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  • 1.
    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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  • 2.
    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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  • 3.
    Abid, Muhammad Adil
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Amouzad Mahdiraji, Saeid
    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, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Mihailescu, Radu-Casian
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Petersson, Jesper
    Department of Health Care Management, Region Skåne, 21428 Malmö, Sweden; Department of Neurology, Lund University, 22242 Malmö, Sweden.
    A Genetic Algorithm for Optimizing Mobile Stroke Unit Deployment2023In: Procedia Computer Science, ISSN 1877-0509, Vol. 225, p. 3536-3545Article in journal (Refereed)
    Abstract [en]

    A mobile stroke unit (MSU) is an advanced ambulance equipped with specialized technology and trained healthcare personnel to provide on-site diagnosis and treatment for stroke patients. Providing efficient access to healthcare (in a viable way) requires optimizing the placement of MSUs. In this study, we propose a time-efficient method based on a genetic algorithm (GA) to find the most suitable ambulance sites for the placement of MSUs (given the number of MSUs and a set of potential sites). We designed an efficient encoding scheme for the input data (the number of MSUs and potential sites) and developed custom selection, crossover, and mutation operators that are tailored according to the characteristics of the MSU allocation problem. We present a case study on the Southern Healthcare Region in Sweden to demonstrate the generality and robustness of our proposed GA method. Particularly, we demonstrate our method's flexibility and adaptability through a series of experiments across multiple settings. For the considered scenario, our proposed method outperforms the exhaustive search method by finding the best locations within 0.16, 1.44, and 10.09 minutes in the deployment of three MSUs, four MSUs, and five MSUs, resulting in 8.75x, 16.36x, and 24.77x faster performance, respectively. Furthermore, we validate the method's robustness by iterating GA multiple times and reporting its average fitness score (performance convergence). In addition, we show the effectiveness of our method by evaluating key hyperparameters, that is, population size, mutation rate, and the number of generations.

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  • 4.
    Abid, Muhammad Adil
    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, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Petersson, Jesper
    Department of Health Care Management, Region Skåne, 21428 Malmö, Sweden; Department of Neurology, Lund University, 22242 Malmö, Sweden.
    Ambulance Travel Time Estimation using Spatiotemporal Data2024In: Procedia Computer Science, E-ISSN 1877-0509, Vol. 238, p. 265-272Article in journal (Refereed)
    Abstract [en]

    Ambulance travel time estimations play a pivotal role in ensuring timely and efficient emergency medical care by predicting the duration for an ambulance to reach a specific location. Overlooking factors such as local traffic situations, day of the week, hour of the day, or the weather may create a risk of inaccurately estimating the ambulance travel times, which might lead to delayed emergency response times, potentially impacting patient outcomes. In the current paper, we propose a novel framework for accurately estimating ambulance travel times using machine learning paradigms, employing real-world spatiotemporal ambulance data from the Skane region, Sweden. Our framework includes data preprocessing and feature engineering, with a focus on variables significantly correlated with travel time. First, through a comprehensive exploratory data analysis, we highlight the main characteristics, patterns, and underlying trends of the considered ambulance data set. Then, we present an extensive empirical analysis comparing the performance of different machine learning models across different ambulance travel trip scenarios and feature sets, revealing insights into the importance of each feature in improving the estimation accuracy. Our experiments indicate that the aforementioned factors play a significant role when estimating the travel time.

