Accident models and analysis methods affect what accident investigators look for, which contributory factors are found, and which recommendations are issued. This paper contrasts the Sequentially Timed Events Plotting (STEP) method and the Functional Resonance Analysis Method (FRAM) for accident analysis and modelling. The main issue addressed in this paper is the comparison of the established multi-linear method STEP with the new systemic method FRAM and which new insights the latter provides for accident analysis in comparison to the former established multi-linear method. Since STEP and FRAM are based on a different understandings of the nature of accidents, the comparison of the methods focuses on what we can learn from both methods, how, when, and why to apply them. The main finding is that STEP helps to illustrate what happened, involving which actors at what time, whereas FRAM illustrates the dynamic interactions within socio-technical systems and lets the analyst understand the how and why by describing non-linear dependencies, performance conditions, variability, and their resonance across functions.
In this study, the usability of smart phone application store app is evaluated. The study was performed on different smart phone operating systems. Data about usability was gathered through surveys and think aloud based experiment. Anova analysis was also performed on data to identify significant issues. A lot of smartphone users reported issues with installing, locating and searching about apps. Many users had issues with uninstalling of apps and navigating the search results when looking for apps. The smartphone operating system and the app store does not provide seamless navigation and alot of content is not tailored for smart phone users.
Objective: Usability inspection methods are a class of usability evaluation methods, applied by usability evaluators to assess usability related aspects of different user interfaces. Different usability inspection methods are proposed so far to evaluate user interfaces in a better way. This systematic literature review summarized different usability evaluation methods, with more focus on two widely used inspection methods. The review also summarized the problems with these two methods and probable proposed solution to cope with these problems.
Method: A systematic review method as described by Kitchenham [3] was followed to carry out this review. The identified problems in the review were structured in a form of questions. The search to find the relevant data that address the identified questions were conducted on the basis of planned search strategies. Papers were selected on the basis of inclusion and exclusion criteria in accordance with the quality checklist; followed by data extraction and synthesis strictly characterized by quality checklist, inclusion and exclusion criteria to attain better results.
Results and discussion: Despite of its advantages there still exists many weaknesses in Heuristic evaluation (HE) and Cognitive walk-through (CW) methods. Different studies have highlighted different factors that may influence the results. Those factors include number of evaluators, evaluator’s perception and experience, time, environment, cost, indigenous design, the way method applied and acquired software.
Conclusion: To get better evaluation results, it is best to use different techniques for usability evaluation of single software or optimize existing techniques.
Since the SweClarin project began in 2015 its resources in terms of data and tools have been used in many different projects including linguistics. A research area where they have been less employed is the study of names. In this paper I suggest that language technology and general corpora can be used to contribute to the sociological study of personal names and offer a few examples. As is fit for the occasioin I take Lars as the point of departure.
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As machine translation technology improves comparisons to human performance are often made in quite general and exaggerated terms. Thus, it is important to be able to account for differences accurately. This paper reports a simple, descriptive scheme for comparing translations and applies it to two translations of a British opinion article published in March, 2017. One is a human translation (HT) into Swedish, and the other a machine translation (MT). While the comparison is limited to one text, the results are indicative of current limitations in MT.
The paper reports experiences of automatically converting the dependency analysis of the LinES English-Swedish parallel treebank to universal dependencies (UD). The most tangible result is a version of the treebank that actually employs the relations and parts-of-speech categories required by UD, and no other. It is also more complete in that punctuation marks have received dependencies, which is not the case in the original version. We discuss our method in the light of problems that arise from the desire to keep the syntactic analyses of a parallel treebank internally consistent, while available monolingual UD treebanks for English and Swedish diverge somewhat in their use of UD annotations. Finally, we compare the output from the conversion program with the existing UD treebanks.
