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  • 2901.
    Waern, Annika
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Magnusson, Charlotte
    CERTEC, , .
    Rassmus-Gröhn, K
    CERTEC, , .
    Bjernryd, Å
    CERTEC, , .
    Bernhardsson, H
    CERTEC, , .
    Jakobsson, A
    CERTEC, , .
    Salo, J
    Do-Fi, , .
    Wallon, M
    Hjälpmedelscentralen, , .
    Hedvall, P.O.
    CERTEC, , .
    Navigating the world and learning to like it: Mobility training through a pervasive game2011Konferensbidrag (Refereegranskat)
    Abstract [sv]

    Artikeln introducerar tanken att platsberoende ubika spel kan användas för att göra mobilitetsträning för synskadade barn roligare. Vi beskriver en användarcentrerad utvecklingsprocess som har utförts i samarbete både med synskadade barn och rehabiliteringspersonal. Vi presenterar ett nytt spelkoncept som kombinerar platsberoende spel, ljudspår, och gestbaserad interaktion. Vi rapporterar ochdiskuterar erfarenheterna från utvecklingsarbetet och föreslår riktlinjer för design för denna typ av spel.

  • 2902.
    Waern, Annika
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Montola, Markus
    Stenros, Jaakko
    The three-sixty illusion: Designing for immersion in pervasive games2009Ingår i: Conference on Human Factors in Computer Systems, 2009Konferensbidrag (Refereegranskat)
  • 2903. Waern, Yvonne
    et al.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Distributed Knowledge by Explanation Networks2004Ingår i: HICCS, Ralph H. Sprague Jr. (Ed.) , 2004Konferensbidrag (Refereegranskat)
  • 2904.
    Wahlgren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bencherifa, Khalid
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kowalski, Stewart
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Framework for selecting IT Security Risk Management Methods based on ISO270052013Konferensbidrag (Refereegranskat)
    Abstract [en]

    The ISO27005 is an international standard that gives recommendation on IT Security Risk Management Methods. In this short paper we outline a criteria framework to analysis 7 of the major IT security risk methodology used. This framework can be used by organizations to select the appropriated methodology to fit their organizations risk posture and risk environment.

  • 2905.
    Wahlgren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Fedotova, Anna
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Musaeva, Alexandra
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kowalski, Stewart
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    IT Security Incidents Escalation in the Swedish financial sector: A Maturity Model Study2016Ingår i: Proceedings of the Tenth International Symposium on Human Aspects of Information Security & Assurance (HAISA 2016) / [ed] Nathan L. Clarke, Steven M. Furnell, Plymouth University , 2016, s. 45-55Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper reports the primary results of a design science research study to deal with the problem of IT security escalation in Swedish government and private organizations. A maturity capability escalation model was used to perform evaluations of two of Sweden's four largest banks. The evaluation indicated that banks were aligned with the current Swedish regulations minimal requirements for IT security incident handling and where on a level 3 of a 5 level model.

  • 2906.
    Wahlgren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kowalski, Stewart
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Maturity Model for Measuring Organizations Escalation Capability of IT-related Security Incidents in Sweden2016Ingår i: Workshop on Information Security and Privacy (WISP) 2016: Proceedings, Association for Information Systems, 2016, Vol. 8Konferensbidrag (Refereegranskat)
    Abstract [en]

    Managing IT-related security incidents are a growing important issue facing the organizations in IT security risk management. We have used design science approach to develop an artifact to measure different organizations capabilities and maturity to handle IT-related security incidents. In this paper, we present how we have tested and will test the artifact on several different Swedish organizations. The participating organizations come from both the private and public sectors and all organizations handle critical infrastructure which can be damaged if an IT-related security incident occurs. Organizations had the opportunity to evaluating the actual model itself but also to test the model by calculating the organization's escalation capability using a query package for self-assessment. In this paper, we present the results of the self-assessment which indicate an overall low level of maturity in Sweden. The most remarkable result was only 20% of the participating organizations in the study had "Knowledge and Education" maturity above the lowest levels.

  • 2907.
    Wahlgren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kowalski, Stewart
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Evaluation of Escalation Maturity Model for IT Security Risk Management: a design Science Work in Progress2014Ingår i: 2014 Dewald Roode Worksshop on Information System Security Research: conference proceedings / [ed] Anthony Vance, Laxenburg: IFIP , 2014, s. -22Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this early stage paper we present a draft of an IT Security Risk Escalation Capability Maturity Model. This model is used to develop a new approach to IT Security Risk Management where IT Security Risk Management is placed as a recurring activity at all levels of the organization including the strategic, tactical and operational levels. To construct this model we combined ISO 27005 framework for IT Security Risk Management with NIST Multitier framework and take elements from the ISAC IT Risk framework. We end our paper with an outline of our current plans to evaluate this escalation maturity model by using expert groups to rank outcomes of response to similar IT incidents by different organization that have been ranked according to this maturity model. In this way we hope to establish if there are correlations as to the maturity level of an organization and how well it responds to an IT incident.

