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  • 1.
    Aalbers, Sander
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Back to the Roots: Re-Connecting Humanity and the Natural World by Merging Interactive Technology and Plants2022Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis project explores combining interactive technology and the natural world, through a more-than-human design approach. This project aims to step away from an industry-driven design by valuing plants as equal in the design process. Throughout this report, an overview of the relevant theory and examples are elaborated on. This overview has informed the project in two ways. It formed the foundation of a concept aiming to improve the user’s interconnectedness with nature and it formed the foundation of an evaluation tool developed for aiding designers in design for plants by addressing three design fields: Design for Care, Design for Cohabitation, and Design for Noticing. The concept and the evaluation tool have been developed in parallel and informed each other throughout the project. The final concept contributes to the discussion about addressing more-than-human actors in design. In this case by addressing plant blindness. The evaluation tool contributes to more-than-human design as a tool to evaluate ideas and projects. This project included an extensive analysis of a design collection, workshops regarding the materiality of living plants and assessment of the evaluation tool, an interdisciplinary design approach, and a prototyping phase during which assumptions regarding the concept were tested.

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  • 2. Abarca, Leonardo
    et al.
    Killander, Emil
    Rollén, Christoffer
    ENTERPRISE ARCHITECTURE I SMÅ OCH MEDELSTORA FÖRETAG2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Efficient use of IT resources in organizations requires an optimized alignment between business operations and IT. Enterprise Architecture is a well-known concept used to align the structure of IT systems with the business operations. Previous research has mostly focused on Enterprise Architecture in large organizations, thus there is a lack of research on how the concept is applied, or can be applied, in small and medium-sized enterprises. The purpose of this study was to investigate how small and medium-sized enterprises, consciously or unconsciously, work or can work with Enterprise Architecture in their context. The secondary purpose was to develop a framework to support small and medium-sized enterprises in this work. Semi-structured interviews were conducted with people in senior positions in small and medium-sized enterprises (n = 4). The interview transcripts were analyzed using qualitative data analysis. The results of this study provide insight into a number of challenges and opportunities that small and medium-sized enterprises face when it comes to embracing Enterprise Architecture. The challenges were that they did not realize the value the concept can create, lack of resources, misconception that the concept must be applied fully, that the frameworks are too rigid, to involve the management team who are often more interested in financial performance indicators, floating role distributions and lack of long-term thinking. The opportunities were to improve the collaboration between IT and business, integrate IT systems and ensure that the systems are in line with the company's goals and visions, support long-term thinking, provide a better overview and structure of the business, reduce costs and optimize work processes. When working with Enterprise Architecture, small and medium-sized enterprises should use adaptable frameworks, manage the interplay between short-term and long-term goals, involve the entire business, establish active communication between different departments and only use what is needed in the business. Based on theoretical and empirical insights, a framework has been developed, which can be used to support the work with Enterprise Architecture in small and medium-sized enterprises.

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  • 3.
    Abd Al Ghani, Zahi
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Ha Zu, Peter
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Framtidens Lärande: En Undersökning av ChatGPT:s Acceptans, Möjligheter och Utmaningar Inom Högre Utbildning2023Independent thesis Basic level (degree of Bachelor), 13 HE creditsStudent thesis
    Abstract [sv]

    Det pågår en stor förändring i arbetsliv och samhälle i samband med lansering av olika generativa AI verktyg som skapar innehåll varierande former. Centralt i debatten är ChatGPT, som har väckt mängder av diskussioner i media angående risker för missbruk, särskilt inom utbildningssektorn. Denna studie syftar till att skapa och bidra till förståelse över ChatGPT och dess användbarhet, samt utmaningar genom att analysera acceptansen hos lärare och studenter i högre utbildning. Detta genom att använda teorier från nya vetenskapliga artiklarna angående ChatGPT i högre utbildning, samt jämföra dem med kvalitativa data i form av perspektiv och åsikter från lärare och studenter, och slutligen analysera dem i ett samband med tidigare utbildningsteknologier. Studiens resultat tyder på att ChatGPT har relativt blandad acceptans och delvis haft fördelaktiga effekter på genomförandet av uppgifter i högre utbildning beroende på kunskapsämne. ChatGPT har redan uppvisat anmärkningsvärda förändringar i arbetsprocessen för både lärare och studenter, däremot förekommer det obesvarade frågor och etiska problematik vilket för närvarande förhindrar dess möjligheter som ett potentiellt revolutionerande utbildningsverktyg i högre utbildning.

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  • 4.
    Abdul Sater, Malek
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Mohamed, Reem
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Parkinson’s disease tremor assessment: Leveragingsmartphones for symptom measurement2023Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Parkinson's disease (PD) is a progressive, chronic neurodegenerative disorder that impacts patients' quality of life. Hand tremor is a hallmark motor symptom of PD. However, current clinical tremor assessment methods are time-consuming and expensive and may not capture the full extent of tremor fluctuations. The built-in sensors in smartphones offer an accessible and cost-effective alternative for objective tremor assessment.

    This study presents a systematic approach to developing a quantitative algorithm for Parkinson's disease tremor assessment using Inertial Measurement Unit (IMU) data. This study begins with a comprehensive data visualisation and understanding phase, leading to the design decision to implement a multiple linear regression model for tremor severity prediction. The IMU data, collected from 10 patients, is pre-processed and normalised to ensure consistency and account for varying degrees of tremor severity.

    Feature extraction is conducted based on insights from literature, resulting in 16 unique features. These unique features are extracted for each of the acceleration and rotation rate data, resulting in 582 total features over both hands and all three tremor types. Recursive Feature Elimination with Cross-Validation (RFECV) is employed for feature selection, identifying the most relevant features contributing to tremor severity prediction. A multiple linear regression model is implemented and trained using the Leave-One-Out with Cross-Validation (LOOCV) method.

    The model's performance is evaluated resulting in a mean MSE of 0.88, a mean MAE of 0.69, and an R² of 0.88. The results indicate a strong correlation between predicted and actual tremor severity, suggesting the model's high validity. The selected features show a high correlation with the patient's MDS-UPDRS scores, further validating their relevance in predicting tremor severity. Greater results could be achieved, but sample size was the greatest limitation during this study.

    This study demonstrates the potential of using IMU data and multiple linear regression modelling for accurate PD tremor assessment within Mobistudy, contributing to the field of quantitative PD analysis.

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  • 5.
    Adewole, Kayode S.
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Umeå Univ, Dept Comp Sci, Umeå, Sweden.;Univ Ilorin, Dept Comp Sci, Ilorin, Nigeria..
    Torra, Vicenc
    Umeå Univ, Dept Comp Sci, Umeå, Sweden..
    Privacy Protection of Synthetic Smart Grid Data Simulated via Generative Adversarial Networks2023In: Proceedings of the 20th international conference on security and cryptography, secrypt 2023 / [ed] DiVimercati, SD; Samarati, P, SciTePress, 2023, p. 279-286Conference paper (Refereed)
    Abstract [en]

    The development in smart meter technology has made grid operations more efficient based on fine-grained electricity usage data generated at different levels of time granularity. Consequently, machine learning algorithms have benefited from these data to produce useful models for important grid operations. Although machine learning algorithms need historical data to improve predictive performance, these data are not readily available for public utilization due to privacy issues. The existing smart grid data simulation frameworks generate grid data with implicit privacy concerns since the data are simulated from a few real energy consumptions that are publicly available. This paper addresses two issues in smart grid. First, it assesses the level of privacy violation with the individual household appliances based on synthetic household aggregate loads consumption. Second, based on the findings, it proposes two privacy-preserving mechanisms to reduce this risk. Three inference attacks are simulated and the results obtained confirm the efficacy of the proposed privacy-preserving mechanisms.