As for any categorial scheme used for annotation, UD abound with borderline cases. The main instruments to resolve them are the UD design principles and, of course, the linguistic facts of the matter. UD makes a fundamental distinction between content words and function words, and a, perhaps less fundamental, distinction between pure function words and the rest. It has been suggested that adpositions are to be included among the pure function words. In this paper I discuss the case of prepositions in Swedish and related languages in the light of these distinctions. It relates to a more general problem: How should we resolve cases where the linguistic intuitions and UD design principles are in conflict?
In principle the CLARIN research infrastructure provides a good environment to support research on translation. In reality, the progress within CLARIN in this area seems to be fairly slow. In this paper I will give examples of the resources currently available, and suggest what is needed to achieve a relevant research infrastructure for translation studies. Also, I argue that translation studies has more to gain from language technology, and statistical machine translation in particular, than what is generally assumed, and give some examples.
The parataxis relation as defined for Universal Dependencies 2.0 is general and, for this reason,sometimes hard to distinguish from competing analyses, such as coordination, conj, or apposi-tion, appos. The specific subtypes that are listed for parataxis are also quite different in character.In this study we first show that the actual practice by UD-annotators is varied, using the parallelUD (PUD-) treebanks as data. We then review the current definitions and guidelines and suggestimprovements.
Recent improvements in neural machinetranslation calls for increased efforts onqualitative evaluations so as to get a betterunderstanding of differences in translationcompetence between human and machine.This paper reports the results of a studyof 1170 adjectives in translation from En-glish to Swedish, using the Parallel Uni-versal Dependencies Treebanks for theselanguages. The comparison covers two di-mensions: the types of solutions employedand the incidence of debatable or incorrecttranslations. It is found that the machinetranslation uses all of the solution typesthat the human translation does, but in dif-ferent proportions and less competently
In Swedish, as in other languages, the words used to refer to disabilities and people with disabilities are manifold. Recommendations as to which terms to use have been changed several times over the last hundred years. In this exploratory paper we have used textual resources provided by Swe-Clarin to study such changes quantitatively. We demonstrate that old and new recommendations co-exist for long periods of time, and that usage sometimes converges.
We show how the tools and language resources developed within the SweClarin infrastructure can be used to investigate changes in the use and understanding of the Swedish related words arkitektur, design, form, and formgivning. Specifically, we compare their use in two governmental public reports on design, one from 1999 and the other from 2015. We test the hypothesis that their meaning has developed in a way that blurs distinctions that may be important to stakeholders in the respective fields.
We investigate changes in the use of four Swedish words from the fields of design and archi- tecture. It has been suggested that their meanings have been blurred, especially in governmental reports and policy documents, so that distinctions between them that are important to stakeholders in the respective fields are lost. Specifically, we compare usage in two governmental public reports on design, one from 1999 and the other from 2015, and additionally in opinion responses to the 2015 report. Our approach is to contextualise occurrences of the words in different representations of the texts using word embeddings, topic modelling and sentiment analysis. Tools and language resources developed within the SweClarin infrastructure have been crucial for the implementation of the study.
Starting in 2018 Swe-Clarin members are working cross-instituionally on special themes. In thispaper we report ongoing work in a project aimed at the creation of a new gold standard forSwedish Named-Entity Recognition and Categorisation. In contrast to previous efforts the newresource will contain data from both social media and edited text. The resource will be madefreely available through Spr ̊akbankenText
We propose a system for use in translation teaching with automatic support for alignment and comparative assessment of different translations. A primary use of this system is for discussion in class and comparison of student translations from a given source text, but it may also be used to study and compare differences between published translations. We describe the intended functions of the system and give suggestions on its design and architecture. We also discuss the degree of automation that can be expected and report results from a small indicative study focused on word alignment performance.
The paper offers an effective way of teacher-student computer-based collabo-ration in translation class. We show how a quantitative-qualitative method of analysis supported by word alignment technology can be applied to student translations for use in the classroom. The combined use of natural-language pro-cessing and manual techniques enables students to ‘co-emerge’ during highly motivated collaborative sessions. Within the advocated approach, students are pro-active seekers for a better translation (grade) in a teacher-centered computer-based peer-assisted translation class.