  • 2908.
    Wahlgren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kowalski, Stewart
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    IT Security Risk Management Model for Cloud Computing: a Need for a New Escalation Approach2013Ingår i: International Journal of E-Entrepreneurship and Innovation, ISSN 1947-8585, Vol. 4, nr 4, s. 1-19Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We combined ISO 27005 framework for IT Security Risk Management with NIST Multitier framework. With this combined framework we create a new approach to IT Security Risk Management where IT Security Risk Management is place at the strategic, tactical and operational levels of an organizational. In this paper we concentrate on the monitoring and communication steps of IT Security Risk Management and especially escalation of new IT Security Incidents. We present a first draft to an IT Security Risk Escalation Capability Maturity Model based on ISACA´s Risk IT Framework. Finally we apply the approach to typical cloud computing environment as a first step to evaluate this new approach.

  • 2909.
    Wahlgren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kowalski, Stewart
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    IT Security Risk Management Model for Cloud Computing: A Need for a New Escalation Approach2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    We combined ISO 27005 framework for IT Security Risk Management with NIST Multitier framework and we claim that IT Security Risk Management framework exist at each organizational levels. In this paper we concentrate on the monitoring and communication steps of IT Security Risk Management and especially escalation of new IT Security Incidents. We present a first draft to an IT Security Risk Escalation Capability Maturity Model based on ISACA´s Risk IT Framework. Finally we will use our approach in a cloud computing environment as we believe that it is necessary to react fast on incident and therefore a need to have a well-documented and communicated monitoring and escalation processes between different organizational levels.

  • 2910.
    Waldenström, Christofer
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Supporting Dynamic Decision Making in Naval Search and Evasion Tasks2011Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    This thesis investigates a decision aid to support tasks where there is an initial sighting of an object and then the decision maker has to guide some vehicles, either to reestablish contact with the lost object or to stay clear of it. As such, the tasks are analogous to naval search and evasion tasks. The decision aid helps a user to keep track of where enemy units can be by visualizing constraints on the units’ movement. Six studies are included. The first investigates how commanders judge the threat in a tactical situation and what they do to control that threat. The results point to that analysis of the enemy is a difficult task and has the potential to be improved by a support system. The second study investigates how commanders analyze the enemy. The results suggest that the uncertainties regarding the location and behavior of the enemy are central problems for the commander. It further describes a strategy that the participants use to cope with those problems, and the strategy is used as basis for the proposed decision aid. The remaining studies are experiments in which the support system is evaluated. A search task and an evasion task are used, and participants with and without experience from the tasks participate. The results suggest that the decision aid increased performance in both tasks and that both university students and navy officers gained from using it. Further, when using the visualization novice participants performed on the same level as the experienced. It was easy to learn how to use the visualization, and transfer to a situation without it depended on the complexity of its outline. The findings have practical application for designers of command and control support systems as they indirectly suggest that people have problems in inferring the whereabouts of contacts of which they only have fragmentary information. Thus, including the proposed decision aid in the design of such systems may have positive impact on overall system performance.

  • 2911.
    Waldenström, Christofer
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Threat and Control in Naval Tactical Decision Making2009Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
  • 2912.
    Waldenström, Christofer
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Visualizing a Time-Space Constraint Increases Performance in a Dynamic Search Task2010Ingår i: Journal of Cognitive Engineering and Decision Making, ISSN 1555-3434, Vol. 4, nr 4, s. 275-287Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article presents a display manipulation designed to support search tasks in which the location of the target is unknown and changes over time. The problem is analogous to that of a naval search task when there is an initial sighting and then the naval force must guide its search vehicles to reestablish contact with the fleeing target. The display manipulation visualizes a dynamic constraint on the area where a fleeing target can be found and adjusts its shape to the environment and to the search efforts. Forty participants without prior knowledge of search tactics completed 12 trials in an experiment that compared performance with and without the visualization aid and controlled for learning effects. The results suggest that this visualization improves performance in the dynamic search task. They further suggest that the visualization was easy to learn but that the learning effect did not transfer to a condition without visualization. The results have practical utility for both military and civil search tasks, and they are consistent with other research that emphasizes that control interfaces should make constraints in the task environment perceptually available.

