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  • 7001.
    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

  • 7002.
    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.

  • 7003. 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)
  • 7004.
    Walters, Jamie Talanee
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo G
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani Chianeh, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Relational Context Proximity Query Language2014Ingår i: 6th International Conference on Mobile Networks and Management, Springer , 2014Konferensbidrag (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.

  • 7005.
    Wande, Johan
    et al.
    Högskolan Dalarna, Akademin Industri och samhälle, Informatik.
    Malm, Jens
    Högskolan Dalarna, Akademin Industri och samhälle, Informatik.
    Mått för att mäta kodkvalitet undersystemutvecklingsprocessen2015Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Viljan att hålla en hög kvalitet på den kod som skrivs vid utveckling av system och applikationerär inte något nytt i utvecklingsvärlden. Flera större företag använder sig av olika mått för attmäta kvaliteten på koden i sina system med målet att hålla en hög driftsäkerhet.Trafikverket är en statlig myndighet som ansvarar för driften av bland annat de system somhåller igång Sveriges järnvägsnät. Eftersom systemen fyller en viktig del i att säkra driften ochse till att tågpositioner, planering av avgångar och hantering av driftstörningar fungerar dygnetrunt för hela landet anser de att det är viktigt att sträva efter att hålla en hög kvalitet påsystemen.Syftet med det här examensarbetet var att ta reda på vilka mått som kan vara möjliga attanvända under systemutvecklingsprocessen för att mäta kvaliteten på kod och hur måtten kananvändas för att öka kvaliteten på IT-lösningar. Detta för att redan på ett tidigt stadie kunnamäta kvaliteten på den kod som skrivs i både befintliga och nyutvecklade system.Studien är en fallstudie som utfördes på Trafikverket, de olika måtten som undersöktes varcode coverage, nivån på maintainability index och antalet inrapporterade incidenter för varjesystem. Mätningar utfördes på sju av Trafikverkets system som i analysen jämfördes motantalet rapporterade incidenter. Intervjuer utfördes för att ge en bild över hur arbetssättet vidutveckling kan påverka kvaliteten. Genom litteraturstudier kom det fram ett mått som inte kundeanvändas praktiskt i det här fallet men är högst intressant, detta är cyclomatic complexity somfinns som en del av maintainability index men som även separat påverkar möjligheten att skrivaenhetstest.Resultaten av studien visar att måtten är användbara för ändamålet men bör inte användassom enskilda mått för att mäta kvalitet eftersom de fyller olika funktioner. Det är viktigt attarbetssättet runt utveckling genomförs enligt en tydlig struktur och att utvecklarna både harkunskap om hur man arbetar med enhetstest och följer kodprinciper för strukturen. Tydligakopplingar mellan nivån på code coverage och inflödet av incidenter kunde ses i de undersöktasystemen där hög code coverage ger ett lägre inflöde av incidenter. Ingen korrelation mellanmaintainability index och incidenter kunde hittas.

  • 7006.
    Wang, Chao
    et al.
    KTH, Skolan för elektro- och systemteknik (EES), Kommunikationsteori. KTH, Skolan för elektro- och systemteknik (EES), Centra, ACCESS Linnaeus Centre.
    Fan, Y.
    Thompson, J. S.
    Skoglund, Mikael
    KTH, Skolan för elektro- och systemteknik (EES), Kommunikationsteori. KTH, Skolan för elektro- och systemteknik (EES), Centra, ACCESS Linnaeus Centre.
    Poor, H. V.
    Shifted successive decode-and-forward relaying: Towards the optimal diversity-multiplexing tradeoff for a four-node cooperative network2010Ingår i: IEEE International Conference on Communications, 2010Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, a novel cooperative diversity transmission protocol is proposed for a four-node network where a single-antenna source communicates with its intended Nantenna destination with the help of two K-antenna decode-and-forward (DF) relays. Without requiring complex coding strategies at the relays, a sufficiently strong or weak inter-relay channel, or destination-source feedback, the proposed shifted successive DF relaying (SSDFR) protocol asymptotically achieves the optimal diversity-multiplexing tradeoff performance the four-node network can provide.

  • 7007.
    Wang, Jingwen
    et al.
    Högskolan i Jönköping, Internationella Handelshögskolan, IHH, Informatik.
    Khosravi Sereshki, Hami
    Högskolan i Jönköping, Internationella Handelshögskolan, IHH, Informatik.
    How to implement ITIL successfully?2010Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The purpose of this thesis is to reveal how Information Technology  Infrastructure Library (ITIL) should be implemented in an organization in  an efficient and effective way to achieve the goal of reducing wastage, cutting costs and increasing customers’ satisfaction. There are many books dealing with the ITIL. But these publications do not prescribe how to adopt, adapt or implement the guidelines as part of a service management strategy; it would seem useful to explore implementation strategies which are employed by organizations when they are using ITIL “best practices”.