Comparable or parallel corpora are beneficial for many NLP tasks. The automatic collection of corpora enables large-scale resources, even for less-resourced languages, which in turn can be useful for deducing rules and patterns for text rewriting algorithms, a subtask of automatic text simplification. We present two methods for the alignment of Swedish easy-to-read text segments to text segments from a reference corpus. The first method (M1) was originally developed for the task of text reuse detection, measuring sentence similarity by a modified version of a TF-IDF vector space model. A second method (M2), also accounting for part-of-speech tags, was devel- oped, and the methods were compared. For evaluation, a crowdsourcing platform was built for human judgement data collection, and preliminary results showed that cosine similarity relates better to human ranks than the Dice coefficient. We also saw a tendency that including syntactic context to the TF-IDF vector space model is beneficial for this kind of paraphrase alignment task.
This paper presents a rationale for structuring a distributed human factors laboratory for future air systems. The distributed herein refers to two aspects: content and geographic. As for content, the laboratory is structured in two levels, namely, individual, and team. As for geographic, the laboratory infrastructure is distributed in three physically separate facilities, namely, Department of Computer and Information Science (IDA) and Department of Management and Engineering (IEI) from Linköping University – Sweden and the Competence Center in Manufacturing from the Aeronautics Institute of Technology (ITA) – Brazil.
This study is one of a series of studies, researching various aspects that all aim at enhanced simulation based certification aiding for aircraft. An experimental within-group design study was performed with 10 participants ( 5 male, and 5 female). The results showed a significant difference, F(2,16) = 5.11, p = 0.019, in mental workload between an engine failure condition and an normal condition for eye blink frequency. No effect of speed at the engine failure event on mental workload was found.
In this position paper we briefly introduce SmartEnv ontology which relies on SEmantic Sensor Network (SSN) ontology and is used to represent different aspects of smart and sensorized environments. We will also talk about E-carehome project aiming at providing an IoT-based health-care system for elderly people at their homes. Furthermore, we refer to the role of SmartEnv in Ecarehome and how it needs to be further extended to achieve semantic interoperability as one of the challenges in development of autonomous health care systems at home.
Det här examensarbetet har utförts inom programmet högskoleingenjör datateknik vid Linköpings Universitet under våren 2015 och utförts på begäran av ArcCore i Linköping. Syftet med det här examensarbetet är att skapa och designa en användarvänlig Androidapplikation som trådlöst kan kommunicera med electronic control units i bil eller testmiljö.
Androidapplikationen består av fem huvudskärmar, fyra vars uppgift är att skriva ut informationen som åker över CAN bussen. De fem skärmarna är start, felkoder, sensorer, ECU extract och overview. Start tar dig vidare till de andra skärmarna, felkoder skriver ut alla felkoder, sensorer skriver ut alla sensorvärden, ECU extract skriver ut all information och overview visar en virtuell instrumentbräda. Användarutvärderingar har utförts för att ta fram både designen och layouten på applikationen. Utvecklingsprocessen för att få fram applikationen har genomförts med hjälp av utvecklingsmetoden extreme programming och utvärderingar har utförts med traditional usability tests och binary success. Utvärderingarnas feedback har använts för att utveckla både designen och användarvänligheten på applikationen.
Androidapplikationen har utvecklats i Android Studio och kommunicerar med ECU:erna med hjälp av en PEAK PCAN wireless gateway som kopplats upp mot Hercules Development Kit TMS570 MCU.
Resultatet är att vi tydligt kan se att användarvänligheten har ökat under utvecklingsprocessen och att vi nu med hjälp av utvärderingar har en snygg och lättanvändarvänlig Android applikation som kommer kunna användas av alla som vill ta del av informationen som finns på CAN bussen.
