lnu.sePublikasjoner
Endre søk
Begrens søket
3456789 251 - 300 of 1054
RefereraExporteraLink til resultatlisten
Permanent link
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Treff pr side
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sortering
  • Standard (Relevans)
  • Forfatter A-Ø
  • Forfatter Ø-A
  • Tittel A-Ø
  • Tittel Ø-A
  • Type publikasjon A-Ø
  • Type publikasjon Ø-A
  • Eldste først
  • Nyeste først
  • Skapad (Eldste først)
  • Skapad (Nyeste først)
  • Senast uppdaterad (Eldste først)
  • Senast uppdaterad (Nyeste først)
  • Disputationsdatum (tidligste først)
  • Disputationsdatum (siste først)
  • Standard (Relevans)
  • Forfatter A-Ø
  • Forfatter Ø-A
  • Tittel A-Ø
  • Tittel Ø-A
  • Type publikasjon A-Ø
  • Type publikasjon Ø-A
  • Eldste først
  • Nyeste først
  • Skapad (Eldste først)
  • Skapad (Nyeste først)
  • Senast uppdaterad (Eldste først)
  • Senast uppdaterad (Nyeste først)
  • Disputationsdatum (tidligste først)
  • Disputationsdatum (siste først)
Merk
Maxantalet träffar du kan exportera från sökgränssnittet är 250. Vid större uttag använd dig av utsökningar.
  • 251.
    Giemza, Adam
    et al.
    University of Duisburg Essen.
    Jansen, Marc
    University of Applied Sciences Ruhr West.
    Hoppe, Ulrich
    University of Duisburg Essen.
    Integrating Cloud Services to Support the Formation of Informal Learning Groups2013Inngår i: Proceedings of the 5th International Conference on Computer Supported Education, INSTICC Press, 2013, s. 759-765Konferansepaper (Fagfellevurdert)
    Abstract [en]

    CloudServices like Google Drive, Brainstormer, Doodle are meanwhile frequently used as tools for learning in various contexts. They provide storage facilities, production tools and particularly also coordination support. The management of these heterogeneous tools is a challenge for the individual users as well as for the usage in groups. This paper presents a mobile application to support the learners in the formation of informallearninggroups and integrates heterogeneous cloudservices to supportgroupformation and further group work in a campus environment. Furthermore, this paper tackles the ambiguity of the term cloud application and tries to provide a definition and discusses the process of bringing the Brainstormer Web application into the cloud for integration with the mobile application.

  • 252.
    Gil de la Iglesia, Didac
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Exploring New Ways to Support Mobile Collaboration Through Mobile Virtual Devices2010Annet (Annet vitenskapelig)
    Abstract [en]

    The use of mobile technologies to support novel ways of teaching and learning has been an opening door for carrying out more free educational scenarios during the last years. The imposed restrictions of traditional learning settings have been partially overcome in the field of mobile learning. However, some restrictions still remain by the constrains and limitations of mobile devices and wireless technologies. Many of these restrictions are related to issues connected to mobile performance, but the limited amount of resources one mobile device can offer is also a boundary the learning activities have met. In the scope of this paper, the concept of Mobile Virtual Device (MVD) is presented and discussed. A MVD is an organization wherein several mobile devices form a membership in order to share their individual resources and services for creating a more powerful instance. A MVD, with the aggregation of several resources from multiple devices, enables to provide support for new learning activities that were not possible before. In this article, we present the benefits of this conceptualization and two examples where this concept has been applied. We envision a high potential offered by these enhanced virtual devices, although some challenges arise in its use, both technical and social, which should be discussed and addressed.

  • 253.
    Gil de la Iglesia, Didac
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Uncertainties in Mobile Learning applications: Software Architecture Challenges2012Licentiatavhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    The presence of computer technologies in our daily life is growing by leaps and bounds. One of the recent trends is the use of mobile technologies and cloud services for supporting everyday tasks and the sharing of information between users. The field of education is not absent from these developments and many organizations are adopting Information and Communication Technologies (ICT) in various ways for supporting teaching and learning. The field of Mobile Learning (M-Learning) offers new opportunities for carrying out collaborative educational activities in a variety of settings and situations. The use of mobile technologies for enhancing collaboration provides new opportunities but at the same time new challenges emerge.

    One of those challenges is discussed in this thesis and it con- cerns with uncertainties related to the dynamic aspects that characterized outdoor M-Learning activities. The existence of these uncertainties force software developers to make assumptions in their developments. However, these uncertainties are the cause of risks that may affect the required outcomes for M-Learning activities. Mitigations mechanisms can be developed and included to reduce the risks’ impact during the different phases of development. However, uncertainties which are present at runtime require adaptation mechanisms to mitigate the resulting risks.

    This thesis analyzes the current state of the art in self-adaptation in Technology-Enhanced Learning (TEL) and M-Learning. The results of an extensive literature survey in the field and the outcomes of the Geometry Mobile (GEM) research project are reported. A list of uncertainties in collaborative M-Learning activities and the associated risks that threaten the critical QoS outcomes for collaboration are identified and discussed. A detailed elaboration addressing mitigation mechanisms to cope with these problems is elaborated and presented. The results of these efforts provide valuable insights and the basis towards the design of a multi-agent self-adaptive architecture for multiple concerns that is illustrated with a prototype implementation. The proposed conceptual architecture is an initial cornerstone towards the creation of a decentralized distributed self-adaptive system for multiple concerns to guarantee collaboration in M-Learning. 

    Fulltekst (pdf)
    fulltext
  • 254.
    Gil de la Iglesia, Didac
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Andersson, Jesper
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Milrad, Marcelo
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Enhancing Mobile Learning Activities by the Use of Mobile Virtual Devices: Some Design and Implementation Issues2010Inngår i: 2010 2nd International Conference on Intelligent Networking and Collaborative Systems (INCOS), IEEE Press, 2010, s. 137-144Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The use of multiple mobile devices is increasing in mobile learning, bringing a need for collaboration and resource sharing among participating pupils. This paper presents an approach that addresses information and resource sharing for mobile devices in indoors and outdoors settings. Our solution consists of aggregated mobile devices, forming organizations. These Mobile Virtual Devices (MVDs) provide a new mechanism that facilitates design of mobile learning activities offering a virtual complex device that combines the features of several mobile devices.

  • 255.
    Gil de la Iglesia, Didac
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Andersson, Jesper
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Milrad, Marcelo
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Mobile Virtual Devices for Collaborative M-Learning2010Inngår i: Workshop Proceedings of the 18th International Conference on Computers in Education, Asia-Pacific Society for Computers in Education, 2010Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The increasing use of mobile devices to support collaborative activities creates a need for developing new methods and perspectives to facilitate information sharing. In this paper, we present an approach for information sharing in mobile collaborative settings through the use of Mobile Virtual Devices (MVD). MVD emerges as a new conceptualization of an organization of mobile devices that supports collaborative tasks. The use of MVD allows designers and users to interact with and through mobile devices in novel ways, considering the aggregation of mobile devices as a single entity. The notion of MVD has been conceptualized on the idea of multirole devices, using components to provide and consume resources.