    This paper seeks to take a study of “How to implement ITIL successfully in organizations”, which could be subdivided into questions of “What steps are necessary to implement ITIL” and “what factors are critical within implementation process”. Although previous researches have made some recommendations generally, this paper investigates the question on that base through comparing consultants’, organizations’ opinion and previous researches.

    This study begins with an overview of ITSM, ITIL, and critical success factors and steps of ITIL implementation. Information about the critical success factors and steps of ITIL implementation were acquired through interviews, emails and questionnaires from responsible staff in some major representative consultancy and organizations.

    The outcomes of our research are fourteen significant steps to implement ITIL and some success factors during implementation, which are vital to have a prosperous ITIL implementation. This research makes a guideline for organizations to understand and carry out the ITIL implementation efficiently.

  • 7008.
    Wang, Jinhuan
    et al.
    KTH, Skolan för teknikvetenskap (SCI), Matematik (Inst.).
    Cheng, Daizhan
    Hu, Xiaoming
    KTH, Skolan för teknikvetenskap (SCI), Matematik (Inst.), Optimeringslära och systemteori. KTH, Skolan för elektro- och systemteknik (EES), Centra, ACCESS Linnaeus Centre. KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Centrum för Autonoma System, CAS.
    An extension of LaSalle's Invariance Principle for a class of switched linear systems2009Ingår i: Systems & control letters (Print), ISSN 0167-6911, E-ISSN 1872-7956, Vol. 58, nr 10-11, s. 754-758Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this paper LaSalle's Invariance Principle for switched linear systems is studied. Unlike most existing results in which each switching mode in the system needs to be asymptotically stable, in this paper the switching modes are allowed to be only Lyapunov stable. Under certain ergodicity assumptions, an extension of LaSalle's Invariance Principle for global asymptotic stability of switched linear systems is proposed provided that the kernels of derivatives of a common quadratic Lyapunov function with respect to the switching modes are disjoint (except the origin).

  • 7009.
    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.

  • 7010.
    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.

  • 7011.
    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.

  • 7012.
    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)
  • 7013.
    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)
  • 7014.
    Wang, Q.
    et al.
    Department of Electronics, Telecommunications Norwegian University of Science and Technology, Trondheim N-7491, Norway.
    Zhang, Tingting
    Mittuniversitetet, Fakulteten för naturvetenskap, teknik och medier, Institutionen för informationsteknologi och medier.
    Balasingham, I.
    Department of Electronics, Telecommunications Norwegian University of Science and Technology, Trondheim N-7491, Norway.
    Characterizing the traffic load distribution in dense wireless sensor networks2011Ingår i: Journal of Networks, ISSN 1796-2056, E-ISSN 1796-2056, Vol. 6, nr 2, s. 173-180Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Traffic load is typically not evenly distributed over the sensor nodes in a wireless sensor network (WSN). Understanding the traffic load distribution can guide the network-wide energy allocation, the design of routing algorithms, and the optimization of the node deployment in WSNs. This article considers a dense WSN with nodes uniformly distributed in a disk sensing area, where the expected traffic load distribution over the sensor nodes as a function of their distance from the sink has been derived. Further, the effects of the network scale and routing strategy on traffic load distribution are also investigated. The expected traffic loads beared by individual sensor nodes are found to be in direct proportion to the radius of the network and inversively proportional to the routing hop length but it is independent of the network density. In addition, a heuristic multipath routing algorithm is found to be capable of reducing the traffic load variance experienced by neighboring or symmetrically deployed sensor nodes. The results presented in this article are verified through extensive simulation experiments. © 2011 ACADEMY PUBLISHER.

  • 7015.
    Wang, Qinghua
    Mittuniversitetet, Fakulteten för naturvetenskap, teknik och medier, Institutionen för informationsteknologi och medier.
    Traffic Analysis, Modeling and Their Applications in Energy-Constrained Wireless Sensor Networks: On Network Optimization and Anomaly Detection2010Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Wireless sensor network (WSN) has emerged as a promising technology thanks to the recent advances in electronics, networking, and information processing. A wide range of WSN applications have been proposed such as habitat monitoring, environmental observations and forecasting systems, health monitoring, etc. In these applications, many low power and inexpensive sensor nodes are deployed in a vast space to cooperate as a network.

