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  • 551.
    Moe, Nils Brede
    et al.
    SINTEF, NO-7465 Trondheim, Norway..
    Olsson, Helena Holmström
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Dingsoyr, Torgeir
    Trends in Large-Scale Agile Development: A Summary of the 4th Workshop at XP20162016In: Proceedings of the XP2016 Scientific Workshops, ACM Digital Library, 2016Conference paper (Refereed)
    Abstract [en]

    Large projects are increasingly adopting agile development practices, and this raises new challenges for research and practice. The fourth workshop on large-scale agile development focused on the following topics: Distributed large-scale development, inter-team coordination, knowledge sharing, large-scale agile transformations, multidisciplinary work, and new ways-of-organizing for advancing agile practices.

  • 552.
    Olsson Holmström, Helena
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Bosch, Jan
    Self-Learning, Self-Actuation and Decentralized Control: How Emergent System Capabilities Change Software Development2016In: Proceedings of the 2nd edition of Swedish Workshop on the Engineering of Systems of Systems(SWESOS 2016), Department of computer science and engineering, Chalmers; University of Gothenburg , 2016, p. 30-33Conference paper (Refereed)
    Abstract [en]

    With recent and rapid advances in areas such as online games, embedded systems and Internet of Things,the traditional notion of what constitutes a system is fundamentally changing.Similarly to Systems of Systems (SoS) these systems are heterogeneous, autonomous and allow dynamic and emergent configurations that evolve and adjust over time. Also, these systems allow automated optimization of system performance.Regarded as the new digital business paradigm, these types of systems offer fundamentally new ways for software development companies in their service-and value creation. At the same time, they present challenges in these organizations. In this paper, and based on multiple case study research in three different domains, we identify emergent system characteristics that pose new challenges on software development and we outline the transition towards new ways-of-working in software development.

  • 553.
    Olsson, Helena Holmström
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Bosch, Jan
    Katumba, Brian
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    User Dimensions in 'Internet of Things' Systems: The UDIT Model2016In: Software Business: 7th International Conference, ICSOB 2016, Ljubljana, Slovenia, June 13-14, 2016, Proceedings, Springer, 2016, p. 161-168Conference paper (Refereed)
    Abstract [en]

    'Internet of Things' (IoT) systems are fundamentally changing the way in which we interact and perceive technology. In this paper, we focus on two dimensions of IoT systems; (1) the IoT user interface and (2) the IoT ecosystem. We develop a model that identifies how data is presented to users and how users interact with the system, and the level at which systems interconnect with, and collects data from, external systems. Companies can use the model to map their systems according to the dimensions in order to: (1) identify current state of their systems, (2) identify desired state and (3) better understand the steps necessary to develop more advanced IoT systems. We evaluate the dimensions in five case companies and provide empirical evidence on the transition towards increasingly advanced IoT systems.

  • 554.
    Olsson Holmström, Helena
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Bosch, Jan
    No More Bosses?: A multi-case study on the emerging use of non-hierarchical principles in large-scale software development2016In: Product-focused software process improvement: 17th international conference PROFES 2016, Springer, 2016, p. 86-101Conference paper (Refereed)
  • 555.
    Olsson Holmström, Helena
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Bosch, Jan
    Katumba, Brian
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Exploring IoT User Dimensions: A multi-case study on user interactions in ‘Internet of Things’ Systems2016In: Product-focused software process improvement: 17th international conference PROFES 2016, Springer, 2016, p. 477-484Conference paper (Refereed)
  • 556.
    Russo, Nancy L
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    A 'Values' Framework for Designing Internet of Things Applications2016Conference paper (Other academic)
    Abstract [en]

    The Internet of Things phenomena is reflected in the increase in the types of devices that can be joined to form computing ecosystems, the growth of the amount and variety of data collected and processed, and the power and reach of applications that can be created on these platforms. While these new applications provide potentially valuable new capabilities to individuals, organizations, and society, they also entail significant risks. This paper presents the VALUES framework to identify potential impacts that should be addressed when designing Internet of Things (IoT) applications. For each of the six areas, questions and issues that should be considered are discussed.

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  • 557. Mardanbegi, Diako
    et al.
    Jalaliniya, Shahram
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Khamis, Mohamed
    Majaranta, Päivi
    6th international workshop on pervasive eye tracking and mobile eye-based interaction2016In: Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct, ACM Digital Library, 2016, p. 1652-1655Conference paper (Refereed)
    Abstract [en]

    Previous work on eye tracking and eye-based human-computer interfaces mainly concentrated on making use of the eyes in traditional desktop settings. With the recent growth of interest in wearable computers, such as smartwatches, smart eyewears and low-cost mobile eye trackers, eye-based interaction techniques for mobile computing are becoming increasingly important. PETMEI 2016 focuses on the pervasive eye tracking paradigm as a trailblazer for mobile eye-based interaction to take eye tracking out into the wild, to mobile and pervasive settings. We want to stimulate and explore the creativity of these communities with respect to the implications, key research challenges, and new applications for pervasive eye tracking in ubiquitous computing. The long-term goal is to create a strong interdisciplinary research community linking these fields together and to establish the workshop as the premier forum for research on pervasive eye tracking.

  • 558.
    Nilsson, Bengt J.
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Packer, Eli
    An Approximation Algorithm for the Two-Watchman Route in a Simple Polygon2016In: EuroCG 2016: 32nd European Workshop on Computational Geometry March 30 – April 1, 2016 Book of Abstracts / [ed] Evanthia Papadopoulou, 2016, p. 111-114Conference paper (Other academic)
    Abstract [en]

    The two-watchman route problem is that of computing a pair of closed tours in an environment so that the two tours together see the whole environment and some length measure on the two tours is minimized. Two standard measures are: the minmax measure, where we want the tours where the longest of them has minimal length, and the minsum measure, where we want the tours for which the sum of their lengths is smallest. It is known that computing the minmax two-watchman route is NP-hard for simple rectilinear polygons and thus also for simple polygons. We exhibit a polynomial time 7.1416-factor approximation algorithm for computing the minmax two-watchman route in simple polygons.