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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.
    Adewole, Kayode Sakariyah
    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).
    Jacobsson, Andreas
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    HOMEFUS: A Privacy and Security-Aware Model for IoT Data Fusion in Smart Connected Homes2024In: Proceedings of the 9th International Conference on Internet of Things, Big Data and Security IoTBDS: Volume 1, SciTePress, 2024, p. 133-140Conference paper (Refereed)
    Abstract [en]

    The benefit associated with the deployment of Internet of Things (IoT) technology is increasing daily. IoT has revolutionized our ways of life, especially when we consider its applications in smart connected homes. Smart devices at home enable the collection of data from multiple sensors for a range of applications and services. Nevertheless, the security and privacy issues associated with aggregating multiple sensors’ data in smart connected homes have not yet been sufficiently prioritized. Along this development, this paper proposes HOMEFUS, a privacy and security-aware model that leverages information theoretic correlation analysis and gradient boosting to fuse multiple sensors’ data at the edge nodes of smart connected homes. HOMEFUS employs federated learning, edge and cloud computing to reduce privacy leakage of sensitive data. To demonstrate its applicability, we show that the proposed model meets the requirements for efficient data fusion pipelines. The model guides practitio ners and researchers on how to setup secure smart connected homes that comply with privacy laws, regulations, and standards. 

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  • 7.
    Adewole, Kayode Sakariyah
    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).
    Jacobsson, Andreas
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    LPM: A Lightweight Privacy-Aware Model for IoT Data Fusion in Smart Connected Homes2024Conference paper (Refereed)
    Abstract [en]

    Internet of Things (IoT) technology has created a new dimension for data collection, transmission, processing, storage, and service delivery. With the advantages offered by IoT technologies, interest in smart home automation has increased over the years. Nevertheless, smart connected homes are characterized with the security and privacy problems that are associated with aggregating multiple sensors' data and exposing them to the Internet. In this paper, we propose LPM, a lightweight privacy-aware model that leverages information theoretic correlation analysis and gradient boosting to fuse multiple sensors' data at the edge nodes of smart connected homes. LPM employs federated learning, edge and cloud computing to reduce privacy leakages of sensitive data. To demonstrate its applicability, two services, commonly provided by smart homes, i.e., occupancy detection and people count estimation, were experimentally investigated. The results show that LPM can achieve accuracy, F1 score and AUC-ROC of 99.98%, 99.13%, and 99.98% respectively for occupancy detection as well as Mean Squared Error (MSE), Mean Absolute Error (MAE), and R2 of 0.0011,0.0175, and 98.39% respectively for people count estimation. LPM offers the opportunity to each smart connected home to participate in collaborative learning that is achieved through the federated machine learning component of the proposed model.

  • 8.
    Adewole, Kayode Sakariyah
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Department of Computer Science, University of Ilorin, Ilorin, Nigeria.
    Torra, Vicenç
    Department of Computing Science, Umeå University, Sweden.
    Energy disaggregation risk resilience through microaggregation and discrete Fourier transform2024In: Information Sciences, ISSN 0020-0255, E-ISSN 1872-6291, Vol. 662, article id 120211Article in journal (Refereed)
    Abstract [en]

    Progress in the field of Non-Intrusive Load Monitoring (NILM) has been attributed to the rise in the application of artificial intelligence. Nevertheless, the ability of energy disaggregation algorithms to disaggregate different appliance signatures from aggregated smart grid data poses some privacy issues. This paper introduces a new notion of disclosure risk termed energy disaggregation risk. The performance of Sequence-to-Sequence (Seq2Seq) NILM deep learning algorithm along with three activation extraction methods are studied using two publicly available datasets. To understand the extent of disclosure, we study three inference attacks on aggregated data. The results show that Variance Sensitive Thresholding (VST) event detection method outperformed the other two methods in revealing households' lifestyles based on the signature of the appliances. To reduce energy disaggregation risk, we investigate the performance of two privacy-preserving mechanisms based on microaggregation and Discrete Fourier Transform (DFT). Empirically, for the first scenario of inference attack on UK-DALE, VST produces disaggregation risks of 99%, 100%, 89% and 99% for fridge, dish washer, microwave, and kettle respectively. For washing machine, Activation Time Extraction (ATE) method produces a disaggregation risk of 87%. We obtain similar results for other inference attack scenarios and the risk reduces using the two privacy-protection mechanisms.