    Although WSN is a promising technology, there is still a great deal of additional research required before it finally becomes a mature technology. This dissertation concentrates on three factors which are holding back the development of WSNs. Firstly, there is a lack of traffic analysis & modeling for WSNs. Secondly, network optimization for WSNs needs more investigation. Thirdly, the development of anomaly detection techniques for WSNs remains a seldomly touched area.

    In the field of traffic analysis & modeling for WSNs, this dissertation presents several ways of modeling different aspects relating to WSN traffic, including the modeling of sequence relations among arriving packets, the modeling of a data traffic arrival process for an event-driven WSN, and the modeling of a traffic load distribution for a symmetric dense WSN. These research results enrich the current understanding regarding the traffic dynamics within WSNs, and provide a basis for further work on network optimization and anomaly detection for WSNs.

    In the field of network optimization for WSNs, this dissertation presents network optimization models from which network performance bounds can be derived. This dissertation also investigates network performances constrained by the energy resources available in an indentified bottleneck zone. For a symmetric dense WSN, an optimal energy allocation scheme is proposed to minimize the energy waste due to the uneven energy drain among sensor nodes. By modeling the interrelationships among communication traffic, energy consumption and WSN performances, these presented results have efficiently integrated the knowledge on WSN traffic dynamics into the field of network optimization for WSNs.

    Finally, in the field of anomaly detection for WSNs, this dissertation uses two examples to demonstrate the feasibility and the ease of detecting sensor network anomalies through the analysis of network traffic. The presented results will serve as an inspiration for the research community to develop more secure and more fault-tolerant WSNs.

  • 7016.
    Wang, Qinghua
    et al.
    Mittuniversitetet, Fakulteten för naturvetenskap, teknik och medier, Institutionen för informationsteknologi och medier.
    Zhang, Tingting
    Mittuniversitetet, Fakulteten för naturvetenskap, teknik och medier, Institutionen för informationsteknologi och medier.
    A Multi-homing Extension of Wireless Node Implementation in Ns-22009Ingår i: 2009 4th International Conference on Communications and Networking in China, CHINACOM 2009: ChinaCom'09, IEEE conference proceedings, 2009, s. 751-756Konferensbidrag (Refereegranskat)
    Abstract [en]

    Due to the rapid growth of wireless communication, it is now believed that wireless devices with multiple interface support will highly increase in the near future. In the research community of Network Simulator, there has recently been quite a large interest in extending the current wireless node implementation so as to be able to include more than one radio interface to work simultaneously.

    We focus our efforts on the extension of multi-homing ability of ns-2, which has been the most used network simulator in wireless network research. Multi-homing here is defined as the ability of a single end-point to support multiple IP addresses by the use of multiple interfaces. The ns-2 simulation environment is a flexible tool for network engineers to investigate how various protocols perform with different configurations and topologies. However, the support for wireless and mobile networking in ns-2 is monolithic and not entirely consistent with basic design principles so that it makes it quite difficult, if not impossible, to extend a multi-homing support based on current mobilenode design. This paper describes how we extend the ns-2 framework to include support for an imititated wireless multi-homed node.

  • 7017.
    Wang, Xiaobo
    Linköpings universitet, Institutionen för datavetenskap.
    Design and Implementation of a Tool for Modeling, Simulation and Verification of Component-based Embedded Systems2004Självständigt arbete på grundnivå (yrkesexamen)Studentuppsats
    Abstract [en]

    Nowadays, embedded systems are becoming more and more complex. For this reason, designers focus more and more to adopt component-based methods for their designs. Consequently, there is an increasing interest on modeling and verification issues of component-based embedded systems.

    In this thesis, a tool, which integrates modeling, simulation and verification of component-based embedded systems, is designed and implemented. This tool uses the PRES+, Petri Net based Representation for Embedded Systems, to model component-based embedded systems. Both simulation and verification of systems are based on the PRES+ models.

    This tool consists of three integrated sub-tools, each of them with a graphical interface, the PRES+ Modeling tool, the PRES+ Simulation tool and the PRES+ Verification tool. The PRES+ Modeling tool is a graphical editor, with which system designers can model component-based embedded systems easily. The PRES+ Simulation tool, which is used to validate systems, visualizes the execution of a model in an intuitive manner. The PRES+ Verification tool provides a convenient access to a model checker, in which models can be formally verified with respect to temporal logic formulas.

  • 7018. 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.

