiographical games and how this relates to perspectives of other people living with social anxiety. By combining the games and informants perspectives it is possible to structure a debate about game design patterns based on the findings of the game analysis and further elaborated with the nuanced perceptions gathered from informants. The knowledge acquired through this work is a step towards understanding of how games can represent, in an honest and non-stereotypical way, mental disorders, starting with social anxiety and, hopefully, contribute to spark other studies to broaden the spectrum of how the complexity of adverse mental conditions can be more respectfully addressed in games.

  • 47.
    Amandusson, Daniel
    University of Skövde, School of Informatics.
    Perceptionen av ljud i en stadsmiljö: Kan det påverka uppfattningen av instruktioner?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete handlar om ifall perceptionen av ljud i stadsmiljöer kan påverka uppfattningen av instruktioner och minne. I den litterära bakgrunden presenteras vad ett ljud är, vad skillnaden är mellan Hi-fi och Lo-fi ljudlandskap samt en generell överblick om vad noise är och hur människans minne fungerar. Frågeställningen som undersöktes var om perceptionen av olika ljud i en stadsmiljö kan påverka uppfattningen av instruktioner. För att kunna svara på frågeställningen skapades tre olika ljudsekvenser, där två av sekvenserna innehåller ljuden som kan påverka instruktionerna och en är kontrollsekvensen för att se om instruktionerna är lätta att följa. Den urvalsgrupp som deltog fick lyssna och utföra olika instruktioner samt svara på kvalitativa frågor. Detta användes sedan för nå en slutsats. Vid ett framtida arbete och fördjupning av undersökningen kan det leda till att information och ljud i spel inte går förlorade i mängden av andra ljud, perspektivet av dem finns kvar.

  • 48.
    Amorim, Joni A.
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Yano, Edgar T.
    Department of Computer Science, Instituto Tecnologico de Aeronautica, São José dos Campos, Brazil.
    Åhlfeldt, Rose-Mharie
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Andler, Sten F.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Gustavsson, Per M.
    Combitech, SAAB Group, Skövde.
    Awareness and training: Identification of relevant security skills and competencies2014In: Engineering Education in a Technology-Dependent World: Book of Abstracts / [ed] Claudio da Rocha Brito, Melany M. Ciampi, Guimarães: INTERTECH , 2014, , p. 57p. 37-Conference paper (Refereed)
    Abstract [en]

    In order to identify needed skills and competencies for privacy and security, we propose a systematic process that maps privacy and security threats to related controls that are required to prevent, detect or remove such threats. This work suggests how to apply the process, while discussing how games and simulations can be used both to develop the desired behavior and to monitor the current competency level.

  • 49.
    Andersparr, Rasmus
    University of Skövde, School of Informatics.
    Musik i rollspel: Till vilken grad påverkar musik spelinlevelsen i ett pen and paper RPG?2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det här examensarbetet har haft som mål att undersöka till vilken grad musik påverkar spelinlevelsen i ett penna och papper RPG. Spelinlevelsen har delats upp i fyra olika nivåer för att lättare kunna se skillnader mellan spel med eller utan musik. En enkät användes för att mäta spelinlevelsen, denna är validerad och tagen ifrån en tidigare studie om spelinlevelse dock med vissa modifikationer gjorda. Studien jämförde två olika grupper som fick spela två 45 minuters sessioner av rollspelande, där ena gruppen hade musik och den andra inte. Resultatet ger indikationer på att musik kan vara en faktor för att ge högre spelinlevelse dock behövs mer data för att kunna definitivt ge ett svar.

  • 50.
    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?

1234567 1 - 50 of 1612
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • 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