  • 256.
    Gil de la Iglesia, Didac
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Pettersson, Oskar
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Providing Flexibility in Learning Activities Systems by Exploiting the Multiple Roles of Mobile Devices2010Inngår i: Proceedings of 6th IEEE International Conference on Wireless, mobile and Ubiquitous Technologies in Education, IEEE, 2010, s. 166-170Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The wide adoption of mobile and wireless technologies allow for users to have access to learning resources and generate digital content at any location and time. An immediate implication of this latest trend is the need to create and deploy learning activity systems that offer a high level of flexibility. This flexibility can allow for the creation of adaptive activities, something highly required in dynamic learning environments such as those in the field of M-learning. Mobile devices can provide flexibility to activity systems by adapting their behavior on a context basis. To give an example of flexibility in the mobile device behavior, we present the FLexible Activity Client (FLAC). FLAC is a mobile application that allows the mobile device to switch from client-role to service-provider-role behavior. We describe our proposed architecture and its implementation and present the results of our initial tests.

  • 257.
    Gimenez, Alfredo
    et al.
    University of California, USA.
    Gamblin, Todd
    Lawrence Livermore National Laboratory, USA.
    Jusufi, Ilir
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Bhatele, Abhinav
    Lawrence Livermore National Laboratory, USA.
    Schulz, Martin
    Lawrence Livermore National Laboratory, USA.
    Bremer, Peer-Timo
    Lawrence Livermore National Laboratory, USA.
    Hamann, Bernd
    University of California, USA.
    MemAxes: Visualization and Analytics for Characterizing Complex Memory Performance Behaviors2018Inngår i: IEEE Transactions on Visualization and Computer Graphics, ISSN 1077-2626, E-ISSN 1941-0506, Vol. 24, nr 7, s. 2180-2193Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Memory performance is often a major bottleneck for high-performance computing (HPC) applications. Deepening memory hierarchies, complex memory management, and non-uniform access times have made memory performance behavior difficult to characterize, and users require novel, sophisticated tools to analyze and optimize this aspect of their codes. Existing tools target only specific factors of memory performance, such as hardware layout, allocations, or access instructions. However, today's tools do not suffice to characterize the complex relationships between these factors. Further, they require advanced expertise to be used effectively. We present MemAxes, a tool based on a novel approach for analytic-driven visualization of memory performance data. MemAxes uniquely allows users to analyze the different aspects related to memory performance by providing multiple visual contexts for a centralized dataset. We define mappings of sampled memory access data to new and existing visual metaphors, each of which enabling a user to perform different analysis tasks. We present methods to guide user interaction by scoring subsets of the data based on known performance problems. This scoring is used to provide visual cues and automatically extract clusters of interest. We designed MemAxes in collaboration with experts in HPC and demonstrate its effectiveness in case studies.

  • 258.
    Giménez, Alfredo
    et al.
    University of California, Davis, California.
    Gamblin, Todd
    Lawrence Livermore National Laboratory, USA.
    Rountree, Barry
    Lawrence Livermore National Laboratory, USA.
    Bhatele, Abhinav
    Lawrence Livermore National Laboratory, USA.
    Jusufi, Ilir
    University of California, Davis, USA.
    Bremer, Peer-Timo
    Lawrence Livermore National Laboratory, USA.
    Hamann, Bernd
    University of California, Davis, California.
    Dissecting On-node Memory Access Performance: A Semantic Approach2014Inngår i: SC14: International Conference for High Performance Computing, Networking, Storage and Analysis, Piscataway, NJ, USA: IEEE Press, 2014, s. 166-176Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Optimizing memory access is critical for performance and power efficiency. CPU manufacturers have developed sampling-based performance measurement units (PMUs) that report precise costs of memory accesses at specific addresses. However, this data is too low-level to be meaningfully interpreted and contains an excessive amount of irrelevant or uninteresting information.

    We have developed a method to gather fine-grained memory access performance data for specific data objects and regions of code with low overhead and attribute semantic information to the sampled memory accesses. This information provides the context necessary to more effectively interpret the data. We have developed a tool that performs this sampling and attribution and used the tool to discover and diagnose performance problems in real-world applications. Our techniques provide useful insight into the memory behavior of applications and allow programmers to understand the performance ramifications of key design decisions: domain decomposition, multi-threading, and data motion within distributed memory systems.

  • 259.
    Glazunov, Vladimir
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Quality assessment of a large real world industry project2013Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Quality Monitor is application, which automatically analyzes software projects forquality and makes quality assessment reports. This thesis project aims to instantiate Quality Monitor for a large real-world .Net project and to extend Quality Monitor by considering other data sources than just source code. This extended analysis scope includes bug reports, features, and time reports besides .Net assemblies (code) as artifacts. Different tools were investigated for the analysis of code, bug reports, features and time reports.

    The analysis of .Net assemblies was implemented as none of the existing tools under evaluation met all requirements. The analysis of .Net assemblies was successfully completed; it allows the extraction data necessary for creating Call and Control Flow graphs. These graphs are used for calculating additional metrics allowing for an improved assessment of quality of the project. Implementation of .Net assembly reader was tested using large real world industrial project.

    Other data sources were analyzed theoretically, but excluded for further implementation. Altogether the thesis includes an analysis of possible Quality Monitor extensions including their requirements, design, and (partially) their implementation and evaluation.

    Fulltekst (pdf)
    fulltext
  • 260.
    Goltz, Ursula
    et al.
    NTH School for IT Ecosystems, Germany.
    Khakpour, Narges
    NTH School for IT Ecosystems, Germany.
    Knieke, Christoph
    NTH School for IT Ecosystems. Germany.
    Martin, Lukas
    NTH School for IT Ecosystems, Germany.
    Behavioral Modeling of IT Ecosystems2010Rapport (Annet vitenskapelig)
    Abstract [en]

    IT ecosystems - systems composed of a large number of distributed, autonomous, cooperating, decentralized, interacting, organically grown, heterogeneous, and continually evolving subsystems - are the future system generation. Today’s state of the art does not enable us to develop these systems. Within the NTH Focused Research School for IT Ecosystems, research project AIM deals with methods and tools to guarantee the functionality of a complex IT ecosystem especially when a top-down design is not possible anymore. Thus, adaptive information- and collaboration architectures considering independent evolution of subsystems as well as suitable control mechanisms are examined. This technical report analyzes how adaptive behavior of subsystems can be modeled adequately by standard formalisms for behavioral modeling (e.g. UML) as well as advanced approaches for modeling adaptive behavior (e.g. PobSAM). We apply the selected modeling languages on a fictional case study, an airport departure scenario. The smart airport itself can be seen as an IT ecosystem due to the complexity of the interacting systems.