  • 2913.
    Waldenström, Christofer
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Visualizing the Field of Safe Travel Increases Performance in a Naval Movement Task2011Ingår i: Proceedings of IEEE International Multi-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA), 2011, s. 252-256Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper investigates a display manipulation designed to support movement tasks where the location of a threat is uncertain and dynamic. The problem is analogous to that of a naval transportation task, where a ship has to move from one port to another under threat from several enemies of which only the initial positions are known. The display manipulation visualizes a time-dependent constraint on the area where an enemy can be, given its initial position and maximum speed, and adjusts the shape to the environment. The region outside this area represents a field of safe travel where the transport ship can move safely. Forty participants without prior knowledge of the task completed sixteen trials in an experiment that contrasted with and without visualization, and controlled for learning effects. The results suggest that the visualization significantly improved performance in the movement task and that it had a large effect. The visualization also significantly reduced variance in performance, which suggests that it generated a more consistent behavior among participants. It was also easy for the participants to make effective use of the visualization, and once exposed to the visualization, the learning transferred to a condition without the visualization. This study have practical utility for designers of combat information systems as the results indirectly suggest that people have difficulties in inferring the locations of targets of which they only have fragmentary information. Including similar visualizations in the design may consequently increase overall system performance.

  • 2914.
    Waldenström, Christofer
    et al.
    Försvarshögskolan, Militärvetenskapliga institutionen.
    Ekenberg, Love
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Danielson, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Threat and Control in Military Decision Making2009Ingår i: Proceedings of the 6th International Symposium on Imprecise Probability: Theories and Applications, 2009Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents a model of how military commanders estimate the threat posed by the enemy in a tactical situa- tion and how they use own forces to control that threat. The model is based on interviews with nine commanders from the Swedish navy and the purpose is to find automatic and adequate methods for reasoning about strategic issues based on the long-time experience of highly qualified military officers. The results show that the number of enemy units, the types of enemy units, the behavior of the enemy units, and the uncertainties regarding the number, types, and behavior determines the threat in a tactical situation. The own course of action works as a threat altering function to control that threat. When the commander should decide on a course of action, we suggest that it should be selected so it minimizes the expected threat.

  • 2915.
    Walters, Jamie
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Distributed Immersive Participation: Realising Multi-Criteria Context-Centric Relationships on an Internet of Things2014Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    Advances in Internet-of-Things integrate sensors and actuators in everyday items or even people transforming our society at an accelerated pace. This occurs in areas such as agriculture, logistics, transport, healthcare, and smart cities and has created new ways to interact with and experience entertainment, (serious) games, education, etc. Common to these domains is the challenge to realize and maintain complex relations with any object or individual globally, with the requirement for immediacy in maintaining relations of varying complexity. Existing architectures for maintaining relations on the Internet, e.g., DNS and search engines are insufficient in meeting these challenges. Their deficiencies mandate the research presented in this dissertation enabling the maintenance of dynamic and multi-criteria relationships among entities in real-time in an Internet-of-Things while minimizing the overall cost for maintaining such context-centric relationships. A second challenge is the need to represent nearness in context-centric relationships, since solutions need to build on what is closely related.

    The dissertation shows that the proximity on relations can be used to bring about the scalability of maintaining relationships across the IoT. It successfully demonstrates the concept and feasibility of self-organizing context-centric overlay networks for maintaining scalable and real-time relationships between endpoints co-located with associated physical entities. This is complemented by an object model for annotating objects and their relationships as derived and defined over the underpinning context interactions. Complementing measures of nearness are added through a non-metric multi-criteria approach to evaluating the notion of context proximity. A query language and an extension to the publish-subscribe approaches achieves distributed support for discovering such relationships; locating entities relative to a defined hyper-sphere of interest. Furthermore, it introduces adaptive algorithms for maintaining such relationships at minimal overall costs. The results demonstrate the feasibility of moving towards context-centric approaches to immersion and that such approaches are realizable over vast and distributed heterogeneous collections of user and their associated context information.

  • 2916.
    Walters, Jamie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Mid Sweden University.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Context-Relational Approach for the Internet of Things2012Ingår i: EMERGING 2012, The Fourth International Conference on Emerging Network Intelligence / [ed] Michael D. Logothetis, Tulin Atmaca, International Academy, Research and Industry Association (IARIA), 2012, s. 49-55Konferensbidrag (Refereegranskat)
    Abstract [en]

    Context-centric applications and services are premised on the ability to readily respond to changes in context. Centralized approaches to enabling this are undermined by their dependencies on DNS naming services while decentralized approaches using DHT variants have been centred on the provisioning of the underlying context information, creating information-centric rather than context-centric solutions. A dynamic Internet of Things mandates a new paradigm; approaches storing, discovering and associating context entities relevant to their context state. In this paper, we explore such a paradigm, and with the implementation of a prototype, show the advantages of moving towards the notion of context-state centricity on the Internet of Things.