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  • 9.
    Ahlström, Martin
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Petranovic, Enna
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Bra design är tillgänglig: En mixad metodstudie om hur e-handlare kan inkludera världens största minoritet2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Webbtillgänglighet har blivit allt viktigare med den växande digitaliseringen och de rättsliga krav som ställs på svenska e-handlare. För att uppfylla dessa krav måste e-handlare använda ett användarcentrerat tillvägagångssätt vid webbutveckling för att säkerställa att fler kan interagera med deras digitala plattformar. Dessutom närmar sig tillgänglighetsdirektivet som kräver att e-handlare ska uppfylla tillgänglighetskrav. Vår studie visar att den svenska e-handelssektorn ännu inte är tillräckligt förberedd för att möta dessa krav. Studien syftar till att mäta och utvärdera 100 svenska e-handlare med avseende på problemområden inom webbtillgänglighet enligt WCAG 2.1 på A- och AA-nivå. Baserat på resultaten i mätningen kontaktades och intervjuades e-handlare och tillgänglighetsexperter för att få en djupare förståelse för varför e-handlare har omfattande tillgänglighetsbrister och vilka potentiella lösningar som finns. Resultaten bekräftar att de främsta hindren inkluderar brist på kompetens, teknisk förståelse och ekonomiska resurser. Vi ser att e-handelssektorn agerar reaktivt snarare än proaktivt, vilket inte är tillräckligt för att möta de kommande lagkraven. För att uppnå en överensstämmelse med lagstiftningen kan e-handlare söka extern hjälp, involvera funktionsnedsatta i designprocessen och utnyttja tekniska tillgänglighetsverktyg.

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  • 10.
    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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  • 11.
    Aichholzer, Oswin
    et al.
    Graz University of Technology, Austria.
    Brötzner, Anna
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Bicolored Order Types2024In: Computing in Geometry and Topology, ISSN 2750-7823, Vol. 3, no 2Article in journal (Refereed)
    Abstract [en]

    In their seminal work on Multidimensional Sorting, Goodman and Pollack introduced the so-called order type, which for each ordered triple of a point set in the plane gives its orientation, clockwise or counterclockwise. This information is sufficient to solve many problems from discrete geometry where properties of point sets do not depend on the exact coordinates of the points but only on their relative positions. Goodman and Pollack showed that an efficient way to store an order type in a matrix λ of quadratic size (w.r.t. the number of points) is to count for every oriented line spanned by two points of the set how many of the remaining points lie to the left of this line. We generalize the concept of order types to bicolored point sets (every point has one of two colors). The bicolored order type contains the orientation of each bicolored triple of points, while no information is stored for monochromatic triples. Similar to the uncolored case, we store the number of blue points that are to the left of an oriented line spanned by two red points or by one red and one blue point in λB. Analogously the number of red points is stored in λR. As a main result, we show that the equivalence of the information contained in the orientation of all bicolored point triples and the two matrices λB and λR also holds in the colored case. This is remarkable, as in general the bicolored order type does not even contain sufficient information to determine all extreme points (points on the boundary of the convex hull of the point set).We then show that the information of a bicolored order type is sufficient to determine whether the two color classes can be linearly separated and how one color class can be sorted around a point of the other color class. Moreover, knowing the bicolored order type of a point set suffices to find bicolored plane perfect matchings or to compute the number of crossings of the complete bipartite graph drawn on a bicolored point set in quadratic time.

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  • 12.
    Aichholzer, Oswin
    et al.
    Graz University of Technology.
    Brötzner, Anna
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Perz, Daniel
    Schnider, Patrick
    Department of Computer Science, ETH Zürich.
    Flips in Odd Matchings2024In: 40th European Workshop on Computational Geometry: Booklet of abstracts, 2024, Vol. 40, p. 447-452, article id 59Conference paper (Refereed)
    Abstract [en]

    Let P be a set of n = 2m + 1 points in the plane in general position. We define the graph GMP whose vertex set is the set of all plane matchings on P with exactly m edges. Two vertices in GMP are connected if the two corresponding matchings have m − 1 edges in common. In this work we show that GMP is connected.