  • 261.
    Griffith, Ioseff
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human interference, and whether or not players can easily perceive a difference between procedural maps and maps designed by humans. With high demand for new algorithms to automate content generation in order to help smaller teams of developers and maintain interest in content post release, there is much value in delving further into less frequently explored aspects such as tile-based maps or player perception of procedural content. In order to answer the research problems, a controlled experiment comparing four forestry generation algorithms was performed, in addition to a study of literature to implement evaluation and optimisation algorithms, and a survey to gauge player reactions to the produced maps. Ultimately, the growth simulation proves to be more successful than alternative algorithms in reducing number of errors in maps. In addition, the results of the survey showed that while players are capable of reliably picking out human created maps, their ratings for procedurally generated maps were not much lower than these and they could frequently mistake procedural maps as being produced by humans.

    Fulltekst (pdf)
    Ioseff_Griffith_BSc_Thesis_2016
  • 262.
    Griffith, Ioseff
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Procedural Narrative Generation Through Emotionally Interesting Non-Player Characters2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Procedural content generation is a technique used to produce a wide range of computer-generated content in many industries today, the video game industry in particular. This study focuses on how procedural content generation can be applied to create emotionally interesting non-player characters and through this, generate narrative snippets that can immerse and interest a reader. The main points examined are how to achieve this using a modular approach to personality and behaviour, how well readers can distinguish whether motivations and interactions are generated by a computer or written by a human, and to what degree a reader can be immersed in a computer-generated narrative. Procedural narrative could help to reduce workload on large projects or lower costs, and is an area in which there is much room for further research. To answer these problems, a literature review of existing techniques for the creation of emotionally interesting non-player characters was conducted and used to design and construct a prototype implementation for generating procedural narrative. The output of this narrative was dressed up to match the style of a human text and A/B testing was conducted utilising a survey in order to evaluate and compare responses to the two texts. Ultimately, the results showed very little difference between the perception of the human-written text and the computer-written text, with the only aspects found lacking in the computer-written text being clarity of emotion and foreshadowing.

    Fulltekst (pdf)
    fulltext
  • 263.
    Großkopf, Heiko
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Challenges of Service Interchange in a cross cloud SOA Environment2015Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This Master’s Thesis examines and documents challenges related to the flexible interchange of web services within a cross-cloud Service Oriented Computing scenario (SOC).Starting with a theoretical approach, hypotheses are defined and processed to create testing scenarios for a practical examination. Both examinations are used to identify possible challenges. Next, encountered challenges are described, discussed and classified. Lastly, solution approaches to identified challenges are presented. The solution approaches concern related topics, such as service standardization, semantic methods, heuristics, and security/trust mechanisms. Several approaches to different challenges are reviewed in this particular context, to present an overview for future research on the subject.It is remarkable that there will be more service standardization in the future, but to achieve full automation it will be, on the long run, necessary to evolve and adopt more sophisticated solution approaches such as semantic methods or heuristics.This work is embedded into the framework of a research co-operation between the Linnaeus University Växjö and the University of Applied Sciences Karlsruhe. Results however are also applicable to other research scenarios.

    Fulltekst (pdf)
    Masters_Thesis_Heiko_Grosskopf
  • 264.
    Gryth, Alexander
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    API:er i den offentliga sektorn: Öppenhet och datatillgänglighet enligt offentlighetsprincipen och PSI-direktivet2011Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Sverige har länge haft en god kultur av öppenhet i den offentliga sektorn tack vareoffentlighetsprincipen. Men med allt större tekniska framsteg och ökade krav på datatillgängligheträcker den klassiska öppenheten inte längre till. Det finns redan mycket intressant offentlig data iSverige, men i de flesta fall är den antingen sparad i format som är svåra att avläsa digitalt eller fördyr att använda.I denna uppsats undersöks hur ett API kan utvecklas, användas och integreras med andra API:er föratt öppna upp ovan nämnda data på ett bättre sätt och göra den mer tillgänglig för potentiellaanvändare. Vidare undersöks också PSI-direktivets egentliga nytta och hur det tillsammans medoffentlighetsprincipen kan bidra till den nya öppenheten. Med koppling till denna uppsats har ävenen prototyp utvecklats för att ge exempel på hur man kan kombinera olika API:er för att visualiserageografisk data samt hur ett API kan byggas ovanpå visualiseringen för att göra denna data mertillgänglig.

    Fulltekst (pdf)
    fulltext
  • 265.
    Grönqvist, Leif
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    An Evaluation of Bi- and Trigram Enriched Latent Semantic Vector Models2005Inngår i: proceedings for ELECTRA Workshop in association with SIGIR-2005: Methodologies and Evaluation of Lexical Cohesion Techniques in Real-world Applications, 2005, s. 57-62Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The main reason for this work is to find an appropriate way to include multi-word units in a latent semantic vector model. This would be of great use since these models normally are defined in terms of words, which makes it impossible to search for many types of multi-word units when the model is used in information retrieval tasks. The paper presents a Swedish evaluation set based on synonym tests and an evaluation of vector models trained with different corpora and parameter settings, including a rather naive way to add bi- and trigrams to the models. The best results in the evaluation is actually obtained with both bi- and trigrams added. Our hope is that the results in a forthcoming evaluation in the document retrieval context, which is an important application for these models, still will be at least as good with the bi- and trigrams are added, as without.

  • 266.
    Grönqvist, Leif
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Evaluating Latent Semantic Vector Models with Synonym Tests and Document Retrieval2005Inngår i: proceedings for ELECTRA Workshop: Brazil, August 19. 2005, in association with SIGIR-2005, 2005, s. 86-88Konferansepaper (Annet vitenskapelig)
  • 267.
    Grönqvist, Leif
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Evaluation of Latent Semantic Vector Models Using a Swedish Word Comprehension Test2005Inngår i: proceedings for HLT2005: Second Baltic Conference on HUMAN LANGUAGE TECHNOLOGIES, 2005, s. 243-248Konferansepaper (Annet vitenskapelig)
  • 268.
    Grönqvist, Leif
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Exploring Latent Semantic Vector Models Enriched With N-grams2006Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [sv]

    Denna avhandling behandlar en sorts vektorrumsmodell som jag kallar ”Latent Semantic Vector Model”, eller LSVM, framtagen med tekniken ”Latent Semantic Indexing”. En LSVM har många användningsområden men jag har i första hand tittat på en direkt tillämpning: dokumentsökning. Det en LSVM kan tillföra dokumentsökning är möjligheten att söka efter innehåll snarare än specifika sökord. Att använda sig av en LSVM i ett dokumentsökningssystem har visat sig förbättra kvaliteten på de returnerade dokumentlistorna – det blir lättare för användaren att hitta den information han eller hon är ute efter. Det problem som angrips i det här arbetet är att en LSVM i normalfallet bara innehåller enkla ord, medan termer man söker efter ofta är flerordsuttryck.

    Jag har försökt träna upp modeller som är konfigurerade på olika sätt med avseende på parametrar som träningsdata, vokabulär, matrisstorlek, kontextstorlek och inte minst olika sätt att få in flerordsuttryck direkt i modellerna. Syftet har varit att avgöra hur prestanda för en LSVM påverkas då man går från en ordbaserad modell till en som

    innehåller både ord och flerordsuttryck. För att kunna mäta förändringen har två utvärderingsmetoder använts: synonymtest och dokumentsökning. Synonymtestningen har gjorts för svenska och dokumentsökningen för svenska och engelska. Resultaten förbättras för synonymtestningen men försämras för dokumentsökning. För engelsk dokumentsökning är förändringen inte signifikant.

