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  • 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, 28-44 p.Article 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, 144-153 p.Article 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 development2017In: Journal of Ambient Intelligence and Humanized Computing, ISSN 1868-5137, E-ISSN 1868-5145Article 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.
    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.

  • 6.
    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, 558-569 p.Article 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.

  • 7.
    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.

  • 8.
    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.

  • 9.
    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
  • 10.
    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

  • 11.
    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).

  • 12.
    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, 11-18 p.Conference 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.

  • 13.
    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.

  • 14.
    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.

  • 15.
    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.

  • 16.
    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, 1240-1247 p.Conference 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. 

  • 17.
    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, 352-364 p.Chapter 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.

  • 18.
    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, 12-31 p.Article 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.

  • 19.
    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, 297-306 p.Conference 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.

  • 20.
    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.

  • 21.
    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.

  • 22.
    Aliahmadipour, Laia
    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 0976-0962, E-ISSN 1875-6883, Vol. 9, no 3, 497-505 p.Article 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.

  • 23. Aliahmadipour, Laya
    et al.
    Kuchaki Rafsanjani, M.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    An application of Hesitant Fuzzy Sets to Elect an Efficient Cluster Head in Ad Hoc Networks2016Conference paper (Other academic)
  • 24.
    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, 157-168 p.Chapter 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.

  • 25.
    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.

  • 26.
    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, 8-15 p.Conference 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.

  • 27.
    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)
  • 28.
    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.

  • 29.
    Alvarez Diaz, Maria 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, 1-4 p.Conference 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.

  • 30.
    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, 10 s.- p.Conference 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.

  • 31.
    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. 

  • 32.
    Amorim, Joni A.
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Hendrix, Maurice
    Coventry University Technology Park, Coventry, UK.
    Andler, Sten F.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Llinas, James
    State University of New York at Buffalo, USA.
    Gustavsson, Per M.
    Försvarshögskolan, Militärvetenskapliga institutionen (MVI), Ledningsvetenskapliga avdelningen (LVA).
    Brodin, Martin
    Actea Consulting, Sweden.
    Cyber Security Training Perspectives2013Conference paper (Refereed)
    Abstract [en]

    Building comprehensive cyber security strategies to protect people, infrastructure and assets demands research on methods and practices to reduce risks. Once the methods and practices are identified, there is a need to develop training for the manystakeholders involved, from security experts to the end user. In thispaper, we discuss new approaches for training, which includes the development of serious games for training on cyber security. The identification of the theoretical framework to be used for situation and threat assessment receives special consideration.

  • 33.
    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, , 57 p.37- p.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.

  • 34.
    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.

  • 35.
    Andersson, Carl
    University of Skövde, School of Informatics.
    Öppen källkod inom kommuner - Analys av risker och möjligheter2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

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

  • 36.
    Andersson, Emil
    University of Skövde, School of Informatics.
    Natively vs. non-natively compiled threaded Android applications: A comparative study on time-efficiency2014Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

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

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

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

  • 37.
    Andersson, Emilia
    University of Skövde, School of Informatics.
    Brustna digitala hjärtan: Om nobbning i spel2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 38.
    Andersson, Filip
    University of Skövde, School of Informatics.
    Effekter av dynamisk leveldesign: Baserat på Multiplayer Dynamic Difficulty Adjustment2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

  • 39.
    Andersson Hagiwara, Magnus
    et al.
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Maurin Söderholm, Hanna
    Centre for Prehospital Research, Swedish School of Library and Information Science, Faculty of Librarianship, Information, Education and IT, University of Borås, Borås, Sweden.
    Lundberg, Lars
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden / Swedish Armed Forces Centre for Defence Medicine, Västra Frölunda, Sweden.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Measuring participants’ immersion in healthcare simulation: the development of an instrument2016In: Advances in Simulation, ISSN 2059-0628, Vol. 2016, no 1, 17Article in journal (Refereed)
    Abstract [en]

    Background

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

    Methods

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

    Results

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

    Conclusions

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

  • 40.
    Andersson, Hampus
    University of Skövde, School of Informatics.
    Visualisering av loggdata: Jämförelse av prestanda vid inläsning av data med MySQL och MongoDB2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

  • 41.
    Andersson, Kim
    University of Skövde, School of Informatics.
    Effekten av game feel: Hur tillägget av ren game feel påverkar en spelares immersion, jämfört med tillägget av detaljerad grafik, i ett actionspel med kort utvecklingstid2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

  • 42.
    Andersson, Mattias
    University of Skövde, School of Informatics.
    Prestanda hos Realtidsväxande träd jämfört med statisk mesh2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

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

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

  • 43.
    Andersson, Moa
    University of Skövde, School of Informatics.
    How can one create an aura from a digital reproduction?2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 44.
    Andersson, Moa
    University of Skövde, School of Informatics.
    How do AR visualizations impact users' collective interactions in mixed reality experiences?2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

  • 45.
    Andreasson, Rebecca
    University of Skövde, School of Informatics.
    Interruptions in manufacturing from a distributed cognition perspective2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 46.
    Andreasson, Rebecca
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    User experience of affective touch in human-robot interaction2015In: Proceedings of the 2015 SWECOG conference, Skövde: University of Skövde , 2015, 5- p.Conference paper (Refereed)
    Abstract [en]

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

  • 47.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Distributed Cognition in Manufacturing: Collaborative Assembly Work2016In: Advances in Manufacturing Technology XXX / [ed] Yee Mey Goh, Keith Case, IOS Press, 2016, 243-248 p.Conference paper (Refereed)
    Abstract [en]

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

  • 48.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Interruptions in the wild: portraying the handling of interruptions in manufacturing from a distributed cognition lens2017In: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, Vol. 19, no 1, 85-108 p.Article in journal (Refereed)
    Abstract [en]

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

  • 49.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Visual Information and Interaction, Uppsala University, Uppsala, Sweden.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Tool use and collaborative work of dock assembly in practice2017In: Production & Manufacturing Research, ISSN 2169-3277, Vol. 5, no 1, 164-190 p.Article in journal (Refereed)
    Abstract [en]

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

  • 50.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Towards an increased degree of usability work in organizations2015In: Procedia Manufacturing, ISSN 2351-9789, Vol. 3, 5739-5746 p.Article in journal (Refereed)
    Abstract [en]

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

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