  • 13.
    Aichholzer, Oswin
    et al.
    † Institute for Software Technology, Graz University of Technology.
    Brötzner, Anna
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Perz, Daniel
    Schnider, Patrick
    Department of Computer Science, ETH Zürich.
    Flips in Odd Matchings2024In: Proceedings of the 36th Canadian Conference on Computational Geometry, Brock University , 2024, p. 303-307Conference paper (Refereed)
    Abstract [en]

    Let P be a set of n = 2m + 1 points in the plane in general position. We define the graph GMP whose vertex set is the set of all plane matchings on P with exactly m edges. Two vertices in GMP are connected if the two corresponding matchings have m − 1 edges in common. In this work we show that GMP is connected.

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  • 14.
    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.

  • 15.
    Akin, Erdal
    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). Computer Engineering Department, Bitlis Eren University, Bitlis, Turkiye.
    Caltenco, Héctor
    Ericsson AB, Ericsson Research, Lund, Sweden.
    Adewole, Kayode Sakariyah
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Malekian, Reza
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Persson, Jan A.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Segment Anything Model (SAM) Meets Object Detected Box Prompts2024In: 2024 IEEE International Conference on Industrial Technology (ICIT), Institute of Electrical and Electronics Engineers (IEEE), 2024Conference paper (Refereed)
    Abstract [en]

    Segmenting images is an intricate and exceptionally demanding field within computer vision. Instance Segmentation is one of the subfields of image segmentation that segments objects on a given image or video. It categorizes the class labels according to individual instances, ensuring that distinct instance markers are assigned to each occurrence of the same object class, even if multiple instances exist. With the development of computer systems, segmentation studies have increased very rapidly. One of the state-of-the-art algorithms recently published by Meta AI, which segments everything on a given image, is called the Segment Anything Model (SAM). Its impressive zero-shot performance encourages us to use it for diverse tasks. Therefore, we would like to leverage the SAM for an effective instance segmentation model. Accordingly, in this paper, we propose a hybrid instance segmentation method in which Object Detection algorithms extract bounding boxes of detected objects and load SAM to produce segmentation, called Box Prompted SAM (BP-SAM). Experimental evaluation of the COCO2017 Validation dataset provided us with promising performance.

  • 16.
    Al Fatah, Jabir
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Alshaban, Ala’a
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Holmgren, Johan
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Petersson, Jesper
    Department of Neurology and Rehabilitation Medicine, Skåne University Hospital, Sweden; Lund University, Lund, Sweden.
    An agent-based simulation model for assessment of prehospital triage policies concerning destination of stroke patients2018In: Procedia Computer Science, Vol. 141, p. 405-412Article in journal (Refereed)
    Abstract [en]

    Stroke is a life threatening medical condition that is caused either by a blood clot or a bleeding inside the brain. It is generally agreed that immediate treatment of stroke patients is crucial for their ability to recover; however, before treatment can be initiated, the stroke patient has to be diagnosed using, for example, a computed tomography scan of the brain. This, in turn, requires that the patient is transported to a hospital for diagnosis, which is a procedure that consumes valuable time and resources. In the current paper, we present an agent-based simulation model for assessment of logistical stroke patient triage policies. Using a population of stroke patients as input, the model enables to simulate the activities and the main decisions involved in the logistical operations of stroke patients. In an experimental study covering the southernmost part of Sweden, we used the simulation model in order to assess two different policies regarding where to send patients for diagnosis; the nearest hospital policy and the nearest hospital towards the stroke center policy. Our simulation results show that the patients in need of special treatment favor from being transported in direction towards the stroke center, whereas the patients who are not in need of specialist treatment favor from being sent to the closest hospital.