    Arbetet har även resulterat i två nya resurser som är mycket användbara för utvärdering av flera typer av modeller: utvärderingsmängden SweHP560, innehållande 560 svenska synonym-uppgifter från Högskoleprovet, och de nya måtten RankEff och WRS för utvärdering av dokumentsökningssystem, som tar bättre hand om problemet med ofullständigt facit i utvärderingsdata än existerande mått som MAP och bpref.

    Fulltekst (pdf)
    FULLTEXT01
  • 269.
    Gudmundsson, Johan
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Menkes, Francis
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Swedish Natural Language Processing with Long Short-term Memory Neural Networks: A Machine Learning-powered Grammar and Spell-checker for the Swedish Language2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Natural Language Processing (NLP) is a field studying computer processing of human language. Recently, neural network language models, a subset of machine learning, have been used to great effect in this field. However, research remains focused on the English language, with few implementations in other languages of the world. This work focuses on how NLP techniques can be used for the task of grammar and spelling correction in the Swedish language, in order to investigate how language models can be applied to non-English languages. We use a controlled experiment to find the hyperparameters most suitable for grammar and spelling correction on the Göteborgs-Posten corpus, using a Long Short-term Memory Recurrent Neural Network. We present promising results for Swedish-specific grammar correction tasks using this kind of neural network; specifically, our network has a high accuracy in completing these tasks, though the accuracy achieved for language-independent typos remains low.

    Fulltekst (pdf)
    fulltext
  • 270.
    Gunnarsson, Adam
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Real time object detection on a Raspberry Pi2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    With the recent advancement of deep learning, the performance of object detection techniques has greatly increased in both speed and accuracy. This has made it possible to run highly accurate object detection with real time speed on modern desktop computer systems. Recently, there has been a growing interest in developing smaller and faster deep neural network architectures suited for embedded devices. This thesis explores the suitability of running object detection on the Raspberry Pi 3, a popular embedded computer board. Two controlled experiments are conducted where two state of the art object detection models SSD and YOLO are tested in how they perform in accuracy and speed. The results show that the SSD model slightly outperforms YOLO in both speed and accuracy, but with the low processing power that the current generation of Raspberry Pi has to offer, none of the two performs well enough to be viable in applications where high speed is necessary.

    Fulltekst (pdf)
    fulltext
  • 271.
    Guo, Yuhua
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Implementation of 3D Kiviat Diagrams2008Oppgave
    Abstract [en]

    In this thesis, a 3D approach to visualize software metrics is presented. Software metrics are attributes of a piece of software or its specification. They generally contain a set of multivariate time-series data and can be displayed, for example, as a Kiviat diagram consisting of axes and polylines. The aim of this work is to design a Win32 application that can load multivariate time-series data from a file and visualize it as an interactive 3D Kiviat diagram.

    There has been an approach that can display software metrics by using 2D Kiviat diagrams, but there are still some drawbacks on it. Since a better visualization of software metrics can help the developer to control the quality of software products more easily, this thesis improved the existing approach by extending 2D Kiviat diagram to 3D Kiviat diagram.

    Fulltekst (pdf)
    FULLTEXT01
  • 272.
    Gustafsson, Adam
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    An Analysis of Platform Game Design: Implementation Categories and Complexity Measurements2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This thesis addresses design and development associated problems identified within theplatform-game genre. The problem described originates from the fluctuating curve ofinterest towards the platform-game genre that can be observed between the 1980’s andtoday. The problem stated in this thesis is that modern platform-game developers mayoften overlook and –or deprioritize important design and gameplay related componentsthat we find reoccurring in previously popular games within the genre.This thesis strives to address such problems by decomposing the developmentprocess of a platform game into a light framework titled Implementation categories. Allincluded categories represent a set of design and development related platform-gamecomponents – primarily identified through previous research in the field. In order tocreate an understanding of each category’s complexity - as well as account for thepossibilities to use the categories as a guideline when developing a platform game - aprototype game was developed. The Implementation categories included in theprototype was then measured with a set of software complexity metrics. This thesis willmotivate and explain the selection of implementation categories, account for the usageof software complexity metrics as well as present a detailed documentation of theprototype development.The result of this thesis is a thorough presentation of the Implementation categories -attached with complexity examples for each category as well as a complete gameprototype. The complete results of this thesis will hopefully be of assistance in smallscale,independent or academic game projects in regard of design, decision making,prioritization and time planning.

    Fulltekst (pdf)
    an-analysis-of-platform-game-design
  • 273.
    Gustafsson, Daniel
    et al.
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Stewén, Tomas
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Trusted Computing & Digital Rights Management: Theory & Effects2004Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Trusted Computing Platform Alliance (TCPA), now known as Trusted Computing Group (TCG), is a trusted computing initiative created by IBM, Microsoft, HP, Compaq, Intel and several other smaller companies. Their goal is to create a secure trusted platform with help of new hardware and software. TCG have developed a new chip, the Trusted Platform Module (TPM) that is the core of this initiative, which is attached to the motherboard. An analysis is made on the TCG’s specifications and a summary is written of the different parts and functionalities implemented by this group. Microsoft is in the development stage for an operating system that can make use of TCG’s TPM and other new hardware. This initiative of the operating system is called NGSCB (Next Generation Secure Computing Base) former known as Palladium. This implementation makes use of TCG’s main functionalities with a few additions. An analysis is made on Microsoft’s NGSCB specifications and a summary is written of how this operating system will work. NGSCB is expected in Microsoft’s next operating system Longhorn version 2 that will have its release no sooner than 2006. Intel has developed hardware needed for a trusted platform and has come up with a template on how operating system developers should implement their OS to make use of this hardware. TCG’s TPM are also a part of the system. This system is called LaGrande. An analysis is also made on this trusted computing initiative and a sum up of it is written. This initiative is very similar to NGSCB, but Microsoft and Intel are not willing to comment on that. DRM (Digital Rights Management) is a technology that protects digital content (audio, video, documents, e-books etc) with rights. A DRM system is a system that manages the rights connected to the content and provides security for those by encryption. First, Microsoft’s RMS (Rights Management System) that controls the rights of documents within a company is considered. Second, a general digital media DRM system is considered that handles e-commerce for digital content. Analysis and discussion are made on what effects TC (Trusted Computing) and DRM could result in for home users, companies and suppliers of TC hardware and software. The different questions stated in the problemformulation is also discussed and considered. There are good and bad effects for every group but if TC will work as stated today, then the pros will outweigh the cons. The same goes for DRM on a TC platform. Since the benefits outweights the drawbacks, we think that TC should be fullfilled and taken into production. TC and DRM provides a good base of security and it is then up to the developers to use this in a good and responsible way.