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  • 6.
    Ahl, Richard
    Malmö University, Faculty of Technology and Society (TS).
    Creating two-dimensional rivers from spline curves2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is concerned with digital two-dimensional rivers for games. Specifically the aim is to create a river shape from the basis of a spline curve and make it look like a river with a water flow-rate. This is achieved by developing an artifact capable of river simulations in 2D, with the flow-rate calculated using the necessary hydraulics equations. The scientific process described in Design Science Research Methodology for Information Systems Research is presented and followed. Artifact simulations are demonstrated and evaluated, especially calculations for river mean velocity and discharge are shown to be possible by assuming that the river channel is of trapezoidal shape. Simulations show a type of river not usually seen in games, a river with more accuracy than other game simulations. The artifact river simulations are however limited by a missing smoothness when going between different channel shapes. Also there could be a way of improving the texture used, or possibly use more then one texture in one simulation. The conclusion is that the methods used for river generation by this study could be part of a design tool that targets 2D games.

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  • 7.
    Ahlin, Josefine
    Malmö University, Faculty of Technology and Society (TS).
    Hur upplever mottagarna audiovisuell information på TikTok?2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    TikTok is a social media platform where users produce short videos. Today TikTok is used by over 1 billion people. The application offers various features that promotes interaction and knowledge exchange among its users. Entertainment is strongly associated with TikTok, however since 2020 the use of the platform for youth activism has increased. On TikTok, users can express their social values and cooperate with each other. It is also common to use hashtags as a way of linking videos to a specific topic. The aim of this study is to understand how TikTok users experience audiovisual information regarding the topic of feminism. Videos were selected from the platform by using the search word feminism and the hashtag #feminism. This was followed by a content analysis to determine the videos differences and similarities, which enabled the final selection of five videos to be used in the next step of the study. The five videos were then presented during qualitative interviews where the respondents answered questions and expressed their opinions about for example trustworthiness, features and the information itself. The data was compared and analyzed both from a theoretical point of view and regarding different experiences expressed by the respondents. The respondents in this study showed the most interest in an explanatory video which presented them with new information by using pictures, video and speech. 

    The respondents showed greatest interest in two explanatory videos who presented new information by using pictures, video and speech. Information presented with pictures were considered to facilitate the understanding of the message, make it more interesting and arouse curiosity. Another video appreciated by the respondents used a narrative to convey entertaining education they could relate to. The recipients’ willingness to engage in the videos were linked to their positive experiences of how the information was presented. This study also shows that previous knowledge, information needs, motivation to use TikTok as well as different processing styles affected the respondents’ experiences.

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  • 8.
    Ahlin, Melanie
    Malmö University, Faculty of Technology and Society (TS).
    Deltagarkulturens värde i det moderna medielandskapet2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a case study that study the participant culture as well as the community and commitment among the audience at Sveriges Radio Creepypodden. The purpose of the study is to create a deeper understanding of participant culture as a phenomenon and how it creates a space for community by analyzing the listening participation of Sveriges Radios Creepypodden. The aim of the study is to gain a greater understanding of what a mediums historical development can look like and how listeners are allowed to actively participate in the medium.  An interviw with the creator of Creepypodden, Jack Werner and two listeners was conducted. In addition to the interview, an analysis of collected data from four different posts published in ”Creepypodden – Eftersnack” on Facebook has been conducted. 

    The theory chapter process the concept of media convergence which gives the reader an understanding of what media convergence means but also how it works in the media world. Participant culture is discussed as a central aspect in the modern media landscape. The study shows that the work Creepypodden does with participant culture is the foundation to the existence of the podcast and that the community among the listeners is perceived as rewarding.

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  • 9.
    Ahrling, Julia
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Franzén, Jonna
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Exploring Emely: An exploratory case study on the usability and user experience of a conversational agent for L2 learning2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study focuses on evaluating and enhancing the user experience of Emely, a conversational agent aimed at improving language skills for second language learners, particularly those who want to increase their chances of securing employment in Sweden. Usability testing was conducted in two test rounds, with the first round providing design implications for the user interface in the second round. However, assessing the effectiveness of the interface improvements was challenging due to low Swedish proficiency among the test groups consisting of potential users of Emely. Although the study did not result in design implications for the user interface, important findings highlight the need to adapt conversational agents, like Emely, for users with low literacy levels and illiteracy, emphasizing the importance of inclusive design for effective language learning support.

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  • 10.
    Akin, Erdal
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP). Computer Engineering Department, Bitlis Eren University, Bitlis, Türkiye.
    Deep Reinforcement Learning-Based Multirestricted Dynamic-Request Transportation Framework2023In: IEEE Transactions on Neural Networks and Learning Systems, ISSN 2162-237X, E-ISSN 2162-2388, p. 1-11Article in journal (Refereed)
    Abstract [en]

    Unmanned aerial vehicles (UAVs) are used in many areas where their usage is increasing constantly. Their popularity, therefore, maintains its importance in the technology world. Parallel to the development of technology, human standards, and surroundings should also improve equally. This study is developed based on the possibility of timely delivery of urgent medical requests in emergency situations. Using UAVs for delivering urgent medical requests will be very effective due to their flexible maneuverability and low costs. However, off-the-shelf UAVs suffer from limited payload capacity and battery constraints. In addition, urgent requests may be requested at an uncertain time, and delivering in a short time may be crucial. To address this issue, we proposed a novel framework that considers the limitations of the UAVs and dynamically requested packages. These previously unknown packages have source–destination pairs and delivery time intervals. Furthermore, we utilize deep reinforcement learning (DRL) algorithms, deep Q-network (DQN), proximal policy optimization (PPO), and advantage actor–critic (A2C) to overcome this unknown environment and requests. The comprehensive experimental results demonstrate that the PPO algorithm has a faster and more stable training performance than the other DRL algorithms in two different environmental setups. Also, we implemented an extension version of a Brute-force (BF) algorithm, assuming that all requests and environments are known in advance. The PPO algorithm performs very close to the success rate of the BF algorithm.

  • 11.
    Alassadi, Abdulrahman
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    An Individual-based Simulation Approach for Generating a Synthetic Stroke Population2021Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The time to treatment plays a major factor in recovery for stroke patients, and simulation techniques can be valuable tools for testing healthcare policies and improving the situation for stroke patients. However, simulation requires individual-level data about stroke patients which cannot be acquired due to patient’s privacy rules. This thesis presents a hybrid simulation model for generating a synthetic population of stroke patients by combining Agent-based and microsimulation modeling. Subsequently, Agent-based simulation is used to estimate the locations where strokes happen. The simulation model is built by conducting the Design Science research method, where the simulation model is built by following a set of steps including data preparation, conceptual model formulation, implementation, and finally running the simulation model. The generated synthetic population size is based on the number of stroke events in a year from a Poisson Point Process and consists of stroke patients along with essential attributes such as age, stroke status, home location, and current location. The simulation output shows that nearly all patients had their stroke while being home, where the traveling factor is insignificant to the stroke locations based on the travel survey data used in this thesis and the assumption that all patients return home at midnight.

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  • 12.
    Alassadi, Abdulrahman
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Lorig, Fabian
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Holmgren, Johan
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    An Agent-based Model for Simulating Travel Patterns of Stroke Patients2021In: DIGITAL 2021: Advances on Societal Digital Transformation / [ed] Wanwan Li; Manuela Popescu, ThinkMind , 2021, p. 11-16Conference paper (Refereed)
    Abstract [en]

    For patients suffering from a stroke, the time until the start of the treatment is a crucial factor with respect to the recovery from this condition. In rural regions, transporting the patient to an adequate hospital typically delays the diagnosis and treatment of a stroke, worsening its prognosis. To reduce the time to treatment, different policies can be applied. This includes, for instance, the use of Mobile Stroke Units (MSUs), which are specialized ambulances that can provide adequate care closer to where the stroke occurred. To simulate and assess different stroke logistics policies, such as the use of MSUs, a major challenge is the realistic modeling of the patients. In this article, we present an approach for generating an artificial population of stroke patients to simulate when and where strokes occur. We apply the model to the region of Skåne, where we investigated the relevance of travel behavior on the spatial distribution of stroke patients.

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  • 13.
    Alassadi, Abdulrahman
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Lorig, Fabian
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Holmgren, Johan
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Population Generation for Agent-based Simulations of Stroke Logistics Policies: A Case Study of Stroke Patient Mobility2022In: International Journal On Advances in Life Sciences, ISSN 1942-2660, E-ISSN 1942-2660, Vol. 14, no 1&2, p. 12-21Article in journal (Refereed)
    Abstract [en]

    For acute medical conditions, for instance strokes, the time until the start of the treatment is a crucial factor to prevent a fatal outcome and to facilitate the recovery of the patient’s health. Hence, the planning and optimization of patient logistics is of high importance to ensure prompt access to healthcare facilities in case of medical emergencies. Computer simulation can be used to investigate the effects of different stroke logistics policies under realistic conditions without jeopardizing the health of the patients. The success of such policies greatly depends on the behavior of the individuals. Hence, agent-based simulation is particularly well-suited as it imitates human behavior and decision-making by means of artificial intelligence, which allows for investigating the effects of policies under different conditions. Agent-based simulation requires the generation of a realistic synthetic population, that adequately represents the population that shall be investigated such that reliable conclusions can be drawn from the simulation results. In this article, we propose a process for generating an artificial population of potential stroke patients that can be used to investigate the effects of stroke logistics policies using agent-based simulation. To illustrate how this process can be applied, we present the results from a case study in the region of Skåne in southern Sweden, where a synthetic population of stroke patients with realistic mobility behavior is simulated. 

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  • 14.
    Alawadi, Sadi
    et al.
    Uppsala University, Sweden.
    Kebande, Victor R.
    Umeå University, Sweden.
    Dong, Yuji
    School of Internet of ThingsXi’an Jiaotong-Liverpool UniversitySuzhouChina.
    Bugeja, Joseph
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Persson, Jan A.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Olsson, Carl Magnus
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    A Federated Interactive Learning IoT-Based Health Monitoring Platform2021In: New Trends in Database and Information Systems, Springer, 2021, p. 235-246Conference paper (Refereed)
    Abstract [en]

    Remote health monitoring is a trend for better health management which necessitates the need for secure monitoring and privacy-preservation of patient data. Moreover, accurate and continuous monitoring of personal health status may require expert validation in an active learning strategy. As a result, this paper proposes a Federated Interactive Learning IoT-based Health Monitoring Platform (FIL-IoT-HMP) which incorporates multi-expert feedback as ‘Human-in-the-loop’ in an active learning strategy in order to improve the clients’ Machine Learning (ML) models. The authors have proposed an architecture and conducted an experiment as a proof of concept. Federated learning approach has been preferred in this context given that it strengthens privacy by allowing the global model to be trained while sensitive data is retained at the local edge nodes. Also, each model’s accuracy is improved while privacy and security of data has been upheld.

  • 15. Al-Dhaqm, Arafat
    et al.
    Abd Razak, Shukor
    Dampier, David A.
    Choo, Kim-Kwang Raymond
    Siddique, Kamran
    Ikuesan, Richard Adeyemi
    d.
    Alqarni, Abdulhadi
    Kebande, Victor R.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Categorization and Organization of Database Forensic Investigation Processes2020In: IEEE Access, E-ISSN 2169-3536, Vol. 8, p. 112846-112858Article in journal (Refereed)
    Abstract [en]

    Database forensic investigation (DBFI) is an important area of research within digital forensics. It & x2019;s importance is growing as digital data becomes more extensive and commonplace. The challenges associated with DBFI are numerous, and one of the challenges is the lack of a harmonized DBFI process for investigators to follow. In this paper, therefore, we conduct a survey of existing literature with the hope of understanding the body of work already accomplished. Furthermore, we build on the existing literature to present a harmonized DBFI process using design science research methodology. This harmonized DBFI process has been developed based on three key categories (i.e. planning, preparation and pre-response, acquisition and preservation, and analysis and reconstruction). Furthermore, the DBFI has been designed to avoid confusion or ambiguity, as well as providing practitioners with a systematic method of performing DBFI with a higher degree of certainty.

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  • 16. Al-Dhaqm, Arafat
    et al.
    Razak, Shukor Abd
    Ikuesan, Richard Adeyemi
    Kebande, Victor R.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Siddique, Kamran
    A Review of Mobile Forensic Investigation Process Models2020In: IEEE Access, E-ISSN 2169-3536, Vol. 8, p. 173359-173375Article, review/survey (Refereed)
    Abstract [en]

    Mobile Forensics (MF) field uses prescribed scientific approaches with a focus on recovering Potential Digital Evidence (PDE) from mobile devices leveraging forensic techniques. Consequently, increased proliferation, mobile-based services, and the need for new requirements have led to the development of the MF field, which has in the recent past become an area of importance. In this article, the authors take a step to conduct a review on Mobile Forensics Investigation Process Models (MFIPMs) as a step towards uncovering the MF transitions as well as identifying open and future challenges. Based on the study conducted in this article, a review of the literature revealed that there are a few MFIPMs that are designed for solving certain mobile scenarios, with a variety of concepts, investigation processes, activities, and tasks. A total of 100 MFIPMs were reviewed, to present an inclusive and up-to-date background of MFIPMs. Also, this study proposes a Harmonized Mobile Forensic Investigation Process Model (HMFIPM) for the MF field to unify and structure whole redundant investigation processes of the MF field. The paper also goes the extra mile to discuss the state of the art of mobile forensic tools, open and future challenges from a generic standpoint. The results of this study find direct relevance to forensic practitioners and researchers who could leverage the comprehensiveness of the developed processes for investigation.

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  • 17.
    Aldulaymi, Mohammed
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Transparency between consumers and grocery stores: Evincer - A design prototype to empower consumer experience during grocery shopping2021Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study explores how the interaction design techniques approach can contribute to enabling more transparency in physical shopping by creating bridges between consumers and various stakeholders. The aim is to empower the consumers to make informed decisions through obtaining and understanding health and environmental information for individual commodities.

    Through close collaboration with users, and with the support of active designers, the design process results in the development of an interactive mobile application proposal. The prototype aims to create a hub between consumers and different stakeholders concerning individual products. Furthermore, the prototype grants consumers access to the information they desire, sharing or requesting product feedback from stakeholders and consumers, focusing on the environment and health aspects.

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  • 18.
    Al-Ghushami, Abdullah
    et al.
    Edith Cowan Univ, Cyber Secur Cooperat Res Ctr, Perth, WA, Australia.
    Karie, Nlckson
    Edith Cowan Univ, Cyber Secur Cooperat Res Ctr, Perth, WA, Australia.
    Kebande, Victor R.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Detecting Centralized Architecture-Based Botnets using Travelling Salesperson Non-Deterministic Polynomial-Hard problem-TSP-NP Technique2019In: 2019 IEEE CONFERENCE ON APPLICATION, INFORMATION AND NETWORK SECURITY (AINS), IEEE, 2019, p. 77-81Conference paper (Refereed)
    Abstract [en]

    The threats posed by botnets in the cyber-space continues to grow each day and it has become very hard to detect or infiltrate bots given that the botnet developers each day keep changing the propagation and attack techniques. Currently, most of these attacks have been centered on stealing computing energy, theft of personal information and Distributed Denial of Service (DDoS attacks). In this paper, the authors propose a novel technique that uses the Non-Deterministic Polynomial-Time Hardness (NP-Hard Problem) based on the Traveling Salesperson Person (TSP) that depicts that a given bot, b(j), is able to visit each host on a network environment, NE, and then it returns to the botmaster in form of instruction(command) through optimal minimization of the hosts that are or may be attacked. Given that b(j) represents a piece of malicious code and based on TSP-NP Hard Problem which forms part of combinatorial optimization, the authors present an effective approach for the detection of the botnet. It is worth noting that the concentration of this study is basically on the centralized botnet architecture. This holistic approach shows that botnet detection accuracy can be increased with a degree of certainty and potentially decrease the chances of false positives. Nevertheless, a discussion on the possible applicability and implementation has also been given in this paper.

  • 19.
    Alhalaby, Ghaith
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Reinventing The Switch: How Might We Facilitate Adapting Lighting Conditions To Users’ Needs In Homes2022Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Light shapes the environment we live in and thereby our lives. The advancement in technology made it possible to accurately adjust different light properties. This high level of control is promising and changing at the same time. Taming this complexity and providing users with meaningful ways to interact with light is at the core of this mission. This study seeks ways to facilitate adapting lighting conditions to users’ needs in homes. The answer rests on a synergistic collaboration between the user and the intelligent system, in which the system unobtrusively supports the user through the process of adapting the light. Sustaining the user's agency is crucial, therefore delegating or claiming control should be facilitated and the user should be able to easily comprehend and guide the behaviour of the system. Moreover, user experience should be considered at all levels of attention: focused, peripheral, and implicit. This aims to seamlessly fit the interaction with light in the context of everyday life at home. 

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  • 20.
    Ali, Hiba
    et al.
    Malmö University, Faculty of Technology and Society (TS).
    Taherikashani, Paria
    Malmö University, Faculty of Technology and Society (TS).
    Utbildning inför användning av digitala verktyg i rekrytering: Rekryteringspersonal, utbildning och digitala verktyg2023Independent thesis Basic level (degree of Bachelor), 13 HE creditsStudent thesis
    Abstract [en]

    Companies have undergone a process of digitalization and automation of their work processes across various levels. Consequently, this transformation has had a significant impact on the HR departments functions and way of working, where certain parts have been automated and is not outcarried manually anymore. However, the adequacy of the training provided to recruiting personnel in utilizing these digital tools can be questioned. Enterprises did provide different training options to their personnel, and conclusions can be drawn on different trainingmethods, where some were more suitable for specific contexts. The present study has collected empirical research through interviews with companies, showing that companies did consider factors at various levels before implementing digital tools. The findings revealed that organizations with larger HR departments did devote greater resources to training personnel to effectively utilize new digital tools, in contrast to smaller HR departments. 

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  • 21.
    Alkayali, Omar
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    A regression spline based approach to enhance the prediction accuracy of bicycle counter data2022Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Regression analysis has been used in previous research to predict the number of bicycles registered by a bicycle counter. An important step to improve the prediction is to include a long-term trend curve estimate as part of the formulation of the regression target variable. In this way, it is possible to use the deviation from the trend curve estimate instead of the absolute number of bicycles as target variable in the regression problem formulation. This can help capturing the factors that are difficult, or even impossible, to model as input variables in the regression model, for example, larger infrastructural changes. This study aims to evaluate a regression spline-based approach to enhance the prediction accuracy of bicycle counter data. This will be achieved by formulating a regression problem, generating trend curve estimates using regression splines, and evaluating the resulted curves using cross validation on a set of chosen regression algorithms. We illustrate our approach by applying it on a time series recorded by a bicycle counter in Malmö city, Sweden. For the considered data set, our experimental results show that the spline trend curve estimate with knots between 12-19, which has been fitted to the time series, gives the best prediction. It also shows that the use of ensemble methods leads to better prediction, where the G.B. Regressor shows best performance with 19 knots.

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  • 22.
    Alkhabbas, Fahed
    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).
    Alsadi, Mohammed
    Department of Computer Science, Norwegian University of Science and Technology, 7491 Trondheim, Norway.
    Alawadi, Sadi
    Department of Information Technology, Uppsala University, 75105 Uppsala, Sweden; Center for Applied Intelligent Systems Research, School of Information Technology, Halmstad University, 30118 Halmstad, Sweden.
    Awaysheh, Feras M
    Institute of Computer Science, Delta Research Centre, University of Tartu, 51009 Tartu, Estonia.
    Kebande, Victor R.
    Department of Computer Science (DBlekinge Institute of Technology, 37179 Karlskrona, Sweden.
    Moghaddam, Mahyar T
    The Maersk Mc-Kinney Moller Institute (MMMI), University of Southern Denmark, 5230 Odense, Denmark.
    ASSERT: A Blockchain-Based Architectural Approach for Engineering Secure Self-Adaptive IoT Systems.2022In: Sensors, E-ISSN 1424-8220, Vol. 22, no 18, article id 6842Article in journal (Refereed)
    Abstract [en]

    Internet of Things (IoT) systems are complex systems that can manage mission-critical, costly operations or the collection, storage, and processing of sensitive data. Therefore, security represents a primary concern that should be considered when engineering IoT systems. Additionally, several challenges need to be addressed, including the following ones. IoT systems' environments are dynamic and uncertain. For instance, IoT devices can be mobile or might run out of batteries, so they can become suddenly unavailable. To cope with such environments, IoT systems can be engineered as goal-driven and self-adaptive systems. A goal-driven IoT system is composed of a dynamic set of IoT devices and services that temporarily connect and cooperate to achieve a specific goal. Several approaches have been proposed to engineer goal-driven and self-adaptive IoT systems. However, none of the existing approaches enable goal-driven IoT systems to automatically detect security threats and autonomously adapt to mitigate them. Toward bridging these gaps, this paper proposes a distributed architectural Approach for engineering goal-driven IoT Systems that can autonomously SElf-adapt to secuRity Threats in their environments (ASSERT). ASSERT exploits techniques and adopts notions, such as agents, federated learning, feedback loops, and blockchain, for maintaining the systems' security and enhancing the trustworthiness of the adaptations they perform. The results of the experiments that we conducted to validate the approach's feasibility show that it performs and scales well when detecting security threats, performing autonomous security adaptations to mitigate the threats and enabling systems' constituents to learn about security threats in their environments collaboratively.

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  • 23.
    Alkhabbas, Fahed
    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).
    De Sanctis, Martina
    Gran Sasso Sci Inst, Comp Sci Dept, Laquila, Italy..
    Bucchiarone, Antonio
    Fdn Bruno Kessler, Trento, Italy..
    Cicchetti, Antonio
    Mälardalen Univ, IDT Dept, Västerås, Sweden..
    Spalazzese, Romina
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Davidsson, Paul
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Iovino, Ludovico
    Gran Sasso Sci Inst, Comp Sci Dept, Laquila, Italy..
    ROUTE: A Framework for Customizable Smart Mobility Planners2022In: IEEE 19TH INTERNATIONAL CONFERENCE ON SOFTWARE ARCHITECTURE (ICSA 2022), Institute of Electrical and Electronics Engineers (IEEE), 2022, p. 169-179Conference paper (Refereed)
    Abstract [en]

    Multimodal journey planners are used worldwide to support travelers in planning and executing their journeys. Generated travel plans usually involve local mobility service providers, consider some travelers' preferences, and provide travelers information about the routes' current status and expected delays. However, those planners cannot fully consider the special situations of individual cities when providing travel planning services. Specifically, authorities of different cities might define customizable regulations or constraints of movements in the cities (e.g., due to construction works or pandemics). Moreover, with the transformation of traditional cities into smart cities, travel planners could leverage advanced monitoring features. Finally, most planners do not consider relevant information impacting travel plans, for instance, information that might be provided by travelers (e.g., a crowded square) or by mobility service providers (e.g., changing the timetable of a bus). To address the aforementioned shortcomings, in this paper, we propose ROUTE, a framework for customizable smart mobility planners that better serve the needs of travelers, local authorities, and mobility service providers in the dynamic ecosystem of smart cities. ROUTE is composed of an architecture, a process, and a prototype developed to validate the feasibility of the framework. Experiments' results show that the framework scales well in both centralized and distributed deployment settings.