Staying healthy in our workplaces is one of the most important priorities both for employers and employees, especially after the recent COVID-19 pandemic. Especially for older workers, that are more vulnerable, not only due to COVID-19 but also due to their chronic conditions that may be affecting their performance and productivity. This is more prevalent in western societies where populations are aging and people and governments start to consider staying at work longer to stay as active members of the society and live independently in better conditions. In this paper we present the SmartWork software suite that aims at building a worker-centric Internet of Things enabled system for workability sustainability, integrating unobtrusive sensing and modeling of the worker state with a suite of novel services for context and worker-aware adaptive work support. SmartWork is a ready to use, software suite tested in real-world installations that combines off-the-shelf and novel software and hardware components to provide workers with guidance on how to improve both their personal and professional lives.
Background Many countries adopt eHealth applications to support patient-centered care. Through information exchange, these eHealth applications may overcome institutional data silos and support holistic and ubiquitous (regional or national) information logistics. Available eHealth indicators mostly describe usage and acceptance of eHealth in a country. The eHealth indicators focusing on the cross-institutional availability of patient-related information for health care professionals, patients, and care givers are rare. Objectives This study aims to present eHealth indicators on cross-institutional availability of relevant patient data for health care professionals, as well as for patients and their caregivers across 14 countries (Argentina, Australia, Austria, Finland, Germany, Hong Kong as a special administrative region of China, Israel, Japan, Jordan, Kenya, South Korea, Sweden, Turkey, and the United States) to compare our indicators and the resulting data for the examined countries with other eHealth benchmarks and to extend and explore changes to a comparable survey in 2017. We defined "availability of patient data" as the ability to access data in and to add data to the patient record in the respective country. Methods The invited experts from each of the 14 countries provided the indicator data for their country to reflect the situation on August 1, 2019, as date of reference. Overall, 60 items were aggregated to six eHealth indicators. Results Availability of patient-related information varies strongly by country. Health care professionals can access patients most relevant cross-institutional health record data fully in only four countries. Patients and their caregivers can access their health record data fully in only two countries. Patients are able to fully add relevant data only in one country. Finland showed the best outcome of all eHealth indicators, followed by South Korea, Japan, and Sweden. Conclusion Advancement in eHealth depends on contextual factors such as health care organization, national health politics, privacy laws, and health care financing. Improvements in eHealth indicators are thus often slow. However, our survey shows that some countries were able to improve on at least some indicators between 2017 and 2019. We anticipate further improvements in the future.
Conceptualization of meaning in design-driven innovation and value in service innovation, seem to be sharing some core characteristics that are essential but have not yet been integrated. Thus, this paper explores design-driven innovation and its conceptual relevance for service innovation within the framework of service-dominant logic (S-D logic) by examining interrelation between meaning and value. Design-driven innovation is defined as a strategic framework that enables radical innovation through change in meaning relying on Krippendorff’s (1989) notion that people interact with artifacts because they make sense to them. On the other hand, S-D logic’s core concepts evolve around resource integration for value co-creation among multiple stakeholders addressing important complexities of service innovation. Both meaning and value share some conceptual commonalities. By exploring and interrelating them within their conceptual frameworks, this paper aims to open new ways for understanding and operationalizing service innovation and the role of service design within it.
Selenium has been a method to test web applications for over a decade, it is interacting directly with the browser and has gained support from both browsers and the community. With the growing amount of browsers, mobile devices and operating systems which a web application is expected to work with, services providing these systems for testing web applications against has gained interest. These services provide testing as a service (TaaS), and runs Selenium-tests in the cloud. This research tried to compare the different services with each other in regard to flexibility, cost, simplicity and reliability. I have also tried to see differences between running the tests locally and using these services. The results showed that there are some differences between the services, and the one best suited might depend on the web application.
Organizations for humanitarian assistance, disaster response and military activities are characterized by their special role in society to resolve time-constrained and potentially life-threatening situations. The tactical missions that these organizations conduct regularly are significantly dynamic in character, and sometimes impossible to fully comprehend and predict. In these situations, when control becomes opportunistic, the organizations are forced to rely on the collective experience of their personnel to respond effectively to the unfolding threats. Generating such experience through traditional means of training, exercising and apprenticeship, is expensive, time-consuming, and difficult to manage.