    Fulltekst (pdf)
    FULLTEXT01
  • 274.
    Gustafsson, Jonas
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Webbprogram för kollaborativt skrivande i PHP2005Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Hur hanterar datorvana personer små mängder elektronisk information? Vad händer när dessa människor vill åt information som finns sparad på något annat ställe än där den ursprungligen skrevs? Ett problemområde är bokmärkeshantering i webbläsare och ett annat är elektronisk anteckningsföring. I detta examensarbete intervjuades fem personer för att analysera vilka behov som finns kring webbaserad informationshantering. Därefter analyserades dessa behov och genom itereringar togs en behovslista fram tillsammans med tre olika konceptplaner som stöd för vidareutveckling. Delar av konceptplanerna implementerades som en wiki med det serverbaserade skriptspråket PHP som grund. Resultatet blev ett förslag på hjälpmedel för personer som ska samarbeta i ett studiesammanhang och då främst studenter på högskola och universitet. Tekniker som undersöktes var främst wiki-tekniken tillsammans med PHP, bloggning, bookmarklets och JavaScript.

    Fulltekst (pdf)
    FULLTEXT01
  • 275.
    Gustafsson, Jonas
    et al.
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Alserin, Fredrik
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    CCS - Collect, Convert and Send: Designing and implementing a system for data portability and media migration to mobile devices2006Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    In this thesis we will identify which are the desired features and functionalities for implementing a system capable of acting as an information bridge for content available in the “wired” Internet to be delivered to mobile devices. We will also explore how to design and build such a system based on the specifications within parts of the MUSIS project. The MUSIS’ system development is used as a base of the work described in this thesis and the experiences from those efforts are used in order to design a system with more focus on data portability and media migration.

    During the development of the MUSIS platform, problems related to system upgrading, i.e. adding new ad-hoc functionalities were discovered. Due to the fact that a user-centred design approach was taken, this was essential in the project. To solve some of these issues, we propose a new component-based system with a high level of scalability and re-usability. We name this system Collect, Convert and Send, CCS. The system shall be seen as a base that can be used as a core system for different projects where interoperability of content between different platforms, devices or systems is important.

    The implementation of the system is based on the use cases and those theoretical aspects and ideas related to component software, interoperability, media migration and metadata in a Web service context. The results of our efforts give some indications that the use of component software gives a foundation for a service-oriented architecture.

    Fulltekst (pdf)
    FULLTEXT01
  • 276.
    Gustafsson, Marcus
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Sentiment Analysis for Tweets in Swedish: Using a sentiment lexicon with syntactic rules2020Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Sentiment Analysis refers to the extraction of opinion and emotion from data. In its simplest form, an application estimates a sentence and labels it with a positive or negative sentiment score. One way of doing this is through a lexicon of sentiment-laden words, each annotated with its respective polarity. Tweets are a specific kind of data that has spurred interest in researchers, since they tend to carry opinions on various topics, such as political parties, stocks or commercial brands. Tools and libraries have been developed for analyzing the sentiment of tweets and other kinds of data, but mainly for the English language. This report investigates ways of efficiently analyzing the sentiment of tweets written in Swedish. A sentiment lexicon translated from English to Swedish, together with different combinations of syntax rules, is tested on a labeled set of tweets. Machine-translating a lexicon did not provide a fully satisfying result for sentiment analysis in Swedish. However, the resulting model could be used as a base for constructing a more successful tool.

    Fulltekst (pdf)
    Sentiment Analysis for Tweets in Swedish
  • 277.
    Gustav, Rosenlund
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Johan, Holmberg
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Vidareutveckling av AppCMS2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    I denna uppsats kommer vi dokumentera vidareutvecklingen av Softwerk AB’s Content Management System kallat AppCMS. I dagsläget innefattar AppCMS plattformarna iOS, Android och Windows Phone. Kunderna till Softwerk AB har dock uttryckt ett behov av att även kunna nå ut till sina användare med en webbaserad samt en utskrivningsbar lösning. AppCMS’s exportformat har därför analyserats för att undersöka möjligheten till att återanvända det existerande exportformatet från AppCMS  även för dessa plattformarna. Undersökningen gav klartecken för att påbörja implementationen av de olika lösningarna. Resultatet av arbetet blev ett tillskott till AppCMS i form av en webb- samt en utskrivningsbar version. I uppsatsen beskrivs de problem vi stött på, hur vi hanterat dessa samt vilka beslut som har tagits.

    Fulltekst (pdf)
    fulltext
  • 278.
    Gustavsson, Marcus
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Hedbrant, Joel
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Webbserveranalys: En jämförelse av webbservrars svarstider2011Independent thesis Basic level (university diploma), 5 poäng / 7,5 hpOppgave
    Fulltekst (pdf)
    FULLTEXT01
  • 279.
    Gutzmann, Tobias
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Benchmarking Points-to Analysis2013Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    Points-to analysis is a static program analysis that, simply put, computes which objects created at certain points of a given program might show up at which other points of the same program. In particular, it computes possible targets of a call and possible objects referenced by a field. Such information is essential input to many client applications in optimizing compilers and software engineering tools.

    Comparing experimental results with respect to accuracy and performance is required in order to distinguish the promising from the less promising approaches to points-to analysis. Unfortunately, comparing the accuracy of two different points-to analysis implementations is difficult, as there are many pitfalls in the details. In particular, there are no standardized means to perform such a comparison, i.e, no benchmark suite - a set of programs with well-defined rules of how to compare different points-to analysis results - exists. Therefore, different researchers use their own means to evaluate their approaches to points-to analysis. To complicate matters, even the same researchers do not stick to the same evaluation methods, which often makes it impossible to take two research publications and reliably tell which one describes the more accurate points-to analysis.

    In this thesis, we define a methodology on how to benchmark points-to analysis. We create a benchmark suite, compare three different points-to analysis implementations with each other based on this methodology, and explain differences in analysis accuracy.

    We also argue for the need of a Gold Standard, i.e., a set of benchmark programs with exact analysis results. Such a Gold Standard is often required to compare points-to analysis results, and it also allows to assess the exact accuracy of points-to analysis results. Since such a Gold Standard cannot be computed automatically, it needs to be created semi-automatically by the research community. We propose a process for creating a Gold Standard based on under-approximating it through optimistic (dynamic) analysis and over-approximating it through conservative (static) analysis. With the help of improved static and dynamic points-to analysis and expert knowledge about benchmark programs, we present a first attempt towards a Gold Standard.

    We also provide a Web-based benchmarking platform, through which researchers can compare their own experimental results with those of other researchers, and can contribute towards the creation of a Gold Standard.

    Fulltekst (pdf)
    fulltext
  • 280.
    Gutzmann, Tobias
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Comparison of Points-to Analyses2008Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Points-to analysis is a static program analysis which computes possible reference relations between different parts of a program. It serves as input to many high-level analyses. Points-to analyses differ, among others, in flow- and context-sensitivity, program representation, and object abstraction. Most program representations used for points-to analysis are sparse representations which abstract from, e.g., primitive data types and intra-procedural control-flow. Thus, a certain degree of information is sacrificed for compact program representation, which results in scalable performance. In this thesis, we present a framework which allows building different versions of Points-to SSA (P2SSA), a sparse, Memory SSA based program representation. Distinct instantiations of P2SSA contain different levels of abstraction from a program's full representation. We present another framework which allows running Points-to analyses on these program representations. We use these two frameworks to instantiate different versions of P2SSA and compare them in terms of analysis precision and execution time.