  • 7019.
    Wang, Xuyang
    Örebro universitet, Handelshögskolan vid Örebro Universitet.
    Factors Influence Citizen Adoption for Government E-Tax Service2012Självständigt arbete på avancerad nivå (masterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    E-tax is an important function of e-government since it is highly related to the life of citizens (Wu & Chen, 2005). So in this paper I have discussed the factors influence the citizen adoption of government e-tax service. I have used the decomposed TPB model as my research model. This model integrated two important theories – TAM model and TPB model. The taxpayers were divided into adopters who have used the e-tax service and non-adopter who has used the conventional method to pay their tax. And the effect of these factors for adopters and non-adopters are different. Therefore, understand the factors’ effect can help governments formulate the corresponding measures to promote more citizens to use the e-tax service and lead to better planning and implementation of e-tax service.

  • 7020. 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.

  • 7021.
    Wang, Yuan
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Knowledge management from Theory to Practice: A road map for small and medium sized enterprises2007Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [en]

    Nowadays, business activities become more and more complex; they entangle numerous aspects of knowledge: legal, financial, management, information technology, and so on. Knowledge Management, a still novel solution for most organization, aims boost and optimize the knowledge transfers in organization. The thesis is about should and how small and middle medium enterprises apply knowledge management. The author argues the content of knowledge management, and how implements those ideas into real business environment.

  • 7022. Wanjira, Judith
    et al.
    Hallberg, David
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Systems for improved social (e-)care provision2011Konferensbidrag (Övrigt vetenskapligt)
  • 7023.
    Ward, Mattias
    et al.
    Örebro universitet, Handelshögskolan vid Örebro universitet.
    Pettersson, Magnus
    Örebro universitet, Handelshögskolan vid Örebro universitet.
    Cloud Computing: Vilka svenska företag lämpar det sig för?2011Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Cloud computing spås av många som framtiden för IT och innebär att man över internet hyr datorkraft och programvara istället för att köpa in datorer och mjukvarulicenser till företaget. Då mycket av den forskning som finns syftar till främst amerikansk kontext har den här undersökningen genomförts med fokus på svenska företag. Den här undersökningen syftar till att ta reda på vilka typer av företag i Sverige som har störst respektive minst nytta av cloud computing och har genomförts med hjälp av kvalitativa intervjuer med fyra svenska IT-företag. I undersökningen framkommer det att det kan vara svårt att hitta en specifik bransch eller storlek av företag som är speciellt väl lämpat för att använda sig av cloud computing, det gäller snarare att utifrån en specifik verksamhet undersöka hur man på bästa sätt kan dra nytta av cloud computing. Däremot finns vissa förutsättningar som skiljer olika företagstyper åt när det gäller cloud computing som presenteras i uppsatsen.

  • 7024.
    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.

  • 7025.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mind the Gap: Exploring the social capability of non-player characters2013Övrigt (Övrig (populärvetenskap, debatt, mm))
    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.

  • 7026.
    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.

  • 7027.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Johansson, Magnus
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Analyzing the believability of game character behavior using the Game Agent Matrix2013Ingår i: DiGRA 2013 - DeFragging Game Studies, 2013Konferensbidrag (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.

  • 7028.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Johansson, Magnus
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Analyzing the believability of game character behavior using the Game Agent Matrix2013Ingår i: DiGRA 2013 - DeFragging Game Studies, 2013Konferensbidrag (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.

  • 7029.
    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.

  • 7030.
    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.

  • 7031.
    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.

  • 7032.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A model of non-player character believabilityManuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    In this study we aim to describe in what ways non-player characters (NPCs) affect believability. To this end, we have conducted an online survey, where respondents were asked to classify and describe NPCs. Furthermore, we also examined recordings of NPCs in games. These data sources were examined using a model for NPC believability in order to describe the effect on believability by different types of NPCs. Based on this, we were able to construct a model of NPC believability, based on the NPC’s level of complexity and ability to handle a mutable social context. As described by the model, NPCs are currently less capable of handling changing social contexts. They do, however, show promise, and given current emerging technologies it is feasible that new types of more socially capable NPCs will arise within the near future.

  • 7033.
    Warpefelt, Henrik
    et al.
    Uppsala University, Sweden.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A model of non-player character believability2017Ingår i: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 9, nr 1, s. 39-53Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this study we aim to describe in what ways non-player characters (NPCs) affect believability. To this end, we have conducted an online survey, where respondents were asked to classify and describe NPCs. Furthermore, we also examined recordings of NPCs in games. These data sources were examined using a model for NPC believability in order to describe the effect on believability by different types of NPCs. Based on this, we were able to construct a model of NPC believability, based on the NPC’s level of complexity and ability to handle a mutable social context. As described by the model, NPCs are currently less capable of handling changing social contexts. They do, however, show promise, and given current emerging technologies it is feasible that new types of more socially capable NPCs will arise within the near future.