This thesis explores how and why mission experience should be utilized in emergency management and military organizations to improve performance. A multimedia approach for capturing mission experience has further been tested in two case studies to determine how the commanders’ experiences can be externalized to enable vicarious learning. These studies propose a set of technical, methodological, and ethical issues that need to be considered when externalizing mission experience, based on two aforementioned case studies complemented by a literature review. The presented outcomes are (1) a model aligning abilities that tactical organizations need when responding to dynamic situations of different familiarity, (2) a review of the usefulness of several different data sources for externalization of commanders’ experiences from tactical operations, and (3) a review of methodological, technical, and ethical issues to consider when externalizing tactical military and emergency management operations. The results presented in this thesis indicate that multimedia approaches for capturing mission histories can indeed complement training and exercising as a method for generating valuable experience from tactical missions.
In this study, thoughts on ethics of workplace monitoring are being applied to the very special domain of evaluations of tactical operations, such as military or crisis management exercises or operations. I try to find out if there are differences in the way we should regard workplace monitoring when it comes to this domain compared to standard workplaces such as offices, since the purpose of the surveillance is not to enforce discipline, but to evaluate the organizations’ ability to conduct a tactical operation. The study focuses on issues such as privacy and informed consent and the main purpose of the investigation is to structure a consistent ethical standpoint when it comes to operations’ evaluation by making parallels to related theories that I found correct and applicable. I conclude that is indeed reasonable to place other demands on crisis management workers than we would do on other work forces, and that it should therefore be easier to motivate workplace monitoring for the purpose of evaluating distributed tactical operations. I argue however, just as Miller does regarding police work, that upholding privacy can be a real problem when crisis management personnel are exposed to monitoring, even though it is intended for evaluation.
In this paper we present the Reconstruction and Exploration approach (R&E) and F-REX tool and their applications in a field exercise with the Swedish Rescue Services Agency with the purpose of investigating features needed for a computer supported approach for evaluation of large scale crisis management operations. After the exercise several interviews and one seminar were held to evaluate R&E as a representative for computer supported evaluation approaches for crisis management operations. Initial results indicate that multimedia presentation of key events from an operation can be very valuable not only to stimulate the participants to reflect on their own performance, but also to document and share lessons learned to non-participants.
A tactical organisation can be seen as an adhocracy designed to perform missions in uncertain, ambiguous and complex environments. Flexibility, adaptability, resilience, innovation, creativity and improvisation have all been identified as key skills for successful outcome of these missions. To learn skills associated with such abilities previous research has shown that knowledge acquired through experience plays an important role. It is therefore important that individuals, teams and organisations share and learn from experiences to improve their ability to cope with novel situations. In literature there is a lack of consistency in how these abilities are discussed, we therefore propose the FAIRIC model to help define and differentiate between the concepts. By unravelling some of the similarities and differences we create a common vocabulary to discuss knowledge gained from experience. This can help classify different experiences and provide a more systematic way of gathering knowledge on situational factors that influence the success of different actions and more unified interpretations that can assist design of knowledge representations to share mission experience over boundaries of time and space.
Human factors research popularly employs perception-based techniques to investigate team performance and its dependency to cognitive processes. Such studies frequently rely upon either observer-based or self-assessment techniques to collect data. In this study, we examined behavioral observer ratings and self-assessment ratings for measuring team performance in virtual teams, with team performance regarded as a combination of task outcome and team cognition. Juxtaposing self-assessments and observer ratings from a quasi-experiment comparing team performance rating techniques reveals that they indeed produce overall similar results, with both singling out teamwork effectiveness ratings as the strongest contributor to overall team performance. However, the comparisons show remarkably low correlation on individual questionnaire items. The most striking difference is that the team members self-assessments of workload are lower than the corresponding observer ratings. In particular, the self-assessments do not correlate at all with overall team performance, whereas the observers workload ratings are more consistent with contemporary research that suggests a strong correlation between workload and team performance, suggesting that observer-based techniques are more reliable than self-assessments for assessing workload. For other ratings, the results show that the two techniques are fairly equal, suggesting that the choice between methods to employ can be deferred to other considerations such as obtrusiveness, accessibility, and resource availability.