    Fulltekst (pdf)
    FULLTEXT01
  • 281.
    Gutzmann, Tobias
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Lundberg, Jonas
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Löwe, Welf
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Collections Frameworks for Points-to Analysis2012Inngår i: IEEE 12th International Working Conference on Source Code Analysis and Manipulation (SCAM) 2012, IEEE, 2012, s. 4-13Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Points-to information is the basis for many analysesand transformations, e.g., for program understanding andoptimization. Collections frameworks are part of most modern programming languages’ infrastructures and used by many applications. The richness of features and the inherent structure of collection classes affect both performance and precision of points-to analysis negatively.

    In this paper, we discuss how to replace original collections frameworks with versions specialized for points-to analysis. We implement such a replacement for the Java Collections Framework and support its benefits for points-to analysis by applying it to three different points-to analysis implementations. In experiments, context-sensitive points-to analyses require, on average, 16-24% less time while at the same time being more precise. Context-insensitive analysis in conjunction with inlining also benefits in both precision and analysis cost.

  • 282.
    Gutzmann, Tobias
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Lundberg, Jonas
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Löwe, Welf
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Feedback-driven Points-to Analysis2010Rapport (Annet vitenskapelig)
    Abstract [en]

    Points-to analysis is a static program analysis that extracts reference information from agiven input program. Its accuracy is limited due to abstractions that any such analysisneeds to make. Further, the exact analysis results are unknown, i.e., no so-called GoldStandard exists for points-to analysis. This hinders the assessment of new ideas to pointstoanalysis, as results can be compared only relative to results obtained by other inaccurateanalyses.

    In this paper, we present feedback-driven points-to analysis. We suggest performing(any classical) points-to analysis with the points-to results at certain programpoints guarded by a-priori upper bounds. Such upper bounds can come from other pointstoanalyses – this is of interest when different approaches are not strictly ordered in termsof accuracy – and from human insight, i.e., manual proofs that certain points-to relationsare infeasible for every program run. This gives us a tool at hand to compute very accuratepoints-to analysis and, ultimately, to manually create a Gold Standard.

    Fulltekst (pdf)
    FULLTEXT01
  • 283.
    Gutzmann, Tobias
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Lundberg, Jonas
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Löwe, Welf
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Feedback-driven Points-to Analysis2011Inngår i: 26th Symposium On Applied Computing (SAC 2011), TaiChung, March 21-24, 2011, 2011Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper, we present feedback-driven points-to analysis where any classical points-to analysis has its points-to results at certain program points guarded by a-priori upper bounds. Such upper bounds can come from other points-to analyses – this is of interest when different approaches are not strictlyordered in terms of accuracy – and from human insight, i.e., manual proofs that certain points-to relations are infeasible for every program run.

  • 284.
    Gutzmann, Tobias
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Löwe, Welf
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Custom-made Instrumentation Based on Static Analysis2011Inngår i: WODA 2011: Ninth International Workshop on Dynamic Analysis, 2011, s. 18-23Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Many dynamic analysis tools capture the occurrences of events at runtime. The longer programs are being monitored, the more accurate the data they provide to the user. Then, the runtime overhead must be kept as low as possible, because it decreases the user's productivity. Runtime performance overhead occurs due to identifying events, and storing them in a result data-structure. We address the latter issue by generating custom-made instrumentation code for each program. By using static analysis to get a~priori knowledge about which events of interest can occur and where they can occur, tailored code for storing those events can be generated for each program. We evaluate our idea by comparing the runtime overhead of a general purpose dynamic analysis tool that captures points-to information for Java programs with approaches based on custom-made instrumentation code. Experiments suggest highly reduced performance overhead for the latter.

  • 285.
    Gutzmann, Tobias
    et al.
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Löwe, Welf
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Reducing the Performance Overhead of Dynamic Analysis through Custom-made Agents2010Inngår i: 5th International Workshop on Program Comprehension through Dynamic Analysis (PCODA 2010), 2010, s. 1-6Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The usefulness of dynamic analysis tools for programcomprehension increases with the amount oftime a given analyzed program is monitored. Thus, monitoring the analyzed program in a production environment should give the best picture of how the program actually works. However, high performance overhead is especially undesirable in such a setting, because it decreases the user’s productivity. Performance overhead occurs due to recognizing events that are of interest to the agent monitoring the program run and storing those events in data-structures. We propose to address this issue by creating a custom-made agent for each program. By using static analysis to get a priori knowledge about which events of interest can occur and where they can occur, tailored code for recognizing and storing those events can be generated for each program. We evaluate our idea by comparing a "general purpose" dynamic agent that captures fine-grained points-to information with custom-made agents that do the same job for specific programs. The latter show highly reduced performance overhead in practice. We also investigate how the precision of the static analysis affects the performance of the custom-made agents.

  • 286.
    Göransson, Albin
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Persson, Alexander
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Smart-TV hybridapplikation: En undersökning i hur hybridapplikationer kan skapas mellan Smart-TV och surfplattor, samt användbarheten för dessa typer av applikationer2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    De senaste åren har marknaden för surfplattor växt massivt samtidigt som Smart-TV’s har kommit fram som en ny produktkategori. Detta arbete är en undersökningen i hur surfplattor tillsammans med Smart-TV kan användas för att skapa en bättre upplevelse för användaren. För detta utvecklades en applikation på en LG Smart TV som sammankopplades med en surfplatta för att visa information om ett pokerspel. Sedan utfördes en undersökning med intervjuer där hybridapplikationen jämfördes gentemot att bara spela på surfplattan. Resultatet visade att denna typ av applikationer har potential att fungera som ett bra komplement till att bara visa information på surfplattan i vissa situationer, men mer forskning inom området krävs.

    Fulltekst (pdf)
    fulltext
  • 287.
    Gündogdu, Alper
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Designing a Better App for Universities2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    There is an app for everything, however, not every app delivers what the user expects. As a student, I had many tasks which were routine such as keeping track of the courses, events, exams or to dine. I wished for a mobile application that would ease the burden these routines create. While there was an LNU mobile application, it failed to address some of the needs I had as a student. Consequently, I felt it lacked the tools I needed to be successful. For instance, absent features such as a personalized academic calendar prevented me from finding relevant information about the location and times of classes. On our way to improve the functionality of the current solution, we started with surveying other students and collecting their thoughts about the LNU mobile app. Next, we performed market research in order to understand how other universities handled these needs. Finally, we combined the findings and built a prototype for students to test. The prototype managed to achieve higher rates of student satisfaction and will serve as the basis for future development. 