  • 7034.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A typology of non-player characters2016Manuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    Non-player characters (NPCs) critically impact the experience of the game, and must help uphold the player's feeling of immersion. To avoid negatively impacting the player's sense of immersion, the NPCs must be designed in ways that are in line with the player's expectation on the game, and must fulfill the interaction conventions of games. In this article, we present a typology that provide descriptions of the various types of NPCs found in games, and their design features. This typology was created based on previous work by Bartle (2004) and Warpefelt and Verhagen (2015), which was verified and expanded on using an online survey. The end product can be used to describe NPCs and their design features, primarily for analytical purposes but possibly also as a basis for procedural content generation.

  • 7035.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Towards an updated typology of non-player character roles2015Ingår i: Proceedings of the IADIS International Conference Computer Graphics, Visualization, Computer Vision and Image Processing / [ed] Piet Kommers, Pedro Isaías, Heredina Fernandez Betancort, International Association for Development of the Information Society , 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    In video games, non-player characters (NPCs) provide important services in that they facilitate the player's interaction with the game in a way that is in accordance with the expectations set by the narrative. It is, however, still unclear in what ways these NPCs must act, look, and feel in order to fulfill these expectations. In this study we aim to establish a typology of the roles NPCs play in games, building on a previous typology by Bartle (2004) aimed at providing a framework for describing the requirements put on NPCs by these expectations. This was done via an online survey, where respondents were asked to classify NPCs in images from 4 games, and to provide a description of why they classified it as belonging to a certain role. The results of the survey were the analyzed for instances where players expressed confusion about which role an NPC belonged to. These findings were used to update the previous typology. The results from this were later verified by applying the new typology to 10 other games. In the end we identified a number of new roles, as well as modifications to existing roles, which when combined with Bartle’s original typology created a typology applicable to a larger number of genres.

  • 7036.
    Wass, Sofie
    et al.
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Nyberg, Camilla
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Does IDA meet the requirements?: Evaluating the method Information Demand Analysis2009Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats
    Abstract [en]

    This study aims to evaluate the use of the method Information Demand Analysis (henceforth IDA) against an analysis tool. To gain empirical understanding of IDA, the method will be applied to a cooperation process between two business organisations. The research questions of the study are to investigate what can be required of a method, to identify the information demand for the above mentioned cooperation process, and to identify the strengths and weaknesses of the use of IDA.

    Based on a literature study an evaluation framework, which describes what can be required of a method, was developed. The evaluation framework resulted in an analysis tool, which consists of the elements: method content, method user, method context, method validation, the method creator’s requirements, and the wishes and expectations of the business organisations. The use of IDA implied scoping to delimit the problem situation and a workshop to identify the information demand. In order to gain an understanding of the use of the method IDA, and to identify the information demand, the method was applied to a cooperation process between Steel AB and Wood AB. The information demand was later represented in Extended Enterprise Modelling Language (henceforth EEML). Finally, we analysed if and how the elements in the analysis tool were reflected in IDA and identified the strengths and weaknesses of the use of the method.

    The strengths of IDA are that it is general and applicable on different types of business organisations. Furthermore, it has well defined concepts and the possibility of selecting appropriate concepts ensures that it is applicable on different problem situations. The business organisations, which participated in the workshop, found that IDA resulted in a holistic view and increased the understanding for each other. The weaknesses of IDA are lack of documentation of explicitly defined steps, the implications for selecting certain concepts, guidance, and explicitly described notations. Concerning the involved roles, in IDA, we request a description of them, their responsibilities, and the needed knowledge sets and skills for using the method. Since IDA still is under development we had difficulties understanding how our outcome of the method should fulfil the purpose of IDA.

  • 7037.
    Wastegren, Henrik
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Gunnarsson, Linnéa
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Leion, Johan
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Vägen till målet: Ett vägledande gränssnitt och vägen dit2010Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Dagens mjukvaruprogram kan ha gränssnitt som innehåller mycket information och många olika funktioner som inte alltid är relevanta för användaren. I detta myller av information och funktioner förväntas användaren utföra uppgifter som leder fram till sitt uppsatta mål. Syftet med denna forskningsrapport var att ta fram funktioner som kan vägleda användare och som kan bidra till ett vägledande webbgränssnitt. Fokus lades på att ta fram funktioner som kan vägleda användare i ett administrativt system tillhörande en yrkesgrupp med en särskilt komplex arbetssituation. För att få en bättre uppfattning om deras arbetssätt och behov gjordes en fallstudie på den utvalda yrkesgruppen, med hjälp av en kvalitativ intervju och observation. Resultatet av fallstudien analyserades tillsammans med teorier och designprinciper för ett vägledande gränssnitt. Resultatet av analysen blev en prototyp med fyra huvudfunktioner som skulle kunna vägleda användaren i ett administrativt gränssnitt. Därefter drogs slutsatser kring de vägledande funktionernas generaliserbarhet för andra administrativa system och webbgränssnitt i allmänhet. Vi anser att det skulle kunna vara möjligt att överföra de framtagna funktionerna till andra administrativa system för andra yrkesgrupper samt webbgränssnitt, för att uppnå ett vägledande gränssnitt. Samtidigt är det upp till varje enskild gränssnittsutvecklare att avgöra vilka av våra funktioner som bidrar till ett vägledande gränssnitt för dem.