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  • 559.
    Elmisery, Ahmed M.
    et al.
    Malmö högskola, Internet of Things and People (IOTAP). Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Rho, Seungmin
    Botvich, Dmitri
    Privacy-enhanced middleware for location-based sub-community discovery in implicit social groups2016In: Journal of Supercomputing, ISSN 0920-8542, E-ISSN 1573-0484, Vol. 72, no 1, p. 247-274Article in journal (Refereed)
    Abstract [en]

    In our connected world, recommender services have become widely known for their ability to provide expert and personalize information to participants of diverse applications. The excessive growth of social networks, a new kind of services are being embraced which are termed as "group based recommendation services", where recommender services can be utilized to discover sub-communities within implicit social groups and provide referrals to new participants in order to join various sub-communities of other participants who share similar preferences or interests. Nevertheless, protecting participants' privacy in recommendation services is a quite crucial aspect which might prevent participants from exchanging their own data with these services, which in turn detain the accuracy of the generated referrals. So in order to gain accurate referrals, recommendation services should have the ability to discover previously unknown sub-communities from different social groups in a way to preserve privacy of participants in each group. In this paper, we present a middleware that runs on end-users' mobile phones to sanitize their profiles' data when released for generating referrals, such that computation of referrals continues over the sanitized version of their profiles' data. The proposed middleware is equipped with cryptography protocols to facilitate private discovery of sub-communities from the sanitized version of participants' profiles in a university scenario. Location data are added to participants' profiles to improve the awareness of surrounding sub-communities, so the offered referrals can be filtered based on adjacent locations for participant's location. We performed a number of different experiments to test the efficiency and accuracy of our protocols. We also developed a formal model for the tradeoff between privacy level and accuracy of referrals. As supported by the experiments, the sub-communities were correctly identified with good accuracy and an acceptable privacy level.

  • 560.
    Russo, Nancy L
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    The Quantified Workplace: How the Internet of Things will Impact Work in the Future2015Conference paper (Refereed)
    Abstract [en]

    In the workplace, IOT technologies were initially used in a manner analogous to their use in smart homes, controlling lighting, heating and cooling and monitoring energy usage. Location-based sensors, including RFID, are used to track the movements of employees, and can interact with the lighting, heating and cooling controls. Traditional electronic performance monitoring data (computer use, audio and video monitoring) can be used in conjunction with other data captured by IOT devices. IOT technologies are being tested for use in training (McGowan, 2015), injury prevention (Kortuem et al., 2010), promoting cohesion (Kirkham et al., 2013), space utilization and employee interactions (Mathur et al., 2015a) and security and surveillance (Miorandi et al., 2012). The consumerization of workplace technology (Harris et al., 2012), wherein employees bring their personal smart phones and health monitors into the workplace, has made it very easy to monitor employee's locations and activities. Already in 2011, over 40% of the devices used to access business applications were the users’ personally owned devices (Gens, et al., 2011). The driver of this trend is the workers themselves, possibly because increased accessibility gives workers a sense of autonomy and flexibility that outweighs the downside of increased work demands outside of work hours (Cavazotte et al., 2014). In some organizations such as BP and Autodesk, fitness tracking devices are provided to employees as part of the corporate wellness program (Nield, 2014). These programs focus on helping people to prevent illnesses or improve health through their behavior, and may also monitor stress levels to manage mental health (Mirarchi et al., 2015). “The potential economic benefits to an organization such as reduced absenteeism, increased productivity, increased stress tolerance and improved decision-making, as well as the physical and mental health benefits for employees, means that there is a strong business case for using the workplace as a vehicle for health promotion efforts of this kind” (Kries & Brodeker, 2004, as cited in McEachan, et al., 2011, p.1) While the use of IOT technologies in the workplace may appear benign, concerns have been raised regarding the potential for abuse. Having one's location and personal interactions and communications tracked by a Quantified Workplace system may be considered a breach of both work-environment privacy and solitude privacy as defined by Ball et al. (2012). Monitoring and routinization of work processes may have a negative impact on employee work life (Carter et al., 2011). “At a minimum, we can speak of declining welfare for workers and the associated regime of total mobilisation and surveillance corrode workers’ health and safety, creating anxiety, burnout and overwork” (Moore & Robinson, 2015, p. 8). The accessibility of data from multiple sources, such as GPS, email, social media and personal devices, allows employers to combine data on behavior at work with other information, search for patterns, and draw conclusions which reflect information that the employee chose not to share her employer (Holtgrewe, 2014).

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  • 561.
    Olsson Holmström, Helena
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Bosch, Jan
    Towards Continuous Validation of Customer Value2015In: XP '15 workshops Scientific Workshop Proceedings of the XP2015, ACM Digital Library, 2015, article id 3Conference paper (Refereed)
    Abstract [en]

    While close customer collaboration is highlighted as a distinguishing characteristic in agile development, difficulties arise in large-scale agile development where the product owner can no longer represent the different needs of a large customer base. While most companies use the role of a product owner to represent the customer base, experiences show that prioritizations that are made are far from optimal. Also, once the decision to develop a feature has been taken, companies stop to continuously validate if this feature adds value to the large customer base. As experienced in the case companies we work with, re-prioritization of feature content is difficult once development has started, resulting in R&D investments in development of features that have no proven customer value. In this paper, and based on our experiences from working with five B2B software development companies, we present a conceptual model in which qualitative and quantitative customer feedback techniques allow for continuous validation and re-prioritization of feature content. In this way, large-scale software development companies can significantly improve responsiveness to customers throughout the development cycle, while at the same time increase accuracy of their development efforts.