    Fulltekst (pdf)
    fulltext
  • 288.
    Haftor, Darek
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Exploring Opportunities of the Information Society: Information Logistics Research Program - executive edition2009Rapport (Annet vitenskapelig)
    Fulltekst (pdf)
    FULLTEXT01
  • 289.
    Haga, Thorsten
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Visual Analysis of Swedish Research Council's Project Database2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    A human can understand data visualizations easier than reading the source .The goal of this thesis is to support the user with an application to fulfill this problem, so he is able to cope with the data and also filter it for his interests. This thesis aims to visualize projects of the Swedish Research Council (Vetenskapsrådet) supported by the latest web technologies. The visualizations, which will be created from the projects, are interactive, so the user is able to select a single university and their faculties by years and other categories. The application is quite transparent, so it is conceivable that it also fits in most organisations or firms who want to analyse their departments project budgets.The web application is built with the newest Hypertext Markup Language Standard (HTML5) and Cascading Style Sheets (CSS3). A large part of the application was programmed with the help of the new Toolkitfrom the Google family which is called Google Web Toolkit.

    Fulltekst (pdf)
    fulltext
  • 290.
    Hagelbäck, Johan
    Blekinge Tekniska Högskola.
    A Multi-Agent Potential Field Based Approach for Real-Time Strategy Game Bots2009Licentiatavhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    Computer games in general and Real-Time Strategy (RTS) games in particular provide a rich challenge for both human- and computer controlled players, often denoted as bots. The player or bot controls a large number of units that have to navigate in partially unknown dynamic worlds to pursue a goal. Navigation in such worlds can be complex and require much computational resources. Typically it is solved by using some sort of path planning algorithm, and a lot of research has been conducted to improve the performance of such algorithms in dynamic worlds. The main goal of this thesis is to investigate an alternative approach for RTS bots based on Artificial Potential Fields, an area originating from robotics. In robotics the technique has successfully been used for navigation in dynamic environments, and we show that it is possible to use Artificial Potential Fields for navigation in an RTS game setting without any need of path planning.

    In the first three papers we define and demonstrate a methodology for creating multi-agent potential field based bots for an RTS game scenario where two tank armies battle each other. The fourth paper addresses incomplete information about the game world, referred to as the fog of war, and show how Potential Field based bots can handle such environments. The final paper shows how a Potential Field based bot can be evolved to handle a more complex full RTS scenario. It addresses resource gathering, construction of bases, technological development and construction of an army consisting of different types of units.

    We show that Artificial Potential Fields is a viable option for several RTS game scenarios and that the performance, both in terms of being able to win a game and computational resources used, can match and even surpass those of traditional approaches based on path planning.

  • 291.
    Hagelbäck, Johan
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Hybrid pathfinding in StarCraft2016Inngår i: IEEE Transactions on Computational Intelligence and AI in Games, ISSN 1943-068X, E-ISSN 1943-0698, Vol. 8, nr 4, s. 319-324, artikkel-id 7063238Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Micro-management is a very important aspect of RTS games. It involves moving single units or groups of units effectively on the battle field, targeting the most threatening enemy units and use the unit's special abilities when they are the most harmful for the enemy or the most beneficial for the player. Designing good micro-management is a challenging task for AI bot developers. In this paper we address the micro-management sub-task of positioning units effectively in combat situations. Two different approaches are evaluated, one based on potential fields and the other based on flocking algorithms. The results show that both the potential fields version and the flocking version clearly increases the win percentage of the bot, but the difference in wins between the two is minimal. The results also show that the more flexible potential fields technique requires much more hardware resources than the more simple flocking technique.

  • 292.
    Hagelbäck, Johan
    Blekinge Tekniska Högskola.
    Multi-Agent Potential Field based Architectures for Real-Time Strategy Game Bots2012Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically in a war setting. The player uses workers to gather resources, which in turn are used for creating new buildings, training combat units, build upgrades and do research. The game is won when all buildings of the opponent(s) have been destroyed. The numerous tasks that need to be handled in real-time can be very demanding for a player. Computer players (bots) for RTS games face the same challenges, and also have to navigate units in highly dynamic game worlds and deal with other low-level tasks such as attacking enemy units within fire range.

    This thesis is a compilation grouped into three parts. The first part deals with navigation in dynamic game worlds which can be a complex and resource demanding task. Typically it is solved by using pathfinding algorithms. We investigate an alternative approach based on Artificial Potential Fields and show how an APF based navigation system can be used without any need of pathfinding algorithms.

    In RTS games players usually have a limited visibility of the game world, known as Fog of War. Bots on the other hand often have complete visibility to aid the AI in making better decisions. We show that a Multi-Agent PF based bot with limited visibility can match and even surpass bots with complete visibility in some RTS scenarios. We also show how the bot can be extended and used in a full RTS scenario with base building and unit construction.

    In the next section we propose a flexible and expandable RTS game architecture that can be modified at several levels of abstraction to test different techniques and ideas. The proposed architecture is implemented in the famous RTS game StarCraft, and we show how the high-level architecture goals of flexibility and expandability can be achieved.

    In the last section we present two studies related to gameplay experience in RTS games. In games players usually have to select a static difficulty level when playing against computer oppo- nents. In the first study we use a bot that during runtime can adapt the difficulty level depending on the skills of the opponent, and study how it affects the perceived enjoyment and variation in playing against the bot.

    To create bots that are interesting and challenging for human players a goal is often to create bots that play more human-like. In the second study we asked participants to watch replays of recorded RTS games between bots and human players. The participants were asked to guess and motivate if a player was controlled by a human or a bot. This information was then used to identify human-like and bot-like characteristics for RTS game players.

    Fulltekst (pdf)
    fulltext
  • 293.
    Hagelbäck, Johan
    Blekinge Tekniska Högskola, Sweden.
    Potential-Field Based navigation in StarCraft2012Inngår i: 2012 IEEE Conference on Computational Intelligence and Games (CIG), IEEE conference proceedings, 2012, s. 388-393Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war setting. RTS games provide a rich challenge for both human- and computer players (bots). Each player has a number of workers for gathering resources to be able to construct new buildings, train additional workers, build combat units and do research to unlock more powerful units or abilities. The goal is to create a strong army and destroy the bases of the opponent(s). Armies usually consists of a large number of units which must be able to navigate around the game world. The highly dynamic and real-time aspects of RTS games make pathfinding a challenging task for bots. Typically it is handled using pathfinding algorithms such as A*, which without adaptions does not cope very well with dynamic worlds. In this paper we show how a bot for StarCraft uses a combination of A* and potential fields to better handle the dynamic aspects of the game.

  • 294.
    Hagelbäck, Johan
    et al.
    Blekinge Institute of Technology.
    Hilborn, Olle
    Blekinge Institute of Technology.
    Jercic, Petar
    Blekinge Institute of Technology.
    Johansson, Stefan J.
    Blekinge Institute of Technology.
    Lindley, Craig A.
    Intelligent Sensing Laboratory (CSIRO), Australia.
    Svensson, Johan
    Blekinge Institute of Technology.
    Wen, Wei
    Blekinge Institute of Technology.
    Psychophysiological Interaction and Empathic Cognition for Human-robot Cooperative Work (PsyIntEC)2014Inngår i: Gearing Up and Accelerating Cross‐fertilization between Academic and Industrial Robotics Research in Europe: Technology Transfer Experiments from the ECHORD Project / [ed] Florian Röhrbein, Germano Veiga, Ciro Natale, Springer, 2014, Vol. 94, s. 283-299Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    The aim of the PsyIntEC project is to explore affective and cognitive modeling of humans in human-robot interaction (HRI) as a basis for behavioral adaptation. To achieve this we have explored human affective perception of relevant modalities in human-human and human-robot interaction on a collaborative problem-solving task using psychophysiological measurements. The experiments conducted have given us valuable insight into the communicational and affective queues interplaying in such interactions from the human perspective. The results indicate that there is an increase in both positive and negative emotions when interacting with robots compared to interacting with another human or solving the task alone, but detailed analysis on shorter time segments is required for the results from all sensors to be conclusive and significant.

  • 295.
    Hagelbäck, Johan
    et al.
    Blekinge Institute of Technology, Sweden.
    Johansson, Stefan J.
    Blekinge Institute of Technology, Sweden.
    A Multi-agent Potential Field based bot for a Full RTS Game Scenario2009Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Computer games in general, and Real Time Strategy games in particular is a challenging task for both AI research and game AI programmers. The player, or AI bot, must use its workers to gather resources. They must be spent wisely on structures such as barracks or factories, mobile units such as soldiers, workers and tanks. The constructed units can be used to explore the game world, hunt down the enemy forces and destroy the opponent buildings. We propose a multi-agent architecture based on artificial potential fields for a full real time strategy scenario. We validate the solution by participating in a yearly open real time strategy game tournament and show that the bot, even though not using any form of path planning for navigation, is able to perform well and win the tournament.

    Fulltekst (pdf)
    fulltext
  • 296.
    Hagelbäck, Johan
    et al.
    Blekinge Institute of Technology.
    Johansson, Stefan J.
    Blekinge Institute of Technology.
    A Multiagent Potential Field-Based Bot for Real-Time Strategy Games2009Inngår i: International Journal of Computer Games Technology, ISSN 1687-7047, E-ISSN 1687-7055, Vol. 2009, artikkel-id 910819Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Bots for real-time strategy (RTS) games may be very challenging to implement. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avoid each other, search for enemies, and coordinate attacks to fight them down. Potential fields are a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environments. Although attempts have been made to transfer the technology to the gaming sector, assumed problems with efficiency and high costs for implementation have made the industry reluctant to adopt it. We present a multiagent potential field-based bot architecture that is evaluated in two different real-time strategy game settings and compare them, both in terms of performance, and in terms of softer attributes such as configurability with other state-of-the-art solutions. We show that the solution is a highly configurable bot that can match the performance standards of traditional RTS bots. Furthermore, we show that our approach deals with Fog of War (imperfect information about the opponent units) surprisingly well. We also show that a multiagent potential field-based bot is highly competitive in a resource gathering scenario.

    Fulltekst (pdf)
    fulltext
  • 297.
    Hagelbäck, Johan
    et al.
    Blekinge Tekniska Högskola, Sweden.
    Johansson, Stefan J.
    Blekinge Tekniska Högskola, Sweden.
    A Study on Human like Characteristics in Real Time Strategy Games2010Inngår i: 2010 IEEE Symposium on Computational Intelligence and Games (CIG), IEEE conference proceedings, 2010, s. 139-145Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Computer controlled characters (NPCs) are important in any video game to make the game world interesting, give more depth to a game and make the game playable. In almost any game the player has to cooperate with, fight against or interact with NPCs. This is especially true for single-player games but NPCs are also important in most multi-player games. When creating NPCs the developers often strive to create human like characters that behave reasonably intelligent in most cases. We have performed a study aiming to give an idea of the characteristics of human like NPCs in real-time strategy (RTS) games. In the study participants were asked to watch a recording of an RTS game and decide and motivate if the players in the game were controlled by a human player or a computer. We recorded matches were human players played against bots as well as bots playing against other bots. The results were categorized into different groups and they showed that some characteristics, for example simultaneous movement, are perceived as very bot-like and other things such as ability to try different tactics are perceived as humanlike.

  • 298.
    Hagelbäck, Johan
    et al.
    Blekinge Institute of Technology, Sweden.
    Johansson, Stefan J.
    Blekinge Institute of Technology, Sweden.
    Dealing with Fog of War in a Real Time Strategy Game Environment2008Inngår i: IEEE Symposium On Computational Intelligence and Games, 2008. CIG '08, IEEE Press, 2008, s. 55-62Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Bots for Real Time Strategy (RTS) games providea rich challenge to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the same time search for enemies and coordinate attacks to fight them down. It is often the case that RTS AIs cheat in the sense that they get perfect information about the game world to improve the performance of the tactics and planning behavior. We show how a multi-agent potential field based bot can be modified to play an RTSg ame without cheating, i.e. with incomplete information, and still be able to perform well without spending more resources than its cheating version in a tournament.

    Fulltekst (pdf)
    fulltext
  • 299.
    Hagelbäck, Johan
    et al.
    Blekinge Institute of Technology, Sweden.
    Johansson, Stefan J.
    Blekinge Institute of Technology, Sweden.
    Demonstration of Multi-agent Potential Fields in Real-time Strategy Game2008Inngår i: Seventh International Conference on Autonomous Agents and Multi-agent Systems (AAMAS), May 12-16, 2008, Estoril, 2008, s. 1687-1688Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Bots for Real Time Strategy (RTS) games provide a rich challenge to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the same time search for enemies and coordinate attacks to fight them down. Potential fields is a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environments. Although attempts have been made to transfer the technology to the gaming sector, assumed problems with efficiency and high costs for implementation have made the industry reluctant to adopt it. Our demo shows the use of Multi-agent Potential Fields (MAPF) in an open source RTS game. We will demonstrate both the potential fields as such, and the coordination of the agents.

    Fulltekst (pdf)
    fulltext
  • 300.
    Hagelbäck, Johan
    et al.
    Blekinge Institute of Technology.
    Johansson, Stefan J.
    Blekinge Institute of Technology.
    Measuring player experience on runtime dynamic difficulty scaling in an RTS game2009Inngår i: IEEE Symposium on Computational Intelligence and Games, 2009: CIG 2009, IEEE conference proceedings, 2009, s. 46-52Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Do players find it more enjoyable to win, than to play even matches? We have made a study of what a number of players expressed after playing against computer opponents of different kinds in an RTS game. There were two static computer opponents, one that was easily beaten, and one that was hard to beat, and three dynamic ones that adapted their strength to that of the player. One of these three latter ones intentionally drops its performance in the end of the game to make it easy for the player to win. Our results indicate that the players found it more enjoyable to play an even game against an opponent that adapts to the performance of the player, than playing against an opponent with static difficulty. The results also show that when the computer player that dropped its performance to let the player win was the least enjoyable opponent of them all.

3456789 251 - 300 of 1054
RefereraExporteraLink til resultatlisten
Permanent link
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf