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Jevinger, Å., Johansson, E., Persson, J. A. & Holmberg, J. (2023). Context-Aware Travel Support During Unplanned Public Transport Disturbances. In: Alexey Vinel, Jeroen Ploeg, Karsten Berns, Oleg Gisikhin (Ed.), Proceedings of the 9th International Conference on Vehicle Technology and Intelligent Transport Systems: . Paper presented at VEHITS 2023 - 9th International Conference on Vehicle Technology and Intelligent Transport Systems, April 26-28, 2023, Prague, Czech Republic (pp. 160-170). Setúbal, Portugal: SciTePress, 1, Article ID 19.
Open this publication in new window or tab >>Context-Aware Travel Support During Unplanned Public Transport Disturbances
2023 (English)In: Proceedings of the 9th International Conference on Vehicle Technology and Intelligent Transport Systems / [ed] Alexey Vinel, Jeroen Ploeg, Karsten Berns, Oleg Gisikhin, Setúbal, Portugal: SciTePress, 2023, Vol. 1, p. 160-170, article id 19Conference paper, Published paper (Refereed)
Abstract [en]

This paper explores the possibilities and challenges of realizing a context-aware travel planner with bidirectional information exchange between the actor and the traveller during unplanned traffic disturbances. A prototype app is implemented and tested to identify potential benefits. The app uses data from open APIs, and beacons to detect the traveller context (which train or train platform the traveller is currently on). Alternative travel paths are presented to the user, and each alternative is associated with a certainty factor reflecting the reliability of the travel time prognoses. The paper also presents an interview study that investigates PT actors’ views on the potential use for actors and travellers of new information about certainty factors and travellers’ contexts, during unplanned traffic disturbances. The results show that this type of travel planner can be realized and that it enables travellers to find ways to reach their destination, in situations where the public t ravel planner only suggests infeasible travel paths. The value for the traveller of the certainty factors are also illustrated. Additionally, the results show that providing actors with information about traveller context and certainty factors opens up for the possibility of more advanced support for both the PT actor and the traveller.

Place, publisher, year, edition, pages
Setúbal, Portugal: SciTePress, 2023
Series
VEHITS, ISSN 2184-495X
Keywords
Public Transport, Travel Planner, Context Aware, Prognoses, kontextmedveten, reseplanerare, resestöd, kollektivtrafiken, störningar
National Category
Transport Systems and Logistics
Research subject
Transportation studies
Identifiers
urn:nbn:se:mau:diva-59392 (URN)10.5220/0011761000003479 (DOI)001090857700016 ()2-s2.0-85160775089 (Scopus ID)978-989-758-652-1 (ISBN)
Conference
VEHITS 2023 - 9th International Conference on Vehicle Technology and Intelligent Transport Systems, April 26-28, 2023, Prague, Czech Republic
Projects
Kontextmedvetet resestöd vid störningar i kollektivtrafiken
Funder
Swedish Transport Administration, TRV 2021/40633
Available from: 2023-05-03 Created: 2023-05-03 Last updated: 2023-12-05Bibliographically approved
Persson, J. A., Bugeja, J., Davidsson, P., Holmberg, J., Kebande, V. R., Mihailescu, R.-C., . . . Tegen, A. (2023). The Concept of Interactive Dynamic Intelligent Virtual Sensors (IDIVS): Bridging the Gap between Sensors, Services, and Users through Machine Learning. Applied Sciences, 13(11), Article ID 6516.
Open this publication in new window or tab >>The Concept of Interactive Dynamic Intelligent Virtual Sensors (IDIVS): Bridging the Gap between Sensors, Services, and Users through Machine Learning
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2023 (English)In: Applied Sciences, E-ISSN 2076-3417, Vol. 13, no 11, article id 6516Article in journal (Refereed) Published
Abstract [en]

This paper concerns the novel concept of an Interactive Dynamic Intelligent Virtual Sensor (IDIVS), which extends virtual/soft sensors towards making use of user input through interactive learning (IML) and transfer learning. In research, many studies can be found on using machine learning in this domain, but not much on using IML. This paper contributes by highlighting how this can be done and the associated positive potential effects and challenges. An IDIVS provides a sensor-like output and achieves the output through the data fusion of sensor values or from the output values of other IDIVSs. We focus on settings where people are present in different roles: from basic service users in the environment being sensed to interactive service users supporting the learning of the IDIVS, as well as configurators of the IDIVS and explicit IDIVS teachers. The IDIVS aims at managing situations where sensors may disappear and reappear and be of heterogeneous types. We refer to and recap the major findings from related experiments and validation in complementing work. Further, we point at several application areas: smart building, smart mobility, smart learning, and smart health. The information properties and capabilities needed in the IDIVS, with extensions towards information security, are introduced and discussed.