  • 2917. Walters, Jamie
    et al.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Evolving Presentity-Based Context Schemas by Estimating Context Proximity2011Konferensbidrag (Refereegranskat)
  • 2918. Walters, Jamie
    et al.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norling, Roger
    Distributed Context Models in Support of Ubiquitous Mobile Awareness Services2010Konferensbidrag (Refereegranskat)
  • 2919.
    Walters, Jamie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Relational Context Proximity Query Language2015Ingår i: Mobile Networks and Management: Revised Selected Papers / [ed] Ramón Agüero et al., Berlin: Springer, 2015, nr 1, s. 277-289Konferensbidrag (Refereegranskat)
    Abstract [en]

    The creation of applications and services realising massive immersive participation require the provisioning of current, relevant and accurate context information. These applications benefit from access to this highly dynamic information in real time. Existing approaches to provisioning context information are limited by their interpretation of context relationships as address book solutions thus limiting the discovering of related entities. We introduce the context proximity query language (CPQL) for querying context related entities on distributed across collections of remote endpoints. As a declarative query language (CPQL) is similar in structure to SQL and describes the relationships between entities as distance functions between their associated context information. We simulate CPQL and show that it offers improvements over existing approaches while scaling well.

  • 2920.
    Walters, Jamie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Adaptive Information Provisioning in Distributed Context Centric Architectures2014Ingår i: International Journal of Computer Science Issues, ISSN 1694-0784, E-ISSN 1694-0814, Vol. 11, nr 4, s. 10-21Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The provisioning of user context information between service endpoints is central to realizing massive immersive participation on an Internet of Things. This information must in turn be provisioned to endpoints with minimal overhead costs. Where this is achieved through centralized repositories of context information there arises issues of scalability and availability. Where distributed approaches have been proposed, information dissemination has been optimized relative to the underlying network properties. In this paper we extend the Distributed Context Protocol (DCXP) to support subscriptions relative to an entity-application-entity triple, minimizing the number of subscriptions required and through application specific optimization minimize the overall cost of delivering user context information to service endpoints.

  • 2921.
    Walters, Jamie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Establishing Multi-Criteria Context Relations Supporting Ubiquitous Immersive Participation2013Ingår i: International Journal of Ad Hoc, Sensor & Ubiquitous Computing, ISSN 0976-2205, E-ISSN 0976-1764, Vol. 4, nr 2, s. 59-78Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Immersive Participationentails massive participatory activities in the Internetengaging people, places and objects. This ispremised on the existence of an Internet of Things infrastructure supporting applications and services with the same richness of experience as the World Wide Web. This in turn presupposes the existence of models for establishing and maintaining context relations. Where these models do exist, they impose a limited interpretation of context relations in the presence of the inherent heterogeneous and dynamic characteristics of the supporting information. In this paper we introduce an approach towards establishing context relations through the use of an improved context relational model permitting a wider, more complete range of application specific scenarios. Additionally, wederive a measure of context proximity that considers the situation, attributes, relations, accuracy and heterogeneity of both the underlying information and the vast array of requirements for metrics supporting application problem domains

  • 2922.
    Walters, Jamie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Supporting Context-Centric Relationships in Heterogeneous Environments2013Ingår i: International Journal of Computer Science Issues, ISSN 1694-0784, E-ISSN 1694-0814, Vol. 10, nr 5, s. 25-34Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Massive Immersive Participation is enriched through the use of context information describing the dynamic states and relations among people places and things. This in turn mandates the creation of methods and models for establishing and supporting these relationships. Previous approaches are undermined by their limited interpretation of context centric relations and subsequently do not offer support for multi-criteria relationships. In this paper, we extend on our previous work on establishing multi-criteria context relationships, to adding the support required for maintaining these relationships over heterogeneous and dynamic context information. We introduce a query language that supports an extended publish-subscribe approach and define solutions for maintaining, evaluating and adjusting these relationships while minimizing overall costs.

  • 2923. Walters, Jamie
    et al.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Savioli, Enrico
    A Distributed Framework for Organizing an Internet of Things2011Ingår i: The 3rd International ICST Conference on Mobile Lightweight Wireless Systems, 2011Konferensbidrag (Refereegranskat)
  • 2924.
    Wamala, Caroline
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Empowering women through ICT2012Rapport (Övrigt vetenskapligt)
    Abstract [sv]

    Informations- och kommunikationsteknologier (IKT) är nära kopplade till social och ekonomisk utveckling. Potentialen att främja social förändring kräver att alla har tillgång till dessa teknologier. Den utbredda ojämlikheten i tillgång till IKT pekar på att sociala och ekonomiska omständigheter utgör ett hinder för många grupper att utnyttja dessa teknologier. Empiriska studier har även visat att kvinnor världen över har sämre tillgång till IKT  än män. Denna diskrepans kallas ofta den digitala genusklyftan. Om tillgång till IKT r ska bidra till  hållbar social och ekonomisk utveckling  måste en stor del av jordens befolkning av kvinnor få stöd genom riktade insatser.