  • 562. Speignier, Gheric
    et al.
    MacIntyre, Blair
    Bolter, Jay
    Rouzati, Hafez
    Lambeth, Amy
    Levy, Laura
    Baird, Laurie
    Gandy, Maribeth
    Sanders, Matt
    Davidson, Brian
    Engberg, Maria
    Malmö högskola, Faculty of Technology and Society (TS), Department of Media technology and product development (IMP).
    Clark, Russ
    Mynatt, Elizabeth
    The Evolution of the Argon Web Framework Through Its Use Creating Cultural Heritage and Community–Based Augmented Reality Applications2015In: Human-Computer Interaction: Users and Contexts, Springer, 2015, p. 112-124Conference paper (Refereed)
    Abstract [en]

    The Argon project was started to explore the creation of Augmented Reality applications with web technology. We have found this approach to be particularly useful for community-based applications. The Argon web browser has gone through two versions, informed by the work of our students and collaborators on these kinds of applications. In this paper, we highlight a number of the applications we and others have created, what we learned from them, and how our experiences creating these applications informed the design of Argon2 and the requirements for the next version, Argon3.

  • 563.
    Olsson Holmström, Helena
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    The ‘Three Layer Ecosystem Strategy Model’ (TeLESM)2015In: Proceedings of the1st Scandinavian Workshop on theEngineering of Systems-of-Systems(SWESoS 2015), Swedish Institute of Computer Science (SICS) , 2015Conference paper (Refereed)
  • 564.
    Olsson, Carl Magnus
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Systematic interviews and analysis: Using the repertory grid technique2015In: Game Research Methods / [ed] Petri Lankoski, Staffan Björk, ETC Press, 2015, p. 291-307Chapter in book (Other academic)
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  • 565.
    Olsson, Carl Magnus
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Fundamentals for writing research: A game-oriented perspective2015In: Game Research Methods / [ed] Petri Lankoski, Staffan Björk, ETC Press, 2015, p. 9-20Chapter in book (Other academic)
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  • 566. Lingas, Andrzej
    et al.
    Persson, Mia
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Simple Iterative Heuristics for Correlation Clustering2014In: LARGE-SCALE SCIENTIFIC COMPUTING, LSSC 2013 / [ed] Lirkov, I Margenov, S Wasniewski, J, Springer, 2014, p. 264-271Conference paper (Refereed)
    Abstract [en]

    A straightforward natural iterative heuristic for correlation clustering in the general setting is to start from singleton clusters and whenever merging two clusters improves the current quality score merge them into a single cluster. We analyze the approximation and complexity aspects of this heuristic and its randomized variant where two clusters to merge are chosen uniformly at random among cluster pairs amenable to merge.

  • 567. Bjarnason, Elizabeth
    et al.
    Runeson, Per
    Borg, Markus
    Unterkalmsteiner, Michael
    Engström, Emelie
    Regnell, Björn
    Sabaliauskaite, Giedre
    Loconsole, Annabella
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Gorschek, Tony
    Feldt, Robert
    Challenges and practices in aligning requirements with verification and validation: a case study of six companies2014In: Empirical Software Engineering, ISSN 1382-3256, E-ISSN 1573-7616, Vol. 19, no 6, p. 1809-1855Article in journal (Refereed)
    Abstract [en]

    Weak alignment of requirements engineering (RE) with verification and validation (VV) may lead to problems in delivering the required products in time with the right quality. For example, weak communication of requirements changes to testers may result in lack of verification of new requirements and incorrect verification of old invalid requirements, leading to software quality problems, wasted effort and delays. However, despite the serious implications of weak alignment research and practice both tend to focus on one or the other of RE or VV rather than on the alignment of the two. We have performed a multi-unit case study to gain insight into issues around aligning RE and VV by interviewing 30 practitioners from 6 software developing companies, involving 10 researchers in a flexible research process for case studies. The results describe current industry challenges and practices in aligning RE with VV, ranging from quality of the individual RE and VV activities, through tracing and tools, to change control and sharing a common understanding at strategy, goal and design level. The study identified that human aspects are central, i.e. cooperation and communication, and that requirements engineering practices are a critical basis for alignment. Further, the size of an organisation and its motivation for applying alignment practices, e.g. external enforcement of traceability, are variation factors that play a key role in achieving alignment. Our results provide a strategic roadmap for practitioners improvement work to address alignment challenges. Furthermore, the study provides a foundation for continued research to improve the alignment of RE with VV.

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  • 568.
    Olsson Holmström, Helena
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Bosch, Jan
    Ecosystem-Driven Software Development: A case study on the emerging challenges in inter-organizational R&D2014In: ICSOB 2014: Software Business. Towards Continuous Value Delivery, Springer, 2014, p. 16-26Conference paper (Refereed)
    Abstract [en]

    Most companies today experience a situation in which they are part of a complex business ecosystem of stakeholders that influence business outcomes. Especially for companies transitioning from selling products to becoming systems, solutions and services providers, this is causing a significant shift in their business strategies and relationships. Instead of focusing on internal processes, companies need to strategically position themselves in a dynamic network of actors to accelerate synergies and value co-creation. However, while this shift in business strategy is inevitable, it is not without challenges. An understanding for how to align internal, as well as external processes is critical, as well as a careful assessment on how to establish strategic partnerships in a dynamic network of interests. Based on on-going research, this paper outlines the emerging challenges that most software development companies face when adopting an ecosystem-driven approach, and the different mitigation strategies to manage these.

  • 569.
    Olsson Holmström, Helena
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Bosch, Jan
    Towards Agile And Beyond: An empirical account on the challenges involved when advancing software development practices2014In: XP 2014: Agile Processes in Software Engineering and Extreme Programming, Springer, 2014, p. 327-335Conference paper (Refereed)
    Abstract [en]

    During the last decade, the vast majority of software companies have adopted agile development practices. Now companies are looking to move beyond agile and further advance their practices. In this paper, we report on the experiences of a company in the embedded systems domain that is adopting agile practices with the intention to move beyond agile and towards continuous deployment of software. Based on case study research involving group interviews and a web-based survey, we identify challenges in relation to (1) the adoption of agile practices, (2) testing practices, (3) continuous deployment, and (4) customer validation.

  • 570. Cardona, Andrew Borg
    et al.
    Hansen, Aske Walter
    Togelius, Julian
    Gustafsson Friberger, Marie
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Open Trumps, a Data Game2014In: FDG 2014 Proceedings: Proceedings of the 9th International Conference on the Foundations of Digital Games, Society for the Advancement of the Science of Digital Games , 2014Conference paper (Other academic)
    Abstract [en]

    We present Open Trumps, a version of the popular card game Top Trumps with decks that are procedurally gen- erated based on open data. The game is played among multiple players through drawing cards and selecting the feature that is most likely to trump the same feature on the other players’ cards. Players can generate their own decks through choosing a suitable dataset and setting cer- tain attributes; the generator then generates a balanced and playable deck using evolutionary computation. In the exam- ple dataset, each card represents a country and the features represent such entities as GDP per capita, mortality rate or tomato production, but in principle any dataset organ- ised as instances with numerical features could be used. We also report the results of an evaluation intended to investi- gate both player experience and the hypothesis that players learn about the data underlying the deck they play with, since understanding the data is key to playing well. The results show that players enjoy playing the game, are enthu- siastic about its potential and answer questions related to decks they have played significantly better than questions related to decks they have not played.

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  • 571. Sekileto, Nelson
    et al.
    Evbota, Felix
    Knauss, Eric
    Sandberg, Anna
    Chaudron, Michel
    Olsson Holmström, Helena
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Technical Dependency Challenges in Large-Scale Agile Development2014In: Agile Processes in Software Engineering and Extreme Programming. XP 2014., Springer, 2014, p. 46-61Conference paper (Refereed)
    Abstract [en]

    This qualitative study investigates challenges associated with technical dependencies and their communication. Such challenges frequently occur when agile practices are scaled to large-scale software development. The use of thematic analysis on semi-structured interviews revealed five challenges: planning, task prioritization, knowledge sharing, code quality, and integration. More importantly, these challenges interact with one another and can lead to a domino effect or vicious circle. If an organization struggles with one challenge, it is likely that the other challenges become problematic as well. This situation can have a significant impact on process and product quality. Our recommendations focus on improving planning and knowledge sharing (with practices such as scrum-of-scrums, continuous integration, open space technology) to break the vicious circle, and to reestablish effective communication across teams, which will then enable large-scale companies to achieve the benefits of large-scale agility.

  • 572.
    Olsson Holmström, Helena
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Bosch, Jan
    The HYPEX Model: From Opinions to Data-Driven Software Development2014In: Continuous Software Engineering / [ed] Jan Bosch, Springer, 2014, p. 155-164Chapter in book (Other academic)
    Abstract [en]

    While innovation, such as development of new features, is critical for any organization, it is hard to get right. In both our case companies, the selection of ideas is usually driven by previous experiences, and very often the process becomes politicized and based on peoples’ opinions. To address this, we present the Hypothesis Experiment Data-Driven Development (HYPEX) model. Our model is an alternative development process that helps companies shorten the feedback loop to customers. The model supports companies in running feature experiments and advocates development of small parts of features that are continuously evaluated with customers. In our study we validate the model in two software development companies. Although the companies involved in the study have not yet completed a full experiment cycle, we see that feature experiments are beneficial for improving at least four activities within the companies: (1) data-driven development (the ease of collecting customer feedback allows for a real-time connection between the quantified business goals of the organization and the operational metrics collected from the installed customer base), (2) customer responsiveness (the ease of collecting customer feedback allows product management to respond rapidly and dynamically to any changes to the use of the products, as well as to emerging customer requests), (3) R&D efficiency (the ease of collecting customer feedback gives the development teams a real-time goal and metrics to strive for and provides focus for their work), and (4) R&D accuracy (the ease of collecting customer feedback enables the development teams to align their efforts with what the customers appreciate the most). The HYPEX model is a development process that helps software development companies move away from building large chunks of functionality with little feedback from customers and instead continuously validate with customers that the functionality under development is of value to customers.

  • 573.
    Olsson Holmström, Helena
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Bosch, Jan
    Towards Data-Driven Product Development: A Multiple Case Study on Post-Deployment Data Usage in Software-Intensive Embedded Systems2013In: LESS 2013: Lean Enterprise Software and Systems, Springer, 2013, p. 152-164Conference paper (Refereed)
    Abstract [en]

    Today, products within telecommunication, transportation, consumer electronics, home automation, security etc. involve an increasing amount of software. As a result, organizations that have a tradition within hardware development are transforming to become software-intensive organizations. This implies products where software constitutes the majority of functionality, costs, future investments, and potential. While this shift poses a number of challenges, it brings with it opportunities as well. One of these opportunities is to collect product data in order to learn about product use, to inform product management decisions, and for improving already deployed products. In this paper, we focus on the opportunity to use post-deployment data, i.e. data that is generated while products are used, as a basis for product improvement and new product development. We do so by studying three software development companies involved in large-scale development of embedded software. In our study, we highlight limitations in post-deployment data usage and we conclude that post-deployment data remains an untapped resource for most companies. The contribution of the paper is two-fold. First, we present key opportunities for more effective product development based on post-deployment data usage. Second, we propose a framework for organizations interested in advancing their use of post-deployment product data.

  • 574. Alégroth, Emil
    et al.
    Nass, Michael
    Olsson Holmström, Helena
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    JAutomate: A Tool for System and Acceptance Test Automation2013In: 2013 IEEE Sixth International Conference on Software Testing, Verification and Validation, IEEE, 2013, p. 439-446Conference paper (Refereed)
    Abstract [en]

    System- and acceptance-testing are primarily performed with manual practices in current software industry. However, these practices have several issues, e.g. they are tedious, error prone and time consuming with costs up towards 40 percent of the total development cost. Automated test techniques have been proposed as a solution to mitigate these issues, but they generally approach testing from a lower level of system abstraction, leaving a gap for a flexible, high system-level test automation technique/tool. In this paper we present JAutomate, a Visual GUI Testing (VGT) tool that fills this gap by combining image recognition with record and replay functionality for high system-level test automation performed through the system under test's graphical user interface. We present the tool, its benefits compared to other similar techniques and manual testing. In addition, we compare JAutomate with two other VGT tools based on their static properties. Finally, we present the results from a survey with industrial practitioners that identifies test-related problems that industry is currently facing and discuss how JAutomate can solve or mitigate these problems.

  • 575. Bosch, Jan
    et al.
    Olsson Holmström, Helena
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Björk, Jens
    Ljungblad, Jens
    The Early Stage Software Startup Development Model: A Framework for Supporting Lean Principles in Software Startups2013In: Lean Enterprise Software and Systems. LESS 2013., Springer, 2013, p. 1-15Conference paper (Refereed)
    Abstract [en]

    Software startups are more popular than ever and growing in numbers. They operate under conditions of extreme uncertainty and face many challenges. Often, agile development practices and lean principles are suggested as ways to increase the odds of succeeding as a startup, as they both advocate close customer collaboration and short feedback cycles focusing on delivering direct customer value. However, based on an interview study we see that despite guidance and support in terms of well-known and documented development methods, practitioners find it difficult to implement and apply these in practice. To explore this further, and to propose operational support for software startup companies, this study aims at investigating (1) what are the typical challenges when finding a product idea worth scaling, and (2) what solution would serve to address these challenges. To this end, we propose the ‘Early Stage Software Startup Development Model’ (ESSSDM). The model extends already existing lean principles, but offers novel support for practitioners for investigating multiple product ideas in parallel, for determining when to move forward with a product idea, and for deciding when to abandon a product idea. The model was evaluated in a software startup project, as well as with industry professionals within the software startup domain.

  • 576. Alégroth, Emil
    et al.
    Feldt, Robert
    Olsson Holmström, Helena
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Transitioning Manual System Test Suites to Automated Testing: An Industrial Case Study2013In: 2013 IEEE Sixth International Conference on Software Testing, Verification and Validation, IEEE, 2013, p. 56-65Conference paper (Refereed)
    Abstract [en]

    Visual GUI testing (VGT) is an emerging technique that provides software companies with the capability to automate previously time-consuming, tedious, and fault prone manual system and acceptance tests. Previous work on VGT has shown that the technique is industrially applicable, but has not addressed the real-world applicability of the technique when used by practitioners on industrial grade systems. This paper presents a case study performed during an industrial project with the goal to transition from manual to automated system testing using VGT. Results of the study show that the VGT transition was successful and that VGT could be applied in the industrial context when performed by practitioners but that there were several problems that first had to be solved, e.g. testing of a distributed system, tool volatility. These problems and solutions have been presented together with qualitative, and quantitative, data about the benefits of the technique compared to manual testing, e.g. greatly improved execution speed, feasible transition and maintenance costs, improved bug finding ability. The study thereby provides valuable, and previously missing, contributions about VGT to both practitioners and researchers.

  • 577. Togelius, Julian
    et al.
    Gustafsson Friberger, Marie
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Bar Chart Ball, a Data Game2013In: Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG 2013), Society for the Advancement of the Science of Digital Games (SASDG) , 2013, p. 451-452Conference paper (Other academic)
    Abstract [en]

    We describe Bar Chart Ball, a game where players indirectly control a ball by modifying a bar chart that the ball rests on. The bar chart displays real-world demographic data about the UK, and the player modifies the chart by selecting which aspect of the data to focus on. By making data selection a core game mechanic, in fact the only game mechanic, we advance a novel and simple way of building game content from data, and of making data visualisation playable.

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  • 578. Rambharose, Tricia
    et al.
    Yau, Jane
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Exploring new ways of interaction with smartphones2013Conference paper (Refereed)
    Abstract [en]

    Current interaction options with smartphones are limited. In this paper, we present four experiments that we conducted and our initial findings. Our experimenting process was analyzed together with Dourish’s work on tangible and embodied interaction and we gained insights to better understand the meaning behind smartphone interactions. This sets a foundation for discovering new ways to interact with smartphones in the future such as touch-less, eyes free or haptic interaction.

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  • 579. Klugl, Franziska
    et al.
    Davidsson, Paul
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    AMASON: Abstract Meta-model for Agent-based Simulation2013In: Multiagent System Technologies, Springer, 2013, p. 101-114Conference paper (Refereed)
    Abstract [en]

    The basic prerequisite for methodological advance in Multi-Agent Based Modelling and Simulation is a clear, ideally formally-grounded, concept of our subject. A commonly accepted, implementation-independent meta-model may improve the status of MABS as a scientific field providing a solid foundation that can be used for describing, comparing, analysing, and understanding MABS models. In this contribution, we present an attempt formalizing a general view of MABS models by defining the AMASON meta-model that captures the basic structure and dynamics of a MABS model.

  • 580. Mbiydzenyuy, Gideon
    et al.
    Persson, Jan A.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Davidsson, Paul
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV). Malmö högskola, Internet of Things and People (IOTAP).
    Estimates of Marginal Cost Savings for Intelligent Truck Parking Services in a Combined Deployment Scenario2013In: European Intelligent Transport Systems (ITS) Congress;9, 2013Conference paper (Refereed)
    Abstract [en]

    Intelligent Truck Parking (ITP) involves efficient management of information as a tool for addressing some of the problems related to truck parking, such as, the inability to navigate to, or reserve a parking space. Different telematic services (ITP core services) may be required to address different stakeholder needs, e.g., a navigation service for finding the way to a truck parking area, and a reservation service for assuring the availability of a parking space when in the parking area. In addition to ITP core services, there are several other telematic services that address transport problems in general. If the synergies of different services are taken into account during design and deployment of telematic services, cost reduction may be achieved through functionality sharing. In this article, we have identified services that are relevant for sharing functionalities with ITP core services, estimate functionality costs and perform a synergy analysis to assess the marginal cost savings as a result. Overall results indicates that Traffic Information Broadcasting (TIB), Estimated Time of Arrival (ETA) for goods, and Geo-fencing (GEO) can form clusters with ITP core services that could lead to better cost savings compared to the rest of the services studied.

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  • 581.
    Yau, Jane Y. K.
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Joy, Mike
    Technical feasibility of a mobile context-aware (social) learning schedule framework2013In: International Journal of Distance Education Technologies, ISSN 1539-3100, E-ISSN 1539-3119, Vol. 11, no 1, p. 58-73Article in journal (Refereed)
    Abstract [en]

    The purpose of this paper is to show the technical feasibility of implementing our mobile context-aware learning schedule (mCALS) framework as a software application on a mobile device using current technologies, prior to its actual implementation. This process draws together a set of compatible mobile and context-aware technologies at present and can be used as a reference point for implementing generic mobile context-aware applications. Our mCALS framework retrieves the learner’s location and available time contexts via the built-in learning schedule (i.e. electronic organizer) on a mobile device. These contexts together with the learner’s learning styles and knowledge level (on a selected topic) are used as the basis for the software application to suggest learning materials that are appropriate for the learner, at the time of usage. This retrieval approach attempts to eliminate the use of context-aware technologies and the need to directly request the user to enter context information at the time of usage. We aim to develop a fully functional prototype of this framework for learners to plan their individual as well as social learning activities amongst one another in order to make their individual learning processes collaborative and as a way to enhance individual and social learning experiences.

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  • 582. Sinclair, Jane
    et al.
    Joy, Mike
    Yau, Jane
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Hagan, Stephen
    A practice-oriented review of learning objects2013In: IEEE Transactions on Learning Technologies, ISSN 1939-1382, E-ISSN 1939-1382, Vol. 6, no 2, p. 177-192Article in journal (Refereed)
    Abstract [en]

    Reusable learning objects support packaging of educational materials allowing their discovery and reuse. Open educational resources emphasize the need for open licensing and promote sharing and community involvement. For both teachers and learners, finding appropriate tried and tested resources on a topic of interest and being able to incorporate them within or alongside other learning materials can enrich provision and share best practice. Resources are made available by a number of general and subject-specific repositories, but there are also many educational resources residing outside these repositories which may provide useful additional materials. Potential users of materials need to be able to locate relevant material and to assess it with respect to a number of factors (such as suitability for purpose and license requirements). However, even such basic requirements can be less than straightforward to determine. This paper presents a view of the field from the user's perspective, bringing together themes from existing research relating to practice-oriented concerns including discoverability, reusability, and quality. It provides a background in this area, exploring current trends, controversies, and research findings. The discussion is also aligned with current provision and practice, indicating areas where further research, provision, and support would be useful.

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  • 583.
    Gustafsson Friberger, Marie
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Falkman, Göran
    Collaboration processes, outcomes, challenges and enablers of distributed clinical communities of practice2013In: Behavior and Information Technology, ISSN 0144-929X, E-ISSN 1362-3001, Vol. 32, no 6, p. 519-531Article in journal (Refereed)
    Abstract [en]

    Modern healthcare's need for knowledge sharing and bridging the research–practice gap requires new forms of collaboration, in which clinicians of varying clinical and research expertise work together over geographical and organisational borders. To support such distributed communities of practice (CoPs), an understanding of their collaboration processes, outcomes, challenges and enablers is needed. The article examines these issues through a case study of a long-running CoP, the Swedish Oral Medicine Network (SOMNet). SOMNet's main form of collaboration is monthly telephone conference meetings centred on case consultations. Cases are submitted by the clinicians via a Web-based system. The methods used were interviews, observations, and a questionnaire. The work adds to previous research by studying a distributed CoP explicitly focused on supporting the transfer of scientific results from researchers to practitioners. We found that the regular meetings give a rhythm to the community. The centrality of cases means an immediate benefit for the submitter while the community is provided an authentic context for learning. SOMNet yields opportunities for help and learning for diverse expertise levels; the type of benefits is affected by the participant's degree of oral medicine knowledge and collaboration involvement. There are challenges in accommodating varying levels of expertise and encouraging those less experienced to participate. Enablers of the collaboration include the participation of experts, meeting facilitators and well-adapted ITs.

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  • 584. Bakhtyar, Shoaib
    et al.
    Holmgren, Johan
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Persson, Jan A.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    A synergy based method for designing ITS services2013In: International Journal of Advanced Logistics, ISSN 2287-108X, Vol. 2, no 2, p. 45-54Article in journal (Refereed)
    Abstract [en]

    In this paper, we propose a method for supporting the process of designing Intelligent Transportation System (ITS) services, which utilizes on primarily functional synergies with already existing services. Using synergies between services will enable sharing of resources, such as, information entities, functions and technical resources, which in turn may lead to reduced costs for implementing services. The method is built around an existing service description framework, which is used to describe both existing services and the service to be designed. In order to illustrate the usage of the suggested method, we have applied it for designing a new ITS service, i.e., the Liability Intelligent Transport System (LITS) service. The purpose of the LITS service is to support the process of identifying when, where and why freight has been damaged, and which actor was responsible when the freight was damaged. The LITS service may lead to better quality control of consignments and may also facilitate the identification of which actor was responsible for the freight damage, which is of particular interest in multi-modal transport. By applying our service design method we were able to identify that three out of four functions of the LITS service already exist in other existing ITS services. Therefore, the LITS service can be designed based on synergies with these services.

  • 585. Bakhtyar, Shoaib
    et al.
    Holmgren, Johan
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Persson, Jan A.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Analysis of information synergy between e-Waybill solutions and intelligent transport system services2013In: World Review of Intermodal Transportation Research (WRITR), ISSN 1749-4729, E-ISSN 1749-4737, Vol. 4, no 2/3, p. 123-139Article in journal (Refereed)
    Abstract [en]

    We present a study on information synergy between an electronic waybill (e-Waybill) and intelligent transportation system (ITS) services. A waybill is an important transport document, and it contains essential information about a consignment. We consider five e-Waybill solutions, which differ in where the e-Waybill information is stored, read, and written. We analyse 20 ITS services, and for each of them, the required input entities that can be provided by an e-Waybill are identified, and the synergy with each of the e-Waybill solutions is determined based on the location of the e-Waybill information. The analysis shows that e-Waybill solutions with storage at the freight-level enable the highest information synergy with ITS services. Our result may support the implementation of practical e-Waybill systems that provide high synergy with ITS services, which may lead to higher utilisation of ITS services and more sustainable transport, e.g., in terms of reduced congestion and emissions

  • 586. Joy, Mike
    et al.
    Sinclair, Jane
    Boyatt, Russell
    Yau, Jane Yin-Kim
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Cosma, Georgina
    Student perspectives on source-code plagiarism2013In: International Journal for Educational Integrity, E-ISSN 1833-2595, Vol. 9, no 1, p. 3-19Article in journal (Refereed)
    Abstract [en]

    Prevention and detection of plagiarism has formed the basis of much research, but student perceptions on plagiarism are arguably not well understood. This is particularly the case in the computing disciplines. This paper considers two aspects of the student experience: (i) the types of plagiaristic activity that students engage in, and (ii) the specific understanding of what plagiarism means for students who write computer programmes. In a recent study, data were collected from published material (books, published papers, websites), and online formative quizzes and questionnaires used by universities to test student knowledge of what constitutes plagiarism. Facet analysis was used to classify the data into four initial categories (sources, actions, material, extrinsic). Further analysis suggested a refinement to six categories and 23 sub-categories which directly relate to the computing disciplines. In a further study a large-scale online questionnaire was carried out to obtain the perceptions of students on source-code plagiarism. Data were collected from 770 students studying at 21 higher education institutions in the UK and overseas. This study’s results suggest that certain types of plagiaristic activity are poorly understood. This paper summarises and compares the results of these two studies and reflects on the implications for educating computing students about how they should avoid plagiarism.

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  • 587. Shao, Deo
    et al.
    Loconsole, Annabella
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Hajinasab, Banafsheh
    Malmö högskola, Faculty of Technology and Society (TS).
    M-Health: A Mobile Data Collection Prototype for Monitoring and Evaluation of Public Health Service in the Developing World2012In: Journal of Informatics and virtual education, ISSN 1821-7087, Vol. 2, no 1, p. 43-50Article in journal (Refereed)
    Abstract [en]

    The rapidly growing use of mobile technologies has increased pressure on the demand for mobile-based data collection solutions to bridge the information gaps in the public health sector. In this paper, a prototype for mobile health data collection (MHDK) is proposed. MHDK is built based on open source data collection frameworks. The proposed prototype offers ways of collecting health data through mobile phones and visualizes the collected data in a web application. The evaluation of the prototype seems to show the feasibility of mobile technologies, particularly open source technologies, in improving the health data collection and reporting systems for the developing world. The use of cellular phones for public health service monitoring and evaluation is therefore one of the most promising developments in the quest to achieve improved public health services.

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  • 588.
    Lucander, Henriette
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Knutsson, Kerstin
    Malmö högskola, Faculty of Odontology (OD).
    Salé, Hanna
    Malmö högskola, Faculty of Odontology (OD).
    Jönsson, Anders
    Malmö högskola, Faculty of Education and Society (LS).
    “I’ll Never Forget This”: evaluating a pilot workshop in effective communication for dental students2012In: Journal of Dental Education, ISSN 0022-0337, E-ISSN 1930-7837, Vol. 76, no 10, p. 1311-1316Article in journal (Refereed)
    Abstract [en]

    Abstract: This study evaluated a pilot workshop for teaching communication skills to dental students. The methodology is based on an experiential learning approach, the use of realistic clinical scenarios, simulated patients, and an integrated teaching team of both educational researchers and dentists. Furthermore, the methodology was adapted for short workshops, which is thought to offer better possibilities for frequent and effective training of communication skills throughout the curriculum. The workshop was piloted with groups of six to ten students from the sixth and tenth semesters (n=94). Results show that the majority of students found the tasks meaningful and well aligned with how they perceived their future profession as dentists. Most students also thought that they learned from the task. An interesting finding is that students not only found it instructive to practice how to communicate in authentic situations, but that they generally found the workshop to be thought-provoking while at the same time providing structure and intellectual tools for the future. A possible explanation for this finding is the sharing of explicit criteria for high-quality communication.

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  • 589.
    Gustafsson Friberger, Marie
    et al.
    Malmö högskola, Faculty of Technology and Society (TS), Department of Computer Science (DV).
    Togelius, Julian
    Generating Interesting Monopoly Boards from Open Data2012In: 2012 IEEE Conference on Computational Intelligence and Games (CIG), IEEE, 2012, p. 288-295Conference paper (Refereed)
    Abstract [en]

    With increasing amounts of open data, especially where data can be connected with various additional information resources, new ways of visualizing and making sense of this data become possible and necessary. This paper proposes, discusses and exemplifies the concept of data games, games that allow the player(s) to explore data that is derived from outside the game, by transforming the data into something that can be played with. The transformation takes the form of procedural content generation based on real-world data. As an example of a data game, we describe Open Data Monopoly, a game board generator that uses economic and social indicator data for local governments in the UK. Game boards are generated by first collecting user input on which indicators to use and how to weigh them, as well as what criteria should be used for street selection. Sets of streets are then evolved that maximize the selected criteria, and ordered according to “prosperity” as defined subjectively by the user. Chance and community cards are created based on auxiliary data about the local political entities.

  • 590.
    Lundblad, Thomas
    et al.
    Malmö högskola, Faculty of Education and Society (LS), Department of Nature, Environment and Society (NMS).
    Malmberg, Claes
    Malmö högskola, Faculty of Education and Society (LS), Department of Nature, Environment and Society (NMS).
    Areskoug, Mats
    Malmö högskola, Faculty of Education and Society (LS), Department of Nature, Environment and Society (NMS).
    Jönsson, Per
    Malmö högskola, Faculty of Technology and Society (TS), Department of Media technology and product development (IMP).
    Simulating Real-Life Problems in Secondary Science Class: A Socio-scientific Issue Carried through by an Augmented Reality Simulation2012In: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 12, no 2Article in journal (Refereed)
    Abstract [en]

    With the purpose of developing new methods in science education, the authors combine a socio-scientific issue and game-based technologies from augmented reality games into an intervention activity called Transformer. The authors design the intervention, collect and analyze data, and present results using the three elements from the theory of transformational play (Barab, Gresalfi & Ingram-Goble 2010) namely: engaging and stimulating roles, scientifically relevant content and complex and societally significant context. In Transformer, 20 upper-secondary students engage in a role-play concerning the project of building a school campus area close to a transformer station. The students explore the actual area using simulation-based mobile technologies to collect information through interviews with virtual characters, virtual measurements, and own observations. Collected information is synthesized into arguments concerning the appropriateness of building the campus area. The Transformer activity is based on SSI (socio-scientific issue), a pedagogical model aiming at developing students’ competences to make well-informed decisions through engaging them in complex societal issues. Data from the intervention are collected with multiple methods using questionnaires and interviews. The analysis illustrates expressions of immersive role play and active and engaged students who enjoy the opportunity of working in groups with a challenging task outside the class room. For some roles, however, there is room for improvement in the outdoor part of the intervention. We argue that this design perspective makes it feasible for a teacher or team of teachers to stage a multi-disciplinary engaging intervention that is constructively aligned with the students’ and teachers’ own practices and that addresses curricular goals.

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  • 591.
    Holmberg, Lars
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    A Conceptual Approach to Explainable Neural NetworksManuscript (preprint) (Other academic)
    Abstract [en]

    The success of neural networks largely builds on their ability to create internal knowledge representations from real-world high-dimensional data, such as images, sound, or text. Approaches to extract and present these representations, in order to explain a neural network’s decision, is an active and multifaceted research field. To gain a deeper understanding of a central aspect of this field, we performed a targeted literature review focusing on research that aims to associate internal representations with human understandable concepts. By using deductive nomological explanations combined with causality theories as an analytical lens, we analyse nine carefully selected research papers. We find our analytical lens, the explanation structure and causality, useful to understand what can be expected, and not expected, from explanations inferred from neural networks. The analysis additionally uncovers an ambiguity in the reviewed literature related to the goal: is it (a) understanding the ML model, (b) the training data or (c) actionable explanations that are true-to-the-domain?

  • 592.
    Holmberg, Lars
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Alvarez, Alberto
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Deep Learning, generalisation and conceptsManuscript (preprint) (Other academic)
    Abstract [en]

    Central to deep learning is an ability to generalise within a target domain consistent with human beliefs within the same domain. A label inferred by the neural network then maps to a human mental representation of a, to the label, corresponding concept. If an explanation concerning why a specific decision is promoted it is important that we move from average case performance metrics towards interpretable explanations that build on human understandable concepts connected to the promoted label. In this work, we use Explainable Artificial Intelligence (XAI) methods to investigate if internal knowledge representations in trained neural networks are aligned and generalise in correspondence to human mental representations. Our findings indicate an, in neural networks, epistemic misalignment between machine and human knowledge representations. Consequently, if the goal is classifications explainable for en users we can question the usefulness of neural networks trained without considering concept alignment. 

  • 593.
    Tegen, Agnes
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Machine Teaching: A Systematic Literature ReviewIn: Article in journal (Refereed)
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