Place, publisher, year, edition, pages
MDPI, 2023
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-60144 (URN)10.3390/app13116516 (DOI)001004726600001 ()2-s2.0-85163091186 (Scopus ID)
Available from: 2023-06-07 Created: 2023-06-07 Last updated: 2023-09-05Bibliographically approved
Jevinger, Å., Johansson, E., Persson, J. A. & Holmberg, J. (2022). Kontextmedvetet resestöd vid störningar i kollektivtrafiken (juli 2021-oktober 2022): Slutrapport forskningsprojekt TRV 2021/40633. Malmö universitet
Open this publication in new window or tab >>Kontextmedvetet resestöd vid störningar i kollektivtrafiken (juli 2021-oktober 2022): Slutrapport forskningsprojekt TRV 2021/40633
2022 (Swedish)Report (Other academic)
Place, publisher, year, edition, pages
Malmö universitet, 2022. p. 33
Keywords
kontextmedveten, reseplanerare, resestöd, kollektivtrafiken, störningar
National Category
Transport Systems and Logistics
Identifiers
urn:nbn:se:mau:diva-55703 (URN)
Projects
Kontextmedvetet resestöd vid störningar i kollektivtrafiken
Funder
Swedish Transport Administration, TRV 2021/40633
Available from: 2022-11-08 Created: 2022-11-08 Last updated: 2023-07-04Bibliographically approved
Alvarez, A., Dahlskog, S., Font, J., Holmberg, J. & Johansson, S. (2018). Assessing Aesthetic Criteria in the Evolutionary dungeon Designer (ed.). In: (Ed.), Proceedings of the 13th International Conference on the Foundations of Digital Games: . Paper presented at International Conference on the Foundations of Digital Games, Malmö, Sweden (2018, August 7-10). ACM Digital Library, Article ID 44.
Open this publication in new window or tab >>Assessing Aesthetic Criteria in the Evolutionary dungeon Designer
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2018 (English)In: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM Digital Library, 2018, article id 44Conference paper, Published paper (Refereed)
Abstract [en]

The Evolutionary Dungeon Designer (EDD) [1] is as a mixed-initiative tool for creating dungeons for adventure games. Results from a user study with game developers positively evaluated EDD as a suitable framework for collaboration between human designers and PCG suggestions, highlighting these as time-saving and inspiring for creating dungeons [2]. Previous work on EDD identified the need of assessing aesthetic criteria as a key area for improvement in its PCG Engine. By upgrading the individual encoding system and the fitness evaluation in EDD's evolutionary algorithm, we present three techniques to preserve and account the designer's aesthetic criteria during the dungeon generation process: the capability of locking sections for preserving custom aesthetic structures, as well as the measurement of symmetry and similarity in the provided suggestions.

Place, publisher, year, edition, pages
ACM Digital Library, 2018
Series
International Conference Proceeding Series (ICPS)
Keywords
Procedural Content Generation, Evolutionary Algorithms, Mixed-Initiative Design
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mau:diva-16819 (URN)10.1145/3235765.3235810 (DOI)2-s2.0-85055581467 (Scopus ID)27341 (Local ID)27341 (Archive number)27341 (OAI)
Conference
International Conference on the Foundations of Digital Games, Malmö, Sweden (2018, August 7-10)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-02-05Bibliographically approved
Dorthé, L., Olsson, A., Spikol, D., Spalazzese, R., Linde, P., Leckner, S., . . . Topgaard, R. (2018). Forskarnas galleri #5: People have the power: IOTAP on exhibit.
Open this publication in new window or tab >>Forskarnas galleri #5: People have the power: IOTAP on exhibit
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2018 (English)Artistic output (Unrefereed)
Abstract [sv]

Överallt samlar sensorer data som analyseras för att räkna ut hur man sparar energi, hur mycket insulin som ska injiceras, var den närmaste hyrbilen finns, hur många människor som fortfarande är kvar inne i en brinnande byggnad... Denna snabba spridning av teknik kallas för Sakernas Internet, eller IoT. Människor har makten, eller har vi verkligen det? Hur mycket värderar vi vår integritet? Vilka internetanslutna gadgets hjälper oss att leva ett hälsosamt och hållbart liv - och vilka prylar kommer bara att öka vår stressnivå? När blir användningen missbruk? Utställningen undersöker hur IoT påverkar människor, samhälle och industri. Forskningsprojekt i utställningen: Emergent Configuration for IoT Systems (ECOS+), Smart energy management and security (SEMS), Fair Data, Walk the ward, Dynamic Intelligent Sensor-Intensive Systems (DISS), PELARS-projektet och Busrunner presenteras i "IOTAP-labbet"

Abstract [en]

All around us sensors collect data, which is analyzed to figure out how to save energy, how much insulin to inject, where the closest rental bike is located, how many people are still inside a building that is on fire… This fast-spreading technology is called the Internet of Things, or IoT for short. People have the power, or do we really? How much do we value our privacy? What internet connected gadgets will help us lead a healthy, sustainable life – and what gadgets will only increase our stress level? When does use become abuse? This exhibition explores how IoT affects people, society and industry. You are welcome to try out IoT through demos and hands-on experiences based on research projects at Malmö University. Research projects in the exhibition: Emergent Configuration for IoT Systems (ECOS+), Smart energy management and security (SEMS), Fair Data, Walk the ward, Dynamic Intelligent Sensor-Intensive Systems (DISS), PELARS project and Busrunner are presented in the "IOTAP-lab"

Keywords
IOTAP, Internet of things, technology, IoT
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mau:diva-8207 (URN)28647 (Local ID)28647 (Archive number)28647 (OAI)
Note

People have the Power is a joint production by Malmö University Library and the research center Internet of Things and People (IOTAP) and have been supported by the Sten K Johnson Foundation.

Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2023-12-28Bibliographically approved
Alvarez, A., Dahlskog, S., Font, J., Holmberg, J., Nolasco, C. & Österman, A. (2018). Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer (ed.). In: (Ed.), Proceedings of the 13th International Conference on the Foundations of Digital Games: . Paper presented at International Conference on the Foundations of Digital Games, Malmö, Sweden (2018, August 7-10). ACM Digital Library, Article ID 50.
Open this publication in new window or tab >>Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer
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2018 (English)In: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM Digital Library, 2018, article id 50Conference paper, Published paper (Refereed)
Abstract [en]

Mixed-initiative systems highlight the collaboration between humans and computers in fostering the generation of more interesting content in game design. In light of the ever-increasing cost of game development, providing mixed-initiative tools can not only significantly reduce the cost but also encourage more creativity amongst game designers. The Evolutionary Dungeon Designer (EDD) [3] is a mixed-initiative tool with a focus on using evolutionary computation to procedurally generate content that adhere to game design patterns. As part of an ongoing project, feedback from a user study on EDD's capabilities as a mixed-initiative design tool pointed out the need for improvement on the tool's functionalities [4]. In this paper we present a review of the principles of the mixed-initiative model, as well as the existing approaches that implement it. The outcome of this analysis allows us to address the appointed needs for improvement by shaping a new version of EDD that we describe here. Finally, we also present the results from a user study carried out with professional game developers, in order to assess EDD's new functionalities. Results show an overall positive evaluation of the tool's intuitiveness and capabilities for empowering game developers' creative skills during the design process of dungeons for adventure games. They also allow us to identify upcoming challenges pattern-based mixed-initiative tools could benefit from.