  • 24.
    Alvarez, Alberto
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    ChatGPT as a Narrative Structure Interpreter2023In: Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II / [ed] Lissa Holloway-Attaway, John T. Murray, Springer, 2023, p. 113-121Conference paper (Refereed)
    Abstract [en]

    Narrative structures define the skeleton of narratives and help at identifying common structures in stories, that then can be used to compare structures, define variations, and understand prototypical [structural] components. However, narrative structures are just one piece of the puzzle, their interpretation is what gives room to the stories seen in transmedia storytelling. In principle, a structure can be interpreted and developed with a myriad of stories, but requires some type of corpus to develop it further. Large language models such as ChatGPT could be employed for this task, if we are able to define a good narrative structure and give the tools to the algorithm to develop them further. For this paper, we use a narrative structure system called TropeTwist, which employs interconnected tropes as narrative structures, defining characters, conflicts, and plot devices in a relational graph, which gives raise to a set of trope micro- and meso-patterns. Using ChatGPT and through the web interface, we communicate all the possible elements to be used from TropeTwist and tasked ChatGPT to interpret them and generate stories. We describe our process and methodology to reach these interpretations, and present some of the generated stories based on a constructed narrative structure. Our results show the possibilities and limitations of using these systems and elaborate on future work to combine large language models for other tasks within narrative interpretation and generation.

  • 25.
    Alvarez, Alberto
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Exploring Game Design through Human-AI Collaboration2022Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Game design is a hard and multi-faceted task that intertwines different gameplay mechanics, audio, level, graphic, and narrative facets. Games' facets are developed in conjunction with others with a common goal that makes games coherent and interesting. These combinations result in plenty of games in diverse genres, which usually require a collaboration of a diverse group of designers. Collaborators can take different roles and support each other with their strengths resulting in games with unique characteristics. The multi-faceted nature of games and their collaborative properties and requirements make it an exciting task to use Artificial Intelligence (AI). The generation of these facets together requires a holistic approach, which is one of the most challenging tasks within computational creativity. Given the collaborative aspect of games, this thesis approaches their generation through Human-AI collaboration, specifically using a mixed-initiative co-creative (MI-CC) paradigm. This paradigm creates an interactive and collaborative scenario that leverages AI and human strengths with an alternating and proactive initiative to approach a task. However, this paradigm introduces several challenges, such as Human and AI goal alignment or competing properties.

    In this thesis, game design and the generation of game facets by themselves and intertwined are explored through Human-AI collaboration. The AI takes a colleague's role with the designer, arising multiple dynamics, challenges, and opportunities. The main hypothesis is that AI can be incorporated into systems as a collaborator, enhancing design tools, fostering human creativity, and reducing workload. The challenges and opportunities that arise from this are explored, discussed, and approached throughout the thesis. As a result, multiple approaches and methods such as quality-diversity algorithms and designer modeling are proposed to generate game facets in tandem with humans, create a better workflow, enhance the interaction, and establish adaptive experiences.

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  • 26.
    Alvarez, Alberto
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Exploring the Dynamic Properties of Interaction in Mixed-Initiative Procedural Content Generation2020Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    As AI develops, grows, and expands, the more benefits we can have from it. AI is used in multiple fields to assist humans, such as object recognition, self-driving cars, or design tools. However, AI could be used for more than assisting humans in their tasks. It could be employed to collaborate with humans as colleagues in shared tasks, which is usually described as Mixed-Initiative (MI) paradigm. This paradigm creates an interactive scenario that leverage on AI and human strengths with an alternating and proactive initiative to approach a task. However, this paradigm introduces several challenges. For instance, there must be an understanding between humans and AI, where autonomy and initiative become negotiation tokens. In addition, control and expressiveness need to be taken into account to reach some goals. Moreover, although this paradigm has a broader application, it is especially interesting for creative tasks such as games, which are mainly created in collaboration. Creating games and their content is a hard and complex task, since games are content-intensive, multi-faceted, and interacted by external users. 

    Therefore, this thesis explores MI collaboration between human game designers and AI for the co-creation of games, where the AI's role is that of a colleague with the designer. The main hypothesis is that AI can be incorporated in systems as a collaborator, enhancing design tools, fostering human creativity, reducing their workload, and creating adaptive experiences. Furthermore, This collaboration arises several dynamic properties such as control, expressiveness, and initiative, which are all central to this thesis. Quality-Diversity algorithms combined with control mechanisms and interactions for the designer are proposed to investigate this collaboration and properties. Designer and Player modeling is also explored, and several approaches are proposed to create a better workflow, establish adaptive experiences, and enhance the interaction. Through this, it is demonstrated the potential and benefits of these algorithms and models in the MI paradigm.

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  • 27.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Font Fernandez, Jose Maria Maria
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Dahlskog, Steve
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Togelius, Julian
    Computer Science and Engineering, New York University, New York, New York, United States.
    Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions2022In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 2, p. 202-211Article in journal (Refereed)
    Abstract [en]

    We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer (EDD): a mixed-initiative co-creativity tool for designing dungeons. The feature uses the MAP-Elites algorithm, an illumination algorithm that segregates the population among several cells depending on their scores with respect to different behavioral dimensions. Users can flexibly and dynamically alternate between these dimensions anytime, thus guiding the evolutionary process in an intuitive way, and then incorporate suggestions produced by the algorithm in their room designs. At the same time, any modifications performed by the human user will feed back into MAP-Elites, closing a circular workflow of constant mutual inspiration. This paper presents the algorithm followed by an in-depth evaluation of the expressive range of all possible dimension combinations in several scenarios, and discusses their influence in the fitness landscape and in the overall performance of the procedural content generation in EDD.

  • 28.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Learning the Designer’s Preferences to Drive Evolution2020In: EvoApplications 2020: Applications of Evolutionary Computation, Springer, 2020, p. 431-445Conference paper (Refereed)
    Abstract [en]

    This paper presents the Designer Preference Model, a data-driven solution that pursues to learn from user generated data in a Quality-Diversity Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the user’s design style to better assess the tool’s procedurally generated content with respect to that user’s preferences. Through this approach, we aim for increasing the user’s agency over the generated content in a way that neither stalls the user-tool reciprocal stimuli loop nor fatigues the user with periodical suggestion handpicking. We describe the details of this novel solution, as well as its implementation in the MI-CC tool the Evolutionary Dungeon Designer. We present and discuss our findings out of the initial tests carried out, spotting the open challenges for this combined line of research that integrates MI-CC with Procedural Content Generation through Machine Learning.

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  • 29.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    TropeTwist: Trope-based Narrative Structure Generation2022In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM Digital Library, 2022, article id 69Conference paper (Refereed)
    Abstract [en]

    Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games’ narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.  

     

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  • 30.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    TropeTwist:Trope-based Narrative Structure Generation2022In: Proceedings of the 13th Workshop on Procedural Content Generation, FDG, Association for Computing Machinery (ACM), 2022Conference paper (Refereed)
    Abstract [en]

    Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games' narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.

  • 31.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Dahlskog, Steve
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Togelius, Julian
    New York University.
    Assessing the Effects of Interacting with MAP-Elites2021In: Proceedings of the seventeenth {AAAI} Conference on Artificial Intelligence and Interactive Digital Entertainment, Association for the Advancement of Artificial Intelligence , 2021, Vol. 17, p. 124-131Conference paper (Refereed)
    Abstract [en]

    MAP-Elites has been successfully applied to the generation of game content and robot behaviors. However, its behavior and performance when interacted with in co-creative systems is underexplored. This paper analyzes the implications of synthetic interaction for the stability and adaptability of MAP-Elites in such scenarios. We use pre-recorded human-made level design sessions with the Interactive Constrained MAP-Elites (IC MAP-Elites). To analyze the effect of each edition step in the search space over time using different feature dimensions, we introduce Temporal Expressive Range Analysis (TERA). With TERAs, MAP-Elites is assessed in terms of its adaptability and stability to generate diverse and high-performing individuals. Our results show that interactivity, in the form of design edits and MAP-Elites adapting towards them, directs the search process to previously unexplored areas of the fitness landscape and points towards how this could improve and enrich the co-creative process with quality-diverse individuals.

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  • 32.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Togelius, Julian
    Game Innovation Lab, New York University, United States.
    Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures2022In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM Digital Library, 2022, article id 42Conference paper (Refereed)
    Abstract [en]

    Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative. We evaluate the impact of these constraints and the system’s adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative.  

     

     

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  • 33.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Togelius, Julian
    Computer Science and Engineering, New York University, New York, New York, United States.
    Toward Designer Modeling Through Design Style Clustering2022In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 4, p. 676-686Article in journal (Refereed)
    Abstract [en]

    We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces. These design traces are formulated as transitions between design styles; these design styles are in turn found through clustering all intermediate designs along the way to making a complete design. This method is implemented in the Evolutionary Dungeon Designer, a research platform for mixed-initiative systems to create adventure and dungeon crawler games. We present results both in the form of design styles for rooms, which can be analyzed to better understand the kind of rooms designed by users, and in the form of archetypical sequences between these rooms, i.e., Designer Personas.

  • 34.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Grevillius, Eric
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Olsson, Elin
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Questgram [Qg]: Toward a Mixed-Initiative Quest Generation Tool2021In: Proceedings of the 16th International Conference on the Foundations of Digital Games, Association for Computing Machinery (ACM), 2021, p. 1-10, article id 6Conference paper (Refereed)
    Abstract [en]

    Quests are a core element in many games, especially role-playing and adventure games, where quests drive the gameplay and story, engage the player in the game’s narrative, and in most cases, act as a bridge between different game elements. The automatic generation of quests and objectives is an interesting challenge since this can extend the lifetime of games such as in Skyrim, or can help create unique experiences such as in AI Dungeon. This work presents Questgram [Qg], a mixed-initiative prototype tool for creating quests using grammars combined in a mixed-initiative level design tool. We evaluated our tool quantitatively by assessing the generated quests and qualitatively through a small user study. Human designers evaluated the system by creating quests manually, automatically, and through mixed-initiative. Our results show the Questgram’s potential, which creates diverse, valid, and interesting quests using quest patterns. Likewise, it helps engage designers in the quest design process, fosters their creativity by inspiring them, and enhance the level generation facet of the Evolutionary Dungeon Designer with steps towards intertwining both level and quest design.

  • 35.
    Alvarez, Alberto
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Vozaru, Miruna
    IT University of Copenhagen.
    Perceived Behaviors of Personality-Driven Agents2019In: Violence - Perception - Video Games: New Directions in Game Research / [ed] Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Transcript Verlag, 2019, p. 171-184Chapter in book (Refereed)
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  • 36.
    Amssaya, Haileyesus
    et al.
    Bahir Dar University, Bahir Dar Institute of Technology,Bahir Dar,Ethiopia.
    Mekuria, Fisseha
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Modungwa, Dithoto
    CSIR,Defence & Security,Pretoria,South Africa.
    A Monitoring and Rescuing System Using Next Generation Mobile, Internet of Things and Artificial Intelligence for Freshwater Lakes in Africa2023In: 2023 IEEE AFRICON, Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper (Refereed)
    Abstract [en]

    In this paper an experimental system assisted by emerging digital technologies is developed, for monitoring and controlling invasive water hyacinth weed and rescue operation of freshwater lakes in Africa. The system is designed to integrate fifth generation ultra-reliable low latency communication (5G URLLC), unmanned aerial vehicles (UAV), underwater robots, smart environmental sensing with internet of things (IoT) and machine learning techniques for real time monitoring, managing, controlling and predicting the expansion of invasive water hyacinth weed. The experimental system for sensor data collection implemented on lake Tana in Ethiopia will be expanded to other fresh water lakes of Africa affected by water hyacinth weed. System modeling and data analytics based on sensor data will be performed to generate decision inference for controlling the growth of water hyacinth in the water bodies of the lake. Environmental data collection from other local sources will be integrated with sensor data for further system modeling and critical action analysis and implementation using machine learning algorithms to remove the main causes for the rapid expansion of water hyacinth throughout the lake.

  • 37.
    Andersson, Andreas
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Stjernborg, Kevin
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Giftfri: En mobilapplikation som varnar för farliga kemikalier i kosmetika2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Chemicals in cosmetics are dangerous for both humans and the environment. Multiple studies and reports estimate that Sweden will not reach its climate goals, in large part because of the usage of chemicals. The law meant to protect humans and nature against chemicals is flawed since it is based on a state of knowledge that is flawed. Mobile applications which are meant to increase awareness of chemical usage are flawed in scope, functionality and credibility.

     

    The purpose of this study is to develop a mobile application which improves upon the flaws identified in existing mobile applications. The study uses design science research methodology, DSRM, to develop the artefact. DSRM is an iterative process with six steps where the development process is documented. The study is carried out with the company Consid AB which acts as stakeholders for the research project. The mobile application is evaluated in a descriptive method and analyzed by the authors of the study.

     

    The results of the study show that the functional flaws identified from existing applications are possible to improve and that the developed application highlights chemicals with the flawed state of knowledge in mind.

  • 38.
    Andersson, Christian
    et al.
    Malmö högskola, Library and IT Services (BIT).
    Aquilonius, Elisabeth
    Malmö högskola, Library and IT Services (BIT).
    Lindström, Britta
    Malmö högskola, Library and IT Services (BIT).
    Nilén, Peter
    Malmö högskola, Library and IT Services (BIT).
    Nilsson, Jan
    Malmö högskola, Library and IT Services (BIT).
    Mobila strategier. En rapport från arbetsgruppen Nya medier2007Report (Other academic)
    Abstract [sv]

    Utredningens fokus skall ligga på Bibliotek och ITs framtida hantering av mobila tjänster, läsplattor, ljud och bildfiler i olika format och dess tillgängliggöranden, MP3-spelare, dator- och TV-spel. Texten kan ses som en omvärldsanalys av möjligheter och scenarion kring arbetet med ovan nämnda tjänster och produkter. Förhoppningen är att texten ska peka på möjliga fokus för organisationen, stimulera till idéproduktion och vara avstampen för nya arbetstrupper för Bibliotek och IT.

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  • 39.
    Andersson, Elin
    et al.
    Malmö University, Faculty of Technology and Society (TS).
    Bengtsson, Hanna
    Malmö University, Faculty of Technology and Society (TS).
    Geovisualisering: En rumslig representation av data2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The Internet of Things gives us the ability to identify, control and monitor objects around the world. In order to get meaning and knowledge from the amount of raw data, it needs to be presented in the right way for people to get insights from it. The study therefore examines whether geovisualization can better meet human cognitive ability in  interpretation of information. Geovisualization means that spatial data can be explored on a map through an interactive display and is a link between the human decision-making process, interactive interfaces and data [21]. More research is needed in the area to investigate how geovisualization can take place in systems where large amounts of data needs to be presented and how it can support decision-making processes. The study aims to compare geovisualizations with an existing system that provides continuous updating and monitoring of network cameras by performing usability tests and interviews. Geovisualization has been investigated to see if it can contribute an increased understanding and better navigation in a space that mimics the physical world, as well as investigate potential problems to find future improvements. The results proved that navigation and information overload were recurring problems during the tests of the existing system. For the geovisualizations, the results proved the opposite as they instead facilitated the understanding of navigation and information. However, some problems were identified for the developed geovisualizations, such as its limited interaction and misinterpretations of objects. Despite this, it proved to be advantageous to place units in their real environment using geovisualization as it contributed to a better overview and understanding of the system's context.

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  • 40.
    Andersson, Jim
    et al.
    Malmö University, Faculty of Technology and Society (TS).
    Jeppsson, Fredrik
    Malmö University, Faculty of Technology and Society (TS).
    Fuzzy States: State Discovery with AFL2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Fuzzing is a test method used to automatically generate test case inputs and to executea system under test (SUT) with those inputs. The method is traditionally used to discovercrash-inducing bugs in software. Fuzzing can generate thousands of inputs per secondand many implementations use smart techniques to reach deeply into the code. Fewfuzz testing implementations, however, have the ability to explore and retain informationof state in stateful applications.

    We develop an extension of the fuzzer American Fuzzy Lop (AFL), building on the workof the Ijon project, and utilize its fuzzing capabilities to discover states in SUT; inparticular, applications built as finite state machines. The extension successfullyharnesses AFL’s input generation to explore the SUT’s state space.

    We then implement functionality that allows for the SUT to return state information tothe fuzzer, including the state path and path length. Furthermore, functionality is addedthat allows the test operator to specify the expected number of states in the SUT, andGUI extensions that provide real-time information of state discovery during fuzzing.

    The state information retained after a completed fuzzing session is automaticallysummarized in a structured format. We further demonstrate that the summarizedinformation can be used to generate test cases for a test operator to verify the SUT.

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  • 41.
    Andersson, Johan
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Trojanowski, Mikolaj
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Alvarez, Alberto
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Are You Lucky or Skilled? An Analysis of Elements of Randomness in Slay the Spire2023In: 2023 IEEE Conference on Games (CoG), IEEE, 2023Conference paper (Refereed)
    Abstract [en]

    Elements of randomness are a very common factor in modern digital games, from simple rolls of a die to complex AI systems. These elements have an impact on how the player experiences a game. We believe that exploring the field of luck analysis can benefit designers through a developed understanding of how such elements affect players. In this study, we explore how elements of randomness affect players in the roguelike deckbuilding game, Slay the Spire using data clustering. Three player skill groups were identified with the use of clustering: Winners, Low skill losers and High skill losers. Our results indicate that people who succeeded in beating the game, had an increased amount of randomness in the form of cards by a factor of 1.82. Showing that more skilled players do not shy away from randomness but instead embrace it more than lower skilled players.

  • 42.
    Andersson, Mattias
    Malmö högskola, School of Technology (TS).
    Approximation Algorithms for Geometric Networks2007Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The main contribution of this thesis is approximation algorithms for several computational geometry problems. The underlying structure for most of the problems studied is a geometric network. A geometric network is, in its abstract form, a set of vertices, pairwise connected with an edge, such that the weight of this connecting edge is the Euclidean distance between the pair of points connected. Such a network may be used to represent a multitude of real-life structures, such as, for example, a set of cities connected with roads. Considering the case that a specific network is given, we study three separate problems. In the first problem we consider the case of interconnected `islands' of well-connected networks, in which shortest paths are computed. In the second problem the input network is a triangulation. We efficiently simplify this triangulation using edge contractions. Finally, we consider individual movement trajectories representing, for example, wild animals where we compute leadership individuals. Next, we consider the case that only a set of vertices is given, and the aim is to actually construct a network. We consider two such problems. In the first one we compute a partition of the vertices into several subsets where, considering the minimum spanning tree (MST) for each subset, we aim to minimize the largest MST. The other problem is to construct a $t$-spanner of low weight fast and simple. We do this by first extending the so-called gap theorem. In addition to the above geometric network problems we also study a problem where we aim to place a set of different sized rectangles, such that the area of their corresponding bounding box is minimized, and such that a grid may be placed over the rectangles. The grid should not intersect any rectangle, and each cell of the grid should contain at most one rectangle. All studied problems are such that they do not easily allow computation of optimal solutions in a feasible time. Instead we consider approximation algorithms, where near-optimal solutions are produced in polynomial time. In addition to the above geometric network problems we also study a problem where we aim to place a set of different sized rectangles, such that the area of their corresponding bounding box is minimized, and such that a grid may be placed over the rectangles. The grid should not intersect any rectangle, and each cell of the grid should contain at most one rectangle. All studied problems are such that they do not easily allow computation of optimal solutions in a feasible time. Instead we consider approximation algorithms, where near-optimal solutions are produced in polynomial time.

  • 43.
    Angel Vazquez, Miguel
    et al.
    Ctr Tecnol Telecomunicac Catalunya, Castelldefels, Spain..
    Paul Pallois, Jean
    Huawei Technol, Paris, France..
    Debbah, Merouane
    Huawei Res Ctr, Paris, France..
    Masouros, Christos
    UCL, London, England..
    Kenyon, Tony
    UCL, London, England..
    Deng, Yansha
    Kings Coll London, London, England..
    Mekuria, Fisseha
    CSIR, Pretoria, South Africa..
    Perez-Neira, Ana
    Ctr Tecnol Telecomunicac Catalunya, Castelldefels, Spain.;Univ Politecn Cataluna, Castelldefels, Spain..
    Erfanian, Javan
    Bell Mobil, Mississauga, ON, Canada..
    Deploying Artificial Intelligence in the Wireless Infrastructure: the Challenges Ahead2019In: 2019 IEEE 2nd 5G World Forum (5GWF), Institute of Electrical and Electronics Engineers (IEEE), 2019, p. 458-459Conference paper (Refereed)
    Abstract [en]

    The adoption of artificial intelligence (AI) techniques entails a substantial change in the wireless ecosystem where data as well as their owners become crucial. As a result, the roll out of AI techniques in wireless systems raises a plethora of questions. In this context, we describe the challenges observed by the wireless stakeholders when deploying AI. Furthermore, we introduce the recent discussion in field of ethics that appear when managing wireless communications data.

  • 44.
    Angenius, Max
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Talkus AI-relius: An Interactive Journaling Artifact That Supports Reflection Through Conversation2022Independent thesis Advanced level (degree of Master (Two Years)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This project investigates the intersection between reflection through journaling and Artificial Intelligence (AI), more specifically Conversational Agents (CA) in interaction design. Journaling together with a CA is a relatively unexplored area in HCI and Interaction Design, especially when studying the experiential aspect. Furthermore, designing for reflection has been a rising topic within HCI and Interaction Design. The project used a modified version of the double diamond model as a design process to research, create and test a concept for multimodal interactive journaling using a conversational agent. The results suggest that conversational agents have the potential to play an influential and positive role in evoking reflection in an individual through collaborative and conversational interaction. The project provides design recommendations for designing an interactive journaling experience with a conversational agent and an example of how designers can design using interaction, AI, and language as a design material. The project contributes insights to designing artifacts for reflection and how a design process can be designed to design for AI and conversational interfaces.

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  • 45.
    Angenius, Max
    et al.
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Ghajargar, Maliheh
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Design Principles for Interactive and Reflective Journaling with AI2023In: Intelligent Computing: Proceedings of the 2023 Computing Conference, Volume 2 / [ed] Kohei Arai, 2023, p. 62-81Conference paper (Refereed)
    Abstract [en]

    Designing for reflection and journaling have been prominent research areas in HCI and Interaction Design. However, designing for the experience of journaling that is supported by conversations with AI–Conversational Agent (CA)–to foster reflection seems to be a relatively unexplored area. Furthermore, while there are an abundant number of general guidelines and design principles for designing human-AI interactions, a set of guidelines for designing an interactive and reflective journaling experience with AI is lacking. This paper is a first attempt to address that need. We present the result of a qualitative user study on interactive and reflective journaling. We were interested in attending to our participants’ experiences and finding out their needs regarding the interactive journaling experience with CA. The user needs then were translated to design requirements and thereafter to themes or design principles. Some of our findings suggest that one of the important factors in journaling is the personal aesthetics of writing, by using carefully selected personal tools, specific materiality and interactions. Further, the flow of writing is considered sacred, hence it is almost like an untouchable, reflective ritualistic flow. Reflecting on the findings, we believe the outcome of this study can create opportunities for designing for human-AI interactions that are generative and reflective for activities that require such qualities, such as journaling or creativity.

  • 46.
    Angenius, Max
    et al.
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Ghajargar, Maliheh
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Interactive Journaling with AI: Probing into Words and Language as Interaction Design Materials2023In: Chatbot Research and Design: 6th International Workshop, CONVERSATIONS 2022, Amsterdam, The Netherlands, November 22–23, 2022, Revised Selected Papers, Springer, 2023, p. 150-170Conference paper (Refereed)
    Abstract [en]

    Conversational Agents (CAs) are making human-computer interaction more collaborative and conversational through using natural language. The HCI and interaction design communities, have been experimenting with and exploring the area of designing conversational interactions. Furthermore, interaction designers may need to acquire new skills for designing, prototyping, and evaluating artifacts that embody AI technologies in general, and CAs in particular. This paper builds upon a previous study on principles of designing interactive journaling experiences with CA and explores the practice of designing such experiences, using words, language, and conversations as design materials. We present a prototype for interactive and reflective journaling interaction with CA and the result of a Wizard of Oz experiment. Our findings suggest that designing interactions with CA challenges designers to use materials with inherently different natures and qualities. Despite this challenge, words appear to have unique characteristics to support designers to externalize and iterate on ideas, e.g., tone and intent. Hence, we suggest considering words, language, and conversations as the primary design materials, and the AI’s predictability, adaptivity, and agency as secondary materials, while designing human interactions with Conversational Agents.

  • 47.
    Angenius, Max
    et al.
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Patrzałek, Roksana
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Brandão, Simone
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Shredit: Breaking a Shredder and Making It into a Phone2023In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 30, no 4, p. 10-13Article in journal (Other academic)
  • 48.
    Araya, Woldereta
    et al.
    Malmö University, Faculty of Technology and Society (TS).
    Hazem, Sarmad
    Malmö University, Faculty of Technology and Society (TS).
    Parameterstyrd projektering: En studie av parameterstyrd projektering utav en fackverkskomponent2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The endeavor for optimization and development in the construction industry is warranted where new solutions are highly sought for. The importance of communication and efficiency in a project planning phase is of highest importance. The objective of this study is to highlight the advantages and disadvantages of a parameter-driven modeling method, by using a Grasshopper software. To explore the possibilities of the software, a script will be created. The script will contain a parallel framework also known as Warren’s framework. In this study, a survey is sent for applicable practitioners in the construction industry where the purpose is to receive information about the industry's opinion about the subject. A parameter-driven modeling method refers to software such as Grasshopper and Dynamo. The software is node-based unlike traditional modeling methods based on manual line drawing. There is no fixed geometry in a parameter-driven modeling software. Therefore, in order to illustrate models, different visualization platforms like Rhino are needed. A considerable amount of time has been spent creating a script in Grasshopper where a user with limited experience will naturally face complications among the way. Many of the survey participants considered that the main con of parametric modeling is the amount of time allocated to creating a script. Thought when the script is completed, changing parameters to influence the model outcome is uncomplicated. Additionally, there is potential regarding time efficiency since the software eliminates all need to perform repetitive tasks. Parametric modeling is a flexible form of work where changes later in a stage are always available.

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  • 49.
    Ashvinkumar, Vikrant
    et al.
    Univ Sydney, Sydney, NSW, Australia..
    Gudmundsson, Joachim
    Univ Sydney, Sydney, NSW, Australia..
    Levcopoulos, Christos
    Lund Univ, Lund, Sweden..
    Nilsson, Bengt J.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    van Renssen, Andre
    Univ Sydney, Sydney, NSW, Australia..
    Local Routing in Sparse and Lightweight Geometric Graphs2022In: Algorithmica, ISSN 0178-4617, E-ISSN 1432-0541, Vol. 84, p. 1316-1340Article in journal (Refereed)
    Abstract [en]

    Online routing in a planar embedded graph is central to a number of fields and has been studied extensively in the literature. For most planar graphs no O (1)-competitive online routing algorithm exists. A notable exception is the Delaunay triangulation for which Bose and Morin (SIAM J Comput 33(4):937-951, 2004) showed that there exists an online routing algorithm that is O(1)-competitive. However, a Delaunay triangulation can have Omega (n) vertex degree and a total weight that is a linear factor greater than the weight of a minimum spanning tree. We show a simple construction, given a set V of n points in the Euclidean plane, of a planar geometric graph on V that has small weight (within a constant factor of the weight of a minimum spanning tree on V), constant degree, and that admits a local routing strategy that is O (1)-competitive. Moreover, the technique used to bound the weight works generally for any planar geometric graph whilst preserving the admission of an O (1)-competitive routing strategy.

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  • 50.
    Askelöf, Roland
    et al.
    Malmö University, Faculty of Technology and Society (TS).
    John, Håkansson
    Malmö University, Faculty of Technology and Society (TS).
    Användaracceptansen av ett självbetjäningssystem inom däckbranchen2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Däckbranschens verksamhet är till stor del säsongsberoende och kan vid specifika tidpunkter stå inför utmaningar med att en större mängd kunder vill byta däck samtidigt. Detta innebär i många fall långa köer och i sin tur påfrestningar på verksamheten. I denna rapport har ett självbetjäningssystem i form av en mobil webbapplikation utvecklats med avsikten att undersöka hur denna uppfattas av tänkta slutanvändare. Den utvecklade applikationen ersätter ett vanligt kölappssystem genom att en bilverkstads kunder ska kunna stå i kö med en digital nummerlapp som presenteras i användarens mobil. Detta för att hantera flödet av verkstädernas kunder. I studien har användartester genomförts där nio tänkta slutanvändare har provat applikationen. Dessa har i samband med användartesterna intervjuats med semi-strukturerade intervjuer för att undersöka dess apersoners uppfattning av applikationen. Technology Acceptance Model har använts för att ta fram frågor som fokuserar på hur användaren uppfattar applikationen gällande applikationens nytta och hur lätthanterlig de uppfattar den. Analysen visar att en majoritetuppfattar applikationen som enkel att hantera och gynnsam då ett däckbyte skagenomföras. Anledningar till detta som framkommer av genomförda intervjuer är bland annat avlastning för personalen på bilverkstäder, mindre kundkontakt och bekvämarevistelse för verkstädernas kunder. 

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