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  • 17.
    Aladwan, Mohammad N.
    et al.
    Univ Santiago de Compostela, Ctr Singular Invest Tecnoloxias Intelixentes, Santiago De Compostela 15782, Spain..
    Awaysheh, Feras M.
    Univ Santiago de Compostela, Ctr Singular Invest Tecnoloxias Intelixentes, Santiago De Compostela 15782, Spain..
    Alawadi, Sadi
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Alazab, Mamoun
    Charles Darwin Univ, Coll Engn IT & Environm, Casuarina, NT 0810, Australia..
    Pena, Tomas F.
    Univ Santiago de Compostela, Ctr Singular Invest Tecnoloxias Intelixentes, Santiago De Compostela 15782, Spain..
    Cabaleiro, Jose C.
    Univ Santiago de Compostela, Ctr Singular Invest Tecnoloxias Intelixentes, Santiago De Compostela 15782, Spain..
    TrustE-VC: Trustworthy Evaluation Framework for Industrial Connected Vehicles in the Cloud2020In: IEEE Transactions on Industrial Informatics, ISSN 1551-3203, E-ISSN 1941-0050, Vol. 16, no 9, p. 6203-6213Article in journal (Refereed)
    Abstract [en]

    The integration between cloud computing and vehicular ad hoc networks, namely, vehicular clouds (VCs), has become a significant research area. This integration was proposed to accelerate the adoption of intelligent transportation systems. The trustworthiness in VCs is expected to carry more computing capabilities that manage large-scale collected data. This trend requires a security evaluation framework that ensures data privacy protection, integrity of information, and availability of resources. To the best of our knowledge, this is the first study that proposes a robust trustworthiness evaluation of vehicular cloud for security criteria evaluation and selection. This article proposes three-level security features in order to develop effectiveness and trustworthiness in VCs. To assess and evaluate these security features, our evaluation framework consists of three main interconnected components: 1) an aggregation of the security evaluation values of the security criteria for each level; 2) a fuzzy multicriteria decision-making algorithm; and 3) a simple additive weight associated with the importance-performance analysis and performance rate to visualize the framework findings. The evaluation results of the security criteria based on the average performance rate and global weight suggest that data residency, data privacy, and data ownership are the most pressing challenges in assessing data protection in a VC environment. Overall, this article paves the way for a secure VC using an evaluation of effective security features and underscores directions and challenges facing the VC community. This article sheds light on the importance of security by design, emphasizing multiple layers of security when implementing industrial VCs.

  • 18.
    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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  • 19.
    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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  • 20.
    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, 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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  • 21.
    Alawadi, Sadi
    et al.
    Blekinge Inst Technol, Dept Comp Sci, S-37179 Karlskrona, Sweden; Univ Santiago de Compostela, Comp Graph & Data Engn COGRADE Res Grp, Santiago De Compostela 15705, Spain.
    Alkharabsheh, Khalid
    Al Balqa Appl Univ, Prince Abdullah bin Ghazi Fac Informat & Commun Te, Software Engn Dept, As Salt 19117, Jordan.
    Alkhabbas, Fahed
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Kebande, Victor R.
    Blekinge Inst Technol, Dept Comp Sci, S-37179 Karlskrona, Sweden.
    Awaysheh, Feras M.
    Univ Tartu, Inst Comp Sci, Delta Res Ctr, EE-51009 Tartu, Estonia.
    Palomba, Fabio
    Univ Salerno, Dept Comp Sci, I-84084 Fisciano, Italy.
    Awad, Mohammed
    Arab Amer Univ, Dept Comp Syst Engn, Jenin 00970, Palestine.
    FedCSD: A Federated Learning Based Approach for Code-Smell Detection2024In: IEEE Access, E-ISSN 2169-3536, Vol. 12, p. 44888-44904Article in journal (Refereed)
    Abstract [en]