Place, publisher, year, edition, pages
ACM Digital Library, 2018
Keywords
Mixed-Initiative Design, Procedural Content Generation, Game Design Patterns
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mau:diva-16793 (URN)10.1145/3235765.3235815 (DOI)2-s2.0-85055514392 (Scopus ID)27339 (Local ID)27339 (Archive number)27339 (OAI)
Conference
International Conference on the Foundations of Digital Games, Malmö, Sweden (2018, August 7-10)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-04-04Bibliographically approved
Baldwin, A., Dahlskog, S., Font, J. & Holmberg, J. (2017). Mixed-initiative procedural generation of dungeons using game design patterns (ed.). In: (Ed.), (Ed.), Proceedings of the 2017 IEEE Conference on Computational Intelligence and Games (CIG): . Paper presented at 2017 IEEE Conference on Computational Intelligence and Games (CIG), New York, USA (22-25 August, 2017) (pp. 25-32). : IEEE
Open this publication in new window or tab >>Mixed-initiative procedural generation of dungeons using game design patterns
2017 (English)In: Proceedings of the 2017 IEEE Conference on Computational Intelligence and Games (CIG), IEEE, 2017, p. 25-32Conference paper, Published paper (Refereed)
Abstract [en]

Abstract: Procedural Content Generation (PCG) can be a useful tool for aiding creativity in the process of designing game levels. Mixed-initiative level generation tools where a designer and an algorithm collaborate to iteratively generate game levels have been used for this purpose. However, it can be difficult for designers to work with tools that do not respond to the common language of games: game design patterns. We present the Evolutionary Dungeon Designer, the first step towards a mixed-initiative dungeon design tool which evolves dungeon rooms using game design patterns, as well as several metrics regarding the placement of treasures and enemies, in the fitness function of a genetic algorithm. Our results show that we are able to control the frequency, shape and type of design patterns, as well as properly place enemies and treasures in the generated rooms, using design pattern-related input parameters.

Place, publisher, year, edition, pages
IEEE, 2017
Keywords
Games, Genetic algorithms, Algorithm design and analysis, Sociology, Statistics, Tools, Generators
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mau:diva-16846 (URN)10.1109/CIG.2017.8080411 (DOI)2-s2.0-85030788443 (Scopus ID)24156 (Local ID)24156 (Archive number)24156 (OAI)
Conference
2017 IEEE Conference on Computational Intelligence and Games (CIG), New York, USA (22-25 August, 2017)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-02-05Bibliographically approved
Baldwin, A., Dahlskog, S., Font, J. & Holmberg, J. (2017). Towards Pattern-Based Mixed-Initiative Dungeon Generation (ed.). In: (Ed.), (Ed.), Proceedings of the 12th International Conference on the Foundations of Digital Games;12: . Paper presented at The 8th Workshop on Procedural Content Generation, Hyannis, U.S.A. (14th of August). : ACM Digital Library, Article ID 74.
Open this publication in new window or tab >>Towards Pattern-Based Mixed-Initiative Dungeon Generation
2017 (English)In: Proceedings of the 12th International Conference on the Foundations of Digital Games;12, ACM Digital Library, 2017, article id 74Conference paper, Published paper (Refereed)
Abstract [en]

Mixed-initiative Procedural Content Generation uses algorithms to assist human designers in the collaborative creation of game content. Different mixed-initiative approaches use different methods to engage with the design material while supporting the designer’s intentions. However, the designer runs the risk of misunderstanding the system’s abilities and how to control them. In order to limit miscommunication during the design process, heuristics could be applied. In this paper we present a mixed-initiative tool for evolving dungeons with the aid of game design patterns as heuristics. The tool, the Evolutionary Dungeon Designer, uses a genetic algorithm that searches for levels containing game design patterns on two hierarchical levels of abstraction to express more complex gameplay in the game level. We evaluate the tool through a series of lab experiments and a user study conducted with professional game developers. Our results demonstrate that we are able to control the generation of the different patterns with the aid of design pattern-related input parameters, as well as identifying a number of features a design pattern-based mixed-initiative tool could benefit from.

Place, publisher, year, edition, pages
ACM Digital Library, 2017
Keywords
Procedural Content Generation, Evolutionary Algorithms, Game Design Patterns, Mixed-Initiative Design
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mau:diva-16848 (URN)10.1145/3102071.3110572 (DOI)000426967500074 ()2-s2.0-85030753753 (Scopus ID)23805 (Local ID)23805 (Archive number)23805 (OAI)
Conference
The 8th Workshop on Procedural Content Generation, Hyannis, U.S.A. (14th of August)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-02-05Bibliographically approved
Projects
The Evolutionary World Designer; Malmö UniversityBehaviour change caused by various degrees of digitalisation in tabletop gameplay – An Egocentric Interaction Interventions pilot projectInternet of Things Master's Program; Malmö UniversityContext-aware travel support in public transport disturbances
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-7701-0851

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