Using sensors to collect data at emergency incident sites can facilitate analysis of the logistic operations. This can be used to improve planning and preparedness for new operations. Furthermore, real-time information from the sensors can serve as operational decision support. In this work in progress, we investigate the requirements on the sensors, and on the sensor data, to facilitate such an analysis. Through observations of exercises, the potential of using sensors for data collection is explored, and the requirements are considered. The results show that the potential benefits are significant, especially for tracking patients, and understanding the interaction between the response actors. However, the sensors need to be quite advanced in order to capture the necessary data.
This thesis is to help developers in the touch design of casual games. The thesis work was made on the development platform Gideros Mobile and much of the thesis theory and methods will be based on that work. The purpose of the report is to show what one should think about when making a casual game in a touch design perspective, like taking into account that most people are used to one type of input design (like swiping or tapping), that you should design the game with the purpose to reach out to as a large audience as possible (taking into account people with disabilities) and some small notes on what should be avoided so not to deter people from wanting to play the game. It is important to note that this thesis is built for the purpose of mobile casual games, others will probably not find this thesis relevant.
Topic models are useful tools for exploring large data sets of textual content by exposing a generative process from which the text was produced. Anchor-based topic models utilize the anchor word assumption to define a set of algorithms with provable guarantees which recover the underlying topics with a run time practically independent of corpus size. A number of extensions to the initial anchor word-based algorithms, and enhancements made to tangential models, have been proposed which improve the intrinsic characteristics of the model making them more interpretable by humans. This thesis evaluates improvements to human interpretability due to: low-dimensional word embeddings in combination with a regularized objective function, automatic topic merging using tandem anchors, and utilizing word embeddings to synthetically increase corpus density. Results show that tandem anchors are viable vehicles for automatic topic merging, and that using word embeddings significantly improves the original anchor method across all measured metrics. Combining low-dimensional embeddings and a regularized objective results in computational downsides with small or no improvements to the metrics measured.
The purpose of the experiments was to investigate how inhalation of 100% oxygen affected cognitive performance. A test battery was developed that was designed to capture different aspects of cognitive processes, i.e., perception, attention, working memory, long-term memory and prospective memory. All tests were verbally based, thus reducing cognitive spatial processes to a minimum. In experiment 1, 48 participants volunteered in a complete factorial within-participant design. Two different conditions for type of gas were used, inhalation of 100% oxygen and inhalation of breathing air (approximately 21% oxygen balanced with nitrogen). The inhalation was performed during the 1 min prior to starting each separate test. The instructions for each test were given during the inhalation period. All participants inhaled oxygen or breathing air through a Swedish military pilot mask. Physiological (heartbeats per minute and blood oxygen saturation level) reactions were recorded continuously throughout the session. Participants also completed a mood-state questionnaire before and after the test battery. The results revealed that cognitive performance were not affected by inhalation. Hence, this experiment does not replicate previous findings that suggest that inhalation of 100% oxygen could increase cognitive performance. Another experiment was performed to control for methodological issues. Experiment 2 revealed exactly the same pattern, i.e., inhalation of oxygen did not affect cognitive functioning.
This Master’s Thesis aimed to assess and propose improvements for initial learnability in Sectra AB’s Picture Archiving Communication System (PACS) by integrating usability engineering and agile software development. Assessing initial learnability and re-designing complex systems is difficult as they have a high skill cap and take longer time to learn in comparison to simpler ones. Further, companies that use agile methodologies often focus on completing small items which might hide the overarching vision of a product that can lead to usability problems. While there are several methods for assessing usability, no research has specifically focused on assessing initial learnability in complex systems. This study however investigates how this may be achieved by combining current methodologies for measuring learnability with usability engineering and agile software development. Initial learnability issues and needs were assessed after evaluating Sectra PACS using 5 participants and analysed using impact mapping as well as conducting a focus group within the organisation that owns the product.
Although many information system (IS) implementations are considered to have the resources necessary to be successful, they often fail. This is especially challenging for small IS providers who lack a proven process for gaining willingness to use and onboard a new customer. Hence, there is a need to develop a framework to identify potential pitfalls in such implementation matters, from designing the system until successfully onboarded customers. This paper aims to target this issue and proposes a framework for identifying common pitfalls during the implementation process of an IT system. Moreover, this paper applies the framework to an IS provider in the start-up phase by focusing on the system user. With the support of the framework and based on the company's context, this paper presents identified pitfalls and suggestions for actions that the IS provider can take to avoid them. IS models are selected and applied considering the company's needs and previous literature. The IS models considered are Value Network Analysis (VNA), Extended Technology Acceptance Model (TAM2), and Theory of Planned Behavior (TPB). As a result, seven pitfalls are identified considering organizational culture and leading change, user resistance, complexity, mandatory reliance, value demonstration, experience and control, and weak links.
Mobil informationsteknik har på senaste tiden fått mer uppmärksamhet inom industriella applikationer, inte minst inom underhåll och reparation där teknisk dokumentation förekommer i stor utsträckning. Scania har tagit fram ett nytt koncept för interaktion med teknisk dokumentation i verkstaden där en viktig del av konceptet är mobilitet. Scanias förhoppningar är att en ökad möjlighet till mobilitet ska kunna förbättra användarupplevelsen.
I detta arbete har en observationsstudie genomförts för att identifiera användarnas behov av mobilitet vid reparation och underhållsarbete samt de kontextuella faktorer som påverkar val av mobil interaktionsteknik.
Fyra olika behov av mobilitet kunde identifieras efter analysen och till dessa kunde olika krav knytas för att skapa ett underlag för bedömning av olika teknikers potential att uppfylla de aktuella behoven.
Big amounts of data are produced every day in companies. By analyzing and visualizing the data a lot of insights can be gained. The company Solution Xperts wanted to create a system that could import and visualize Big Data. In this work a system was created and evaluated. The report shows that it can be difficult to visualize Big Data, but when a system is created it can easily be adapted to data coming from different companies and provide a lot of value to companies and organizations.
Vid utveckling av spel till smartphones så krävs ofta flera olika implementationer för olika plattformar. Men det finns olika spelmotorer och ramverk till olika programspråk som kan kompilera samma kod till flera olika mobila plattformar. Kivy är ett sådant ramverk för programspråket Python.
I detta arbete användes prototypdriven utveckling i Kivy för att försöka höja spelupplevelsen av ett tvådimensionellt online-spel i kategorin action-strategi som tidigare fanns implementerat i GameMaker. Olika tekniker för att öka prestandan för spelet testades också. Det visade sig att med den bästa kombinationen av de tekniker som testades så blev prestandan med hög last cirka 29 bilder/s. Användarbarheten, spelbarheten och ljud-estetiken av spelet ökades medan nöjet och den personliga tillfredställelsen från spelet minskade. Totalt sett blev spelupplevelsen i stort sätt oförändrad.
Bluetooth Low Energy is becoming increasingly popular in mobile applications due to the possibility of using it for proximity data. Proximity can be estimated by measuring the strength of the Bluetooth signal, and actions can then be performed based on a user's proximity to a certain location or object. One of the most interesting applications of proximity information is automating common tasks; this paper evaluates Bluetooth Low Energy in the context of using smartphones to automatically unlock a door when a user approaches the door. Measurements were performed to determine signal strength reliability, energy consumption and connection latency. The results show that Bluetooth Low Energy is a suitable technology for proximity-based door locks despite the large variance in signal strength.
In today's competitive market it is essential for companies to have a clear brand identity towards it consumers and users in order to be successful. Consumers have often a variety of products to choose from and the challenge for a company's products is to be discovered and remembered. An important factor is recognition of a product and how it is conceived through our perception which is mainly an identification process based on familiarity, resemblance or similarity. Furthermore, the visual part of the brain organizes the surrounding into patterns which are used as a guide for us, and to capture the surrounding is called getting its gist. The process of finding resemblance in a design space is often done by the designer as an implicit part in the design process. If this implicit knowledge could be more objectively visualised it might be a helpful tool to create a visual baseline of how consumers would experience the product segment. To show similarities and differences of design features quantitatively can facilitate the communication in a design development project. This paper explores how the concept of a product gist may be used to create a conceptual product sign and also how it could be used to analyse what the design space looks like in a given product segment. By quantitatively overlaying transparent pictures in a product segment visual pattern emerges that can be used as a communication tool in a design process when discussing brand recognition. In this paper a power drill is used as a simple application to illustrate the usage of the proposed product gist.
This paper describes a workflow for designing experiences whileinteracting with an advanced driver assistant system. Future driver assistancesystems that utilize sensors and Car2X-communication in order to detect threatsin the car environment can help the driver to avoid collisions. To increase theacceptance of such a system, the interaction between the driver and the systemshould be able to generate positive experiences. To generate those experiences,a story-based design workflow was used. Concepts created with this workflowshould be able to address specific psychological needs of the driver. Theimplementation of this workflow revealed different schemes of positiveexperiences during driver interaction in critical situations.
This report describes a bachelor thesis in computer science performed at the system department within the product development unit for GSM (Global System for Mobile communication) at Ericsson in Linköping.GSM can be considered a mature technology but it is still updated with new features on a regular basis. This requires that the technology also continuously is being tested. One technique that is used to perform quality tests is called PESQ (Perceptual Evaluation of Speech Quality). PESQ is a standardized algorithm to perform speech quality tests; it gives a score based on how a human would percept speech quality.The purpose of this thesis was to enhance the speech quality analysis process used when testing the GSM network. One goal was to analyze if it was possible to record and inject sound into a phone call and verify the possibility to execute the PESQ algorithm using a smartphone. Another goal was to develop a smartphone application to perform the described tasks.In order to do so an application for Android was developed. The development process included an investigation whether the Android platform supplies the functionality required. The investiga-tion showed that no general solution for recording and injecting audio into a phone call could be found. Recording was possible on some smartphones, but the characteristics of the recorded audio were not as desired. No solution for injecting audio into a phone call could be found for any of the tested smartphones.However, even though no solution for recording and injecting was found, an application was developed. The application was decided to be more of a proof of concept on how an application of this kind would work. It would also be a good foundation for future development. Suggested future work in order to integrate the application into the existing testing environment is to find alternative solutions for recording and injecting, maybe with the help of smartphone manu-facturers.
As people read more and longer texts on the web, the simple formatting options that exists in todays browsers creates worse results than necessary. On behalf of Opera Software in Linköping, a better algorithm has been implemented in Javascript with the purpose of delivering a visually better experience for the reader. The implementation is first and foremost for mobile devices and therefore a large part of the thesis has been the evaluation and optimization of performance.
New ways of interaction between users and their computing devices has revealed that users are not only interested in sharing their data, but their user interfaces as well. This calls for an extension of the traditional notion of user interfaces, to a notion where user interfaces span over multiple devices: Distributed User Interfaces (DUIs). The purpose of this thesis is to identify challenges in developing Web based DUIs, and the result is a JavaScript library that aids the development of these types of interfaces. The development has been driven in an explorative fashion, to discover techniques that is appropriate to use, when moving ideas from existing DUI frameworks for the desktop, to the Web. Soundness of the implementation has been evaluated by measuring properties of the library source code that indicates maintainability and extensibility. The conclusion is that the library has the potential of answering the needs for future DUI development targeting the Web.