    Software quality is critical, as low quality, or "Code smell," increases technical debt and maintenance costs. There is a timely need for a collaborative model that detects and manages code smells by learning from diverse and distributed data sources while respecting privacy and providing a scalable solution for continuously integrating new patterns and practices in code quality management. However, the current literature is still missing such capabilities. This paper addresses the previous challenges by proposing a Federated Learning Code Smell Detection (FedCSD) approach, specifically targeting "God Class," to enable organizations to train distributed ML models while safeguarding data privacy collaboratively. We conduct experiments using manually validated datasets to detect and analyze code smell scenarios to validate our approach. Experiment 1, a centralized training experiment, revealed varying accuracies across datasets, with dataset two achieving the lowest accuracy (92.30%) and datasets one and three achieving the highest (98.90% and 99.5%, respectively). Experiment 2, focusing on cross-evaluation, showed a significant drop in accuracy (lowest: 63.80%) when fewer smells were present in the training dataset, reflecting technical debt. Experiment 3 involved splitting the dataset across 10 companies, resulting in a global model accuracy of 98.34%, comparable to the centralized model's highest accuracy. The application of federated ML techniques demonstrates promising performance improvements in code-smell detection, benefiting both software developers and researchers.

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  • 22.
    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.

  • 23.
    Alawadi, Sadi
    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).
    Mera, David
    Centro Singular de Investigación en Tecnoloxías da Información (CiTIUS), Universidade de Santiago de Compostela, Santiago de Compostela, Spain.
    Fernandez-Delgado, Manuel
    Centro Singular de Investigación en Tecnoloxías da Información (CiTIUS), Universidade de Santiago de Compostela, Santiago de Compostela, Spain.
    Alkhabbas, Fahed
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Olsson, Carl Magnus
    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).
    A comparison of machine learning algorithms for forecasting indoor temperature in smart buildings2022In: Energy Systems, Springer Verlag, ISSN 1868-3967, E-ISSN 1868-3975, Vol. 13, no 3, p. 689-705Article in journal (Refereed)
    Abstract [en]

    The international community has largely recognized that the Earth's climate is changing. Mitigating its global effects requires international actions. The European Union (EU) is leading several initiatives focused on reducing the problems. Specifically, the Climate Action tries to both decrease EU greenhouse gas emissions and improve energy efficiency by reducing the amount of primary energy consumed, and it has pointed to the development of efficient building energy management systems as key. In traditional buildings, households are responsible for continuously monitoring and controlling the installed Heating, Ventilation, and Air Conditioning (HVAC) system. Unnecessary energy consumption might occur due to, for example, forgetting devices turned on, which overwhelms users due to the need to tune the devices manually. Nowadays, smart buildings are automating this process by automatically tuning HVAC systems according to user preferences in order to improve user satisfaction and optimize energy consumption. Towards achieving this goal, in this paper, we compare 36 Machine Learning algorithms that could be used to forecast indoor temperature in a smart building. More specifically, we run experiments using real data to compare their accuracy in terms of R-coefficient and Root Mean Squared Error and their performance in terms of Friedman rank. The results reveal that the ExtraTrees regressor has obtained the highest average accuracy (0.97%) and performance (0,058%) over all horizons.