  • 7038.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Ballesteros, Soledad
    UNED, Spain.
    Peter, Christian
    Ageing in a networked society: social inclusion and mental stimulation2009Ingår i: Workshop on Affect and Behaviour Related Assistance in Support for the Elderly. Corfu, Greece, June 2009., 2009Konferensbidrag (Refereegranskat)
  • 7039.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Fällman, Daniel
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    The Reality Helmet: Transforming the Experience of Being-in-the-World2003Ingår i: Proceedings of HCI 2003: Designing for Society (Bath, UK, September 8-12): Volume 2 of the Conference, Bath, UK: British HCI Group , 2003, s. 1-4Konferensbidrag (Refereegranskat)
    Abstract [en]

    The Reality Helmet is a wearable device providing a novel form of interactive experience, in which the user’s vision and hearing is completely shielded off from the world. Video and sounds are sampled by the Helmet from the surrounding environment, but through computer processing sounds are presented to the wearer as vision and sights are turned into a soundscape. The result is a radical transformation of the nature of being in the world, an extreme form of artificial synaesthesia. The Reality Helmet leads its wearer to question the relationship between what is out there and what is sensed. Conference participants will be invited to wear the Helmet and experience a different way of being in the world.

  • 7040.
    Wecksten, Mattias
    Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), Halmstad Embedded and Intelligent Systems Research (EIS), Inbyggda system (CERES).
    RealLife - en tekniköversikt2008Rapport (Övrigt vetenskapligt)
    Abstract [sv]

    RealLife är en sammankopplink mellan användarens plattform och tjänsteleverantörer via en central databas. Tanken är att en individidentifierare, UBI passport, ska vara kärnan i systemet som möjliggör att flytta innehåll från plattform till plattform. Genom att ta kontroll över den databas som samlar allt material och alla tjänster får man möjlighet att sälja extremfokuserad reklam. All den teknik som krävs för att genomföra projektet RealLife finns tillgänglig i någon form redan idag. Avgörande blir om man lyckas att göra så att användaren känner någon nytta utöver vad man skulle ha fått från en traditionell söktjänst. Detta kräver articifiell intelligens utöver vad som är tillgängligt idag.

  • 7041.
    Wedell, Stefan
    Linköpings universitet, Institutionen för systemteknik.
    Realtidsmodeller av däck och koppling för fordonssimulator2007Självständigt arbete på grundnivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [sv]

    Syftet med detta arbete var att undersöka metoder för modellering och realtidssimulering av fordonskomponenterna koppling och däck. Avsikten skulle sedan vara att implementera utvalda modeller i simulink för användning tillsammans med en befintlig fordonssimulator. Arbetet innehåller en litteraturstudie som ger fysikalisk förståelse för fordonskomponenterna samt vägledning vid valet av modelleringsmetod.

    Utmaningen med kopplingen var att modellera övergången mellan låst och

    slirande tillstånd. Efter utvärdering av olika metoder valdes en metod som använder samma systemstruktur för båda fallen, dvs ett system med två frihetsgrader.

    Däcksmodellen valdes med hänsynen att ett trovärdigt beteende skulle uppnås utan att kräva för mycket beräkningskraft. En metod byggd på fysikaliska resonemang är svår att få verklighetstrogen med begränsad komplexitet. Valet föll därför på metoden Magic Formula som är en metod baserad på experimentella mätningar som är vanligt använd i realtidstillämpningar.

    Ett problem vid modelleringen av både koppling och däck är sista steget i simuleringen innan kopplingen låser sig respektive däcket går från slirande till rullande. Orsaken är att simuleringen görs diskret med fix steglängd och en hög sannolikhet för att övergången mellan tillstånden "missas" och en oscillering uppstår. Problemet löses med hjälp av en prediktering av nästkommande beräkningssteg.

    Med modellerna implementerade och sammankopplade med den övriga fordonsmodellen erhålls en acceptabel körkänsla vid realtidssimulering på en helt vanlig hemdator. Med detta anses syftet med detta arbete vara uppfyllt.

  • 7042.
    Wedlund, Tommy
    et al.
    Linköpings universitet.
    Axelsson, Karin
    Örebro universitet, Handelshögskolan vid Örebro universitet.
    Melin, Ulf
    Linköpings universitet.
    Learning outcomes in use: project-oriented education from a teacher’s perspective2009Ingår i: Proceedings of the Information Systems Education Conference 2009, v 26, 2009, s. 1-11Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes how a teacher can apply learning outcomes in a syllabus in projectoriented education. We present these learning outcomes in the context of a project-oriented course and give practical examples of how a teacher can apply the examples by coordinating (1) learning outcomes in the syllabus, (2) learning activities in the course, and (3) processes in a project-oriented course. The examples are applied to processes in a project-oriented course, including the students’ individual learning process, project team process, and project process. Involving students early on, at the start of the course, by presenting the learning outcomes and then continuously working with and referring to them gives the students a learning structure. The course starts with learning outcomes building on team experience and knowledge, i.e., the project team process. After that come learning outcomes for the project process, making the project the carrier of new knowledge for the team, and finally learning outcomes ending in the students’ individual learning process, by which the students can deepen their learning, applying their knowledge in new situations and various learning activities. Project-oriented education was used in an undergraduate course at a Swedish university; experiences from this course are discussed and analysed here.

  • 7043.
    Wedlund, Tommy
    et al.
    Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, VITS - Laboratoriet för verksamhetsinriktad systemutveckling. Linköpings universitet, Filosofiska fakulteten.
    Axelsson, Karin
    Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, VITS - Laboratoriet för verksamhetsinriktad systemutveckling. Linköpings universitet, Filosofiska fakulteten.
    Melin, Ulf
    Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, VITS - Laboratoriet för verksamhetsinriktad systemutveckling. Linköpings universitet, Filosofiska fakulteten.
    Towards a Model for Learning Outcomes: Experiences from a Project-Oriented Course2010Ingår i: ISECON2010, 2010Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes an overall model that can be used by a teacher when working with learning outcomes. The model is presented in the context of a project-oriented course and contains three stages. It describes how a teacher can: (1) create a learning breakdown structure with learning modules; (2) define learning activities including feedback, assessment, and examination activities for the learning module; and (3) develop a learning chart that visualises how the learning should be accomplished. The description of the three stages can also be applied to general steps when developing a Gantt chart with project management tools. The work starts in a course with analysing the learning outcomes in the syllabus and breaking it down into learning modules. A learning activity list is subsequently created, which identifies attributes that are associated with each learning activity. This list also includes activities for feedback, assessment and examination of each learning module. Finally, work begins to create relationships between the learning outcomes and learning activities on a calendar-based time axis, which leads to the development of a learning chart. The experiences discussed and analysed here are based on project-oriented education in the context of an undergraduate course at a Swedish university.

  • 7044.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Casillas, Arantza
    Diaz de Ilarraza, Arantza
    Oronoz, Maite
    Pérez, Alicia
    Gojenola, Koldo
    The impact of simple feature engineering in multilingual medical NER2016Ingår i: Proceedings of the Clinical Natural Language Processing Workshop (ClinicalNLP), 2016, artikel-id W16-4201Konferensbidrag (Refereegranskat)
    Abstract [en]

    The goal of this paper is to examine the impact of simple feature engineering mechanisms before applying more sophisticated techniques to the task of medical NER. Sometimes papers using scientifically sound techniques present raw baselines that could be improved adding simple and cheap features. This work focuses on entity recognition for the clinical domain for three languages: English, Swedish and Spanish. The task is tackled using simple features, starting from the window size, capitalization, prefixes, and moving to POS and semantic tags. This work demonstrates that a simple initial step of feature engineering can improve the baseline results significantly. Hence, the contributions of this paper are: first, a short list of guidelines well supported with experimental results on three languages and, second, a detailed description of the relevance of these features for medical NER.

  • 7045.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Dalianis, Hercules
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Creating a rule based system for text mining of Norwegian breast cancer pathology reports2015Ingår i: LOUHI, Association for Computational Linguistics , 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    National cancer registries collect cancer related information from multiple sources and make it available for research. Part of this information originates from pathology reports, and in this pre-study the possibil- ity of a system for automatic extraction of information from Norwegian pathology reports is investigated. A set of 40 pathol- ogy reports describing breast cancer tissue samples has been used to develop a rule based system for information extraction. To validate the performance of this system its output has been compared to the data produced by experts doing manual encod- ing of the same pathology reports. On av- erage, a precision of 80%, a recall of 98% and an F-score of 86% has been achieved, showing that such a system is indeed fea- sible.

  • 7046.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kalle, Åström,
    Lunds Universitet, , .
    Pierre, Nugues,
    Lunds Universitet, , .
    Linking Entities Across Images and Text2015Ingår i: CoNLL, Association for Computational Linguistics , 2015Konferensbidrag (Refereegranskat)
  • 7047.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kvist, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Karolinska Institutet, Sweden.
    Sundström, Karin
    Brunak, Søren
    Dalianis, Hercules
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Finding Cervical Cancer Symptoms in Swedish Clinical Text using a Machine Learning Approach and NegEx2015Ingår i: AMIA Annual Symposium Proceedings, American Medical Informatics Association , 2015, s. 1296-1305Konferensbidrag (Refereegranskat)
    Abstract [en]

    Detection of early symptoms in cervical cancer is crucial for early treatment and survival. To find symptoms of cervical cancer in clinical text, Named Entity Recognition is needed. In this paper the Clinical Entity Finder, a machine-learning tool trained on annotated clinical text from a Swedish internal medicine emergency unit, is evaluated on cervical cancer records. The Clinical Entity Finder identifies entities of the types body part, finding and disorder and is extended with negation detection using the rule-based tool NegEx, to distinguish between negated and non-negated entities. To measure the performance of the tools on this new domain, two physicians annotated a set of clinical notes from the health records of cervical cancer patients. The inter-annotator agreement for finding, disorder and body part obtained an average F-score of 0.677 and the Clinical Entity Finder extended with NegEx had an average F-score of 0.667.

  • 7048.
    Weerasinghe, Thushani A.
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo, Sri Lanka.
    Hewagamge, Kamalanath
    University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Re-evaluation of community of inquiry model with its metacognitive presence construct2012Ingår i: The International Journal on Advances in ICT for Emerging Regions, ISSN 1800-4156, Vol. 5, nr 4, s. 1-13Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Among the discussion-content analytical tools in the field of e-learning research, the community of inquiry (CoI) model is extensively applied and continuously improved by its users. This model investigates the types of elements that are manifested through inquiry-based learning processes in online discussions. They are social, cognitive, teaching and metacognitive presences. These elements are essential for meaningful student interactions to take place in online learning environments. In particular, the metacognitive presence construct of the CoI model discovers the students’ ability of self and co-regulation of learning in an online learning environment. However, the metacognitive presence construct of the CoI model has not been evaluated along with the other components of the model. Therefore, in this paper the CoI model was re-evaluated to determine its reliability in analysing discussions in online courses on information technology related subjects. The evaluation is conducted with four online courses designed and developed for a distance learning programme in Sri Lanka. The paper discusses the modifications that were needed to make the model more applicable for conducting discussion-content analysis in similar types of online learning environments, and reports on the results of the final evaluation. Furthermore, the findings of the study imply that the theoretical framework of the CoI model needs to be improved to properly enclose the metacognitive presence component. In spite of this, the study adds points to the CoI model supporting for its well applicability and reliability in analysing online discussion content in information technology related courses.

  • 7049.
    Weerasinghe, Thushani A.
    et al.
    University of Colombo, Sri Lanka.
    Nishakumari, Kariyawasam M. G. B.
    University of Colombo, Sri Lanka.
    Hewagamage, Kamalanath P.
    University of Colombo, Sri Lanka.
    Gap between theory and practice: Human factors in designing and developing effective e-learning materials for a structured syllabus2007Ingår i: The International Journal of the Computer, the Internet and Management, ISSN 0858-7027, Vol. 15, nr SP3, s. 19.1-19.6Artikel i tidskrift (Refereegranskat)
  • 7050.
    Weerasinghe, Thushani A.
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hewagamage, Kamalanath P.
    University of Colombo, Sri Lanka.
    An Empirical Study: A success story of effectiveness of an OLE2008Ingår i: Proceedings of International Conference on Computer Aided Learning (ICL) 2008 / [ed] Michael E. Auer, 2008, s. 1(10)-10(10)Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents the results of an empirical study conducted with students following a distance education program. In the study questions posed were whether students could perform well in examinations using only the Learning Management System (LMS), whether they could use it in an efficient way and whether there was a relationship between students’ learning styles, number of LMS hits and learning achievements. Students were given access to a specially designed course section. The students’ learning achievements were evaluated in two tests at different intervals. The study data were gathered using questionnaires and LMS statistics. We found that once the students got acquainted with the environment they could use the LMS more efficiently and managed to get high scores by only using the LMS. Results associated with the learning style preferences imply that we have designed the learning content and the environment to support learners with different learning style preferences.

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