    Denna publikation är en granskning av Spiderprojekt som fokuserat på kvinnor och IKT. Spider har finansierat ett flertal projekt med avsikt att öka användningen av IKT  bland kvinnor och genom detta öka deras möjlighet till självbestämmande. Insatserna har fokuserat på aktiviteter i  vardagen och resultat visar att framgång var starkt kopplad till hur väl dessa teknologier anpassades till kvinnornas vardag och inte tvärt om.

  • 2925.
    Wamala Larsson, Caroline
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Svensson, Jakob
    Mobile phones in the transformation of the informal economy: stories from market women in Kampala, Uganda2018Ingår i: Journal of Eastern African Studies, ISSN 1753-1055, E-ISSN 1753-1063, Vol. 12, nr 3, s. 533-551Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This research project is situated within the area mobile technologies for development (M4D), i.e. that mobile communication technologies play a vital role in the livelihood of people in developing regions. Out of a larger explorative study of how market women in Kampala use their mobile phone(s), this article focuses on the transformation of the so-called informal economy, here in the form of Kampala street markets. Departing from stories of the women themselves, the article discusses the role of mobile telephony in this transformation. The street markets today have become hybridized as mobile money allows for non-street transactions. The appropriation of the mobile phone into these micro enterprises, we argue, has the potential to produce new regulatory spaces, considering that mobile services, located in the formal sector, are deeply embedded in Kampala's informal economic practices. To make sense of these results, we turn to science, technology and society studies (STS). STS helps us understand the mutual co-production of mobile phone practices and the transformation of the street markets. The mobile phone represents a force for change in the market women's economic activities, at once challenging and reinforcing the informality of the Kampala markets.

  • 2926.
    Wang, Jinyi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Crafting Movement: Moving Image Collections for Interaction Design2018Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    This thesis conceptualises, investigates, and reflects on the moving image design space in Human-Computer Interaction (HCI). Motivated by the increasing number of videos, films, and animations produced in the field, the thesis recognizes moving image making as a designerly way of inquiry across research and practice, and argues for the importance of moving image as a research topic in interaction design. 

    The first contribution of this thesis is the conceptualization of the moving image design space. The growing body of moving images, varying in forms and purposes, can be held together to establish a foundation of knowledge that informs and generates new research and practice. We identify four collections of existing works and their different roles, namely moving image as design technique, design element, design exhibit, and design promotion. The second contribution is the manifestation of moving image making through concrete design studies. These exemplars empirically demonstrate how they investigate, enrich, and challenge the four established collections, and ultimately expand the moving image design space. 

    These contributions not only provide new knowledge on moving images for better understanding their various roles in interaction design and making works that respond to emerging design opportunities, but also foreground the discussion on the mediation aspect of moving image in HCI.

  • 2927.
    Wang, Jinyi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Exploring the Alternative Means to Communicate Interaction Design Research2014Ingår i: DIS Companion '14 - Proceedings of the 2014 companion publication on Designing interactive systems, New York: ACM Digital Library, 2014, s. 157-162Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    This paper describes the author's doctoral study that intends to explore alternative means to communicate interactions design research with focus on the communication of hybrid interactions. This exploration is realized by proposing and validating different approaches in various design cases. The processes and outcomes contribute to the ongoing discussion in the interaction design community on bridging the gap between research and design, in particular, in designing hybrid interactive systems.

  • 2928.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hughes, Nathan
    Object2016Konferensbidrag (Övrigt vetenskapligt)
  • 2929.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Fashion, Fiction, Function: Mediating Wearable Design Through Fashion Film2017Ingår i: NORDES 2017: DESIGN+POWER, 2017Konferensbidrag (Refereegranskat)
  • 2930.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Fashionizing Wearable Experiences through Fashion FilmManuskript (preprint) (Övrigt vetenskapligt)
  • 2931.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Banka Johnson, Eva-Carin
    Previsualization with Computer Animation (Previs): Communicating Research to Interaction Design Practice2014Ingår i: Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design, Association for Computing Machinery (ACM), 2014, s. 11-20Konferensbidrag (Refereegranskat)
    Abstract [en]

    In recent years there has been growing concern about a gap between HCI research and industrial practitioners. We review methods proposed in HCI for enhancing communication between researchers and designers, and propose previsualization animation, borrowed from the movie industry, as an additional means to support this communication. The potential benefit is investigated through a process of designing and producing an animated film for a design research project at a furniture company and gathering initial user feedback. We argue that a technique that accounts for interaction dynamics and provisionality and that supports brevity and mobility can communicate design research in an inspirational manner to practitioners. However we also identified a remaining difference in the two groups' expectations about the animation, with researchers wanting it to be more research-like and practitioners wanting it to be more production-oriented.

  • 2932.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Blomgren, Erika
    Bågander, Linnea
    Kägo, Evelin
    Meier, Florian
    Takahashi, Mariko
    Thornquist, Clemens
    Design space of the new materials for fashionable wearables2016Ingår i: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, Association for Computing Machinery (ACM), 2016, s. 1159-1162Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents a design workshop that explores the future of fashionable wearable technology focusing on aesthetics. The results of the workshop include four fashion design concepts and the implications emerged from the discussions on each concept during the workshop. These implications open up new design space of technologies and materials that account for aesthetics beyond traditional fabric, i.e. transparency, scale, irregularity, movement, contextual expressions and fashion intelligence.

  • 2933.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hughes, Nathan
    Fashion Film as Design Fiction for Wearable Concepts2017Ingår i: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, s. 461-461Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    This video presents a design fiction in the form of a fashion film. It intends to mediate a design concept for a smartwatch that can change its colors and patterns to fit in the wearer's dress ensemble, which has been reported previously [1]. We see an increased interest in HCI to design fashionable wearables. However, visually appealing designs are not necessarily considered fashionable. We are motivated by the fundamental role of fashion media in transforming clothing items into fashionable garments. Fashion film, as one of the most important fashion media in the industry today, has the potential to represent wearable design concepts and to speak to a fashion-oriented audience within and beyond HCI.

  • 2934.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Karlström, Petter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mobility and multi-modality: An exploratory study of tablet use in interaction design learning2012Ingår i: / [ed] M. Specht, M. Sharples J. Multisilta, 2012, s. 276-279Konferensbidrag (Refereegranskat)
    Abstract [en]

    Tablet computers contain affordances that could make them particularly useful for students in interaction design. However, there is a lack of research and guidelines on how to integrate mobile tablets in learning. In this paper, we aim to gain understanding on the use of tablets in interaction design education by conducting a case study in an undergraduate class in interaction design. We frame our results in five features of mobile devices. Mobility and multi-modality stood out as the most distinct features of tablets in interaction design education.

  • 2935.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mughal, Mudassar Ahmad
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    LiveNature: Connecting People with Their Cherished Places2014Ingår i: Proceedings of the 2014 Companion Publication on Designing Interactive Systems, Vancouver: ACM Digital Library, 2014, s. 113-116Konferensbidrag (Övrigt vetenskapligt)
  • 2936.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mughal, Mudassar Ahmad
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Experiencing Liveness of a Cherished Place in the Home2015Ingår i: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, Association for Computing Machinery (ACM), 2015, s. 3-12Konferensbidrag (Refereegranskat)
    Abstract [en]

    Liveness, as discussed in HCI and in media studies, focuses on an intriguing and beloved experiential quality that can influence new forms of video applications. We suggest a shift from accounts of liveness in "events" to liveness in ambient media for home décor by designing a system called TransLive that exploits the "magic" of mediatizing the "now" at a distant and cherished place. We present an interview study including four families, who experienced the system for two weeks each in a concept apartment setting. It shows how immediacy and unpredictability provide compelling experiences. Authenticity and engagement, which are previously considered as inherent qualities in live media, instead occur in the context of use. Finally, the experience of transcendence triggered by slow and continuous video streams open up a new design space of liveness. Thus, not only do we take inspiration from liveness theory, but we also need to redefine it.

  • 2937.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    User Participatory Sketching in User Requirements Gathering2012Ingår i: ICIC Express Letters: An International Journal of Research and Surveys, ISSN 1881-803X, Vol. 6, nr 12, s. 3055-3059Artikel i tidskrift (Refereegranskat)
  • 2938.
    Wang, Jinyi
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kuoppala, Hannu
    User Participatory Sketching: A Complementary Approach to Gather User Requirements2012Ingår i: Proceedings of the 10th Asia Pacific Conference on Computer Human Interaction, New York: Association for Computing Machinery (ACM), 2012Konferensbidrag (Refereegranskat)
  • 2939. Wang, Xueqin
    et al.
    Al Sabbagh, Bilal
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kowalski, Stewart
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Socio-Technical Framework for Threat Modeling A Software Supply Chain2013Ingår i: The 2013 Dewald Roode Workshop on Information Systems Security Research, IFIP WG8.11/WG11.13: Conference Proceedings / [ed] Anthony Vance, International Federation for Information Processing, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we suggest a possible threat modeling approach for software supply chain. A Socio-technical approach is discussed and applied for modeling software supply chain security based on a case study of Swedish armed forces (SWAF). First we review current practices and theories for threat modeling of software supply chain. Then we suggest the application of a socio-technical framework for studying software supply chain security problem from a systemic viewpoint. Afterward we propose a step-by-step approach for threat modeling including modeling the target system, identifying threats and analyzing countermeasures. We also present a Delphi groups validation of the socio-technical framework.

  • 2940. Wang, Yanan
    et al.
    Luo, Shijian
    Liu, Shuai
    Lu, Yuija
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Crafting Concrete as a Material for Enhancing Meaningful Interactions2017Ingår i: Human-Computer Interaction. User Interface Design, Development and Multimodality: Proceedings, Part I / [ed] Masaaki Kurosu, Springer, 2017, s. 634-644Konferensbidrag (Refereegranskat)
    Abstract [en]

    Concrete is a composite material mostly used for the buildings and road surfaces ever since early human history, and which also can be used in contemporary product design as its unique aesthetic properties. In this paper, we present a series of small-scale explorations of concrete crafted as a central material, first utilizing its hygroscopicity interacting as an ephemeral and dynamic display; and secondly eliciting tactile interaction for its unique surface textures. Through hands-on engagement to unveil concrete potential when fabricated with digital technologies, we discuss how this large-scale and ubiquitous material could bring particular and intriguing experiences in our everyday lives, most importantly how can the potential of concrete be framed and described and enhance meaningful concrete reflections within HCI community.

  • 2941. Wang, Yanan
    et al.
    Luo, Shijian
    Lu, Yujia
    Gong, Hebo
    Zhou, Yexing
    Liu, Shuai
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    AnimSkin: Fabricating Epidermis with Interactive, Functional and Aesthetic Color Animation2017Ingår i: Proceedings of the 2017 Conference on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, s. 397-401Konferensbidrag (Refereegranskat)
    Abstract [en]

    Human epidermis, as the largest organ on body, has become a new design platform for wearable computing. The availability of miniature electronics makes more possibilities for on-skin designs. In this paper, we present AnimSkin, a thin-film interface, which will emit dynamic color animations directly on skin. This is done by using thermochromic material embedded with transparent electrode acting as a capacitive sensor. Moreover, an accessible and low-cost fabrication method is introduced. Individuals could also customize aesthetic graphic designs by following the detailed fabrication process to achieve personalized patterns. We propose four different dynamic types of color animation by applying certain voltage to the heating circuitry. With two examples, Email Reminder and Light Control System, we demonstrate how AnimSkin can be integrated into everyday life, and specifically, we show how AnimSkin can benefit areas such as on-skin design, thin-film interface and beauty technology.

  • 2942. Wang, Yanbo
    et al.
    Min, Qingfei
    Han, Shengnan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Understanding the effects of trust and risk on individual behavior toward social media platforms: A meta-analysis of the empirical evidence2016Ingår i: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 56, s. 34-44Artikel, forskningsöversikt (Refereegranskat)
    Abstract [en]

    Trust and risk have been theorized and empirically approved as the most influential factors affecting individual behavior toward social media platforms (SMPs). However, the evidence is scattered and the understanding of the effects is ambiguous:To address this problem, a rigorous and quantitative meta analysis was conducted to investigate the empirical evidence of 43 studies in information systems research between 2006 and 2014. The findings suggested that trust and risk both had significant effects on individual behavior toward SMPs but that trust had a stronger effect. Moderating effects of trust objects (community members vs. platforms) and platform types (virtual communities vs. social networking sites) were found. Surprisingly, culture was found to exert no moderating effect. This paper contributes more generalized knowledge to social media research literature to the theory with regard to the influence of trust and risk on individual behavior toward SMPs. The knowledge serves as the foundation for future research efforts in social media. Implications for practice are discussed.

  • 2943. Wangler, Benkt
    et al.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Conceptual Models and Levels of Modeling2006Ingår i: Proceedings of the 5th International Conference on Perspectives in Business Informatics Research (BIR06), Kaunas, Lithuania, 2006Konferensbidrag (Övrigt vetenskapligt)
  • 2944. Wanjira, Judith
    et al.
    Hallberg, David
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Systems for improved social (e-)care provision2011Konferensbidrag (Övrigt vetenskapligt)
  • 2945.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Cues and insinuations: Indicating affordances of non-player characters using visual indicators2015Ingår i: Proceedings of DiGRA 2015: Diversity of play: Games – Cultures – Identities, Digital Games Research Association , 2015, s. 1-12Konferensbidrag (Refereegranskat)
    Abstract [en]

    Non-player characters (NPCs) provide an important service in video games in that they provide an active connection to the narrative through their behavior, as if they were actors in a play. In this study, we aim to explore in what ways the visual appearance of an NPC affects how players perceive their role in the game, and what criteria players use to evaluate the role of NPCs based on visual information. This is done by performing a survey of players, where the respondents are asked to determine the role that a number of NPCs had given their visual appearance, and describe how they decided the roles of the NPCs.

  • 2946.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mind the Gap: Exploring the social capability of non-player characters2013Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Among the most important factors governing enjoyment of computer games is immersion, or the feeling the player has of being in the game world. This feeling allows the player to be transported into the world of the game, where they can experience grand adventures and riveting tales. Many factors contribute to the feeling of immersion, but as with any story-based experience the actors in the story are of the utmost importance. If the actors perform poorly, however, the player's feeling of immersion will be lessened, and the game will become less entertaining. Therefore, the Non-Player Characters (NPCs) inhabiting the game world must act in such a way that they are perceived as believable. Unfortunately, this is not always the case, and NPCs often disrupts the player's feeling of immersion. The purpose of this research is to describe how we can create NPCs who behave in ways that are conducive to player immersion, and who better portray the story of the game. This is done by identifying the current issues affecting the believability of NPC behavior. Over the course of the studies described in this thesis, we have developed a method by which problematic behaviors can be identified and described. This was done by studying NPCs in modern games using video recordings, and using an analytical tool to identify the specific factors that affect the believability of their behavior. In the end, we identified a number of such factors that affect the believability of NPCs, chief among them the inability of NPCs to perceive the world. By improving the way in which NPCs perceive the world, and more importantly how players perceive that NPCs perceive the world, we can greatly improve NPC believability.

  • 2947.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The Non-Player Character: Exploring the believability of NPC presentation and behavior2016Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Over the last few decades there has been immense growth in the video game industry, and we have seen great improvements in both graphics and audio. Unfortunately, the development of artificial intelligence (AI) and non-player characters (NPCs) has not proceeded at the same pace. Although there have undoubtedly been improvements, the field as a whole has lagged behind its siblings.

    Many of the problems with NPCs stem from the fact that they do not achieve a sufficient level of believability, particularly in the social arena. This is primarily related to the fact that the NPCs do not behave in ways that align with the expectations of the player. This can lead to the player misunderstanding the role and purpose of the NPC, which damages the believability of the game. By extension, this lessens the enjoyment the player can derive from the game. Hence, it is imperative that the design of the NPC be in line with player expectations.

    This thesis takes a holistic view of NPCs, encompassing their design, evaluation, and player perceptions. It uses a design science methodology, and primarily uses qualitative and interpretative methods. It will provide a description of the various types of NPCs found in games, what their design elements are, and how they are interpreted by players.

  • 2948.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johansson, Magnus
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Analyzing the believability of game character behavior using the Game Agent Matrix2014Ingår i: Proceedings of DiGRA 2013: DeFragging Game Studies, Digital Games Research Association , 2014, s. 1-11Konferensbidrag (Refereegranskat)
    Abstract [en]

    In recent years there has been significant improvement in the simpler actions performed by characters in computer games – such as navigating the world and attacking enemies and similar actions. In previous work, the ability of NPCs to adapt to changing circumstances was found to be inadequate in many circumstances. In order to validate these findings we have studied a total of 20 games, observing NPC behavior in each of the games in many different situations, ranging from everyday town life to combat. Using the Game Agent Matrix, we found a number of different behavior categories related to the social context of the agent and its behavior within that context indicating a gap between the most convincing behavior was focused around navigating the world, using tools and using language, as well as more complex behavior such as social sanctions and ranking, connected to the narrative of the game. The middle ground, containing behaviors such as dynamic group formation and the ability to perceive the actions of others were generally seen as unconvincing.

  • 2949.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Strååt, Björn
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A method for comparing NPC social ability2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    The main focus of game developers has for a long time been the audiovisual fidelity of the games, but some researchers claim that artificial intelligence (AI) will be the next step in improving the player experience in games. However, there is as of yet a lack of ways of measuring comparing the believability of non-player character (NPC) behavior in games. In order to rectify this we present a method which can be used to create a typology of NPC behavior believability. Our method uses the Carley & Newell fractionation matrix to describe how advanced the behavior of a game’s NPCs is. This is then recorded in a format that can be compared by simple logic operations.

  • 2950.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Strååt, Björn
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Breaking immersion by creating social unbelievabilty2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    For the last 20 years, computer games and virtual worlds have made great advances when it comes to audiovisual fidelity. However, this alone is not sufficient to make the games seem believable -- the game world must also seem to be alive. In order to accomplish this, the world must be populated by realistic characters who behave in a coherent and varied way. Many game developers seem to realize this, and the capacity of the artificial intelligence controlled non-player characters in the games are often large selling points. However, as pointed out by recent research these opponents do not always exhibit realistic, coherent and varied behaviour. We have examined this phenomenon by analysing a number of games where non-player characters are especially important for the players' enjoyment, and established six anti-heuristics that can be used to identify non-desirable behaviour in non-player characters.

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