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  • 24.
    Al-Dhaqm, Arafat
    et al.
    Aden Community Coll, Dept Comp Sci, Aden 8916162, Yemen; Univ Teknol Malaysia UTM, Fac Engn, Sch Comp, Johor Baharu 81310, Malaysia.
    Abd Razak, Shukor
    Univ Teknol Malaysia UTM, Fac Engn, Sch Comp, Johor Baharu 81310, Malaysia.
    Dampier, David A.
    Marshall Univ, Coll Engn & Comp Sci, Huntington, WV 25755 USA.
    Choo, Kim-Kwang Raymond
    Univ Texas San Antonio, Dept Informat Syst & Cyber Secur, San Antonio, TX 78249 USA.
    Siddique, Kamran
    Xiamen Univ, Sch Elect & Comp Engn, Informat & Commun Technol Dept, Sepang 43900, Malaysia.
    Ikuesan, Richard Adeyemi
    d.
    Alqarni, Abdulhadi
    Jubail Univ Coll, Comp Sci & Engn Dept, Jubail Ind City 31961, Saudi Arabia.
    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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  • 25.
    Al-Dhaqm, Arafat
    et al.
    Aden Community Coll, Dept Comp Sci, Aden, Yemen; Univ Teknol Malaysia UTM, Sch Comp, Fac Engn, Skudai 81310, Malaysia.
    Razak, Shukor Abd
    Univ Teknol Malaysia UTM, Sch Comp, Fac Engn, Skudai 81310, Malaysia.
    Ikuesan, Richard Adeyemi
    Community Coll Qatar, Sch Informat Technol, Dept Cyber & Networking Secur, Sci & Technol Div, Doha, Qatar.
    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
    Xiamen Univ Malaysia, Informat & Commun Technol Dept, Sch Elect & Comp Engn, Kuala Lumpur 43900, Malaysia.
    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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  • 26.
    Al-Dhaqm, Arafat
    et al.
    Aden Community Coll, Dept Comp Sci, Aden, Yemen; Univ Teknol Malaysia UTM, Sch Comp, Fac Engn, Skudai 81310, Malaysia.
    Razak, Shukor Abd
    Univ Teknol Malaysia UTM, Sch Comp, Fac Engn, Skudai 81310, Malaysia.
    Siddique, Kamran
    Xiamen Univ Malaysia, Sch Elect & Comp Engn, Informat & Commun Dept, Sepang 43900, Malaysia.
    Ikuesan, Richard Adeyemi
    Community Coll Qatar, Sch Informat Technol, Dept Cybersecur & Networking, Doha, Qatar.
    Kebande, Victor R.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Towards the Development of an Integrated Incident Response Model for Database Forensic Investigation Field2020In: IEEE Access, E-ISSN 2169-3536, Vol. 8, p. 145018-145032Article in journal (Refereed)
    Abstract [en]

    For every contact that is made in a database, a digital trace will potentially be left and most of the database breaches are mostly aimed at defeating the major security goals (Confidentiality, Integrity, and Authenticity) of data that reside in the database. In order to prove/refute a fact during litigation, it is important to identify suitable investigation techniques that can be used to link a potential incident/suspect to the digital crime. As a result, this paper has proposed suitable steps of constructing and Integrated Incident Response Model (IIRM) that can be relied upon in the database forensic investigation field. While developing the IIRM, design science methodology has been adapted and the outcome of this study has shown significant and promising approaches that could be leveraged by digital forensic experts, legal practitioners and law enforcement agencies. This is owing to the fact, that IIRM construction has followed incident investigation principles that are stipulated in ISO guidelines.

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  • 27.
    Al-Dhaqm, Arafat
    et al.
    Faculty of Engineering, School of Computing, Computer Science Department, Universiti Teknologi Malaysia (UTM), Skudai 81310, Johor, Malaysia; Computer Science Department, Aden Community College, Aden 999101, Yemen.
    Razak, Shukor
    Faculty of Engineering, School of Computing, Computer Science Department, Universiti Teknologi Malaysia (UTM), Skudai 81310, Johor, Malaysia.
    Ikuesan, Richard
    Department of Cybersecurity and Networking, School of Information Technology, Community College Qatar, Doha 7344, Qatar.
    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). Luleå University of Technology.
    Othman, Siti
    Faculty of Engineering, School of Computing, Computer Science Department, Universiti Teknologi Malaysia (UTM), Skudai 81310, Johor, Malaysia.
    Face Validation of Database Forensic Investigation Metamodel2021In: Infrastructues, ISSN 2412-3811, Vol. 6, no 2, p. 1-20, article id 13Article in journal (Other academic)
    Abstract [en]

    Using a face validity approach, this paper provides a validation of the Database Forensic Investigation Metamodel (DBFIM). The DBFIM was developed to solve interoperability, heterogeneity, complexity, and ambiguity in the database forensic investigation (DBFI) field, where severalmodels were identified, collected, and reviewed to develop DBFIM. However, the developedDBFIM lacked the face validity-based approach that could ensure DBFIM’s applicability in the DBFIfield. The completeness, usefulness, and logic of the developed DBFIM needed to be validated byexperts. Therefore, the objective of this paper is to perform the validation of the developed DBFIMusing the qualitative face validity approach. The face validity method is a common way of validating metamodels through subject expert inquiry on the domain application of the metamodel to assess whether the metamodel is reasonable and compatible based on the outcomes. For this purpose,six experts were nominated and selected to validate the developed DBFIM. From the expert review,the developed DBFIM was found to be complete, coherent, logical, scalable, interoperable, and useful for the DBFI field. 

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  • 28.
    Alegría, Carlos
    et al.
    Dipartimento di Ingegneria, Università Roma Tre, Italy.
    Brötzner, Anna
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Nilsson, Bengt J.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Schmidt, Christiane
    Linköping University.
    Seara, Carlos
    Department of Mathematics, Universidad Politécnica de Catalunya, Spain.
    The Complexity of the Lower Envelope of Collections of Various Geometric Shapes2024In: 40th European Workshop on Computational Geometry: Booklet of abstracts, 2024, Vol. 40, p. 200-206, article id 25Conference paper (Refereed)
    Abstract [en]

    We study the problem of determining the complexity of the lower envelope of a collection of n geometric objects. For collections of rays; unit length line segments; and collections of unit squares to which we apply at most two transformations from translation, rotation, and scaling, we prove a complexity of Θ(n). If all three transformations are applied to unit squares, then we show the complexity becomes Θ(nα(n)), where α(n) is the slowly growing inverse of Ackermann’s function.

  • 29.
    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.

  • 30.
    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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  • 31.
    Alkhabbas, Fahed
    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 Approach to Engineer and Realize Emergent Configurations in the Internet of Things2018In: Proceedings of the 40th International Conference on Software Engineering: Companion Proceeedings, ACM Digital Library, 2018, p. 448-449Conference paper (Refereed)
    Abstract [en]

    The Internet of Things (IoT) is a fast propagating technology that is expected to emerge in almost all aspects of our daily life. The IoT environment is well known for being dynamic and uncertain. Connected devices, and their software, can be discovered at runtime and might also become suddenly unavailable. The involvement of the human in the loop complicates more the scene. People's activities are stochastic and their needs are not always predictable. Therefore, coping with the dynamic IoT environment should be considered as a first class requirement when engineering IoT systems. A useful concept for supporting this effort is Emergent Configurations (ECs). An EC consists of a dynamic set of devices that cooperate temporarily to achieve a user goal. This PhD work aims to use the concept of ECs as a basis for a novel approach for realizing IoT systems. More specifically, this thesis aims at: (i) producing characterization models for IoT systems and ECs; (ii) proposing a concrete architecture and an approach for realizing ECs.

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  • 32.
    Alkhabbas, Fahed
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    Realizing Emergent Configurations in the Internet of Things2020Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The Internet of Things (IoT) is a fast-spreading technology that enables new types of services in several domains such as transportation, health, and building automation. To exploit the potential of the IoT effectively, several challenges have to be tackled, including the following ones that we study in this thesis. First, the proposed IoT visions provide a fragmented picture, leading to a lack of consensus about IoT systems and their constituents. To piece together the fragmented picture of IoT systems, we systematically identified their characteristics by analyzing existing taxonomies. More specifically, we identified seventeen characteristics of IoT systems, and grouped them into two categories, namely, elements and quality aspects of IoT systems. Moreover, we conducted a survey to identify the factors that drive the deployment decisions of IoT systems in practice. A second set of challenges concerns the environment of IoT systems that is often dynamic and uncertain. For instance, due to the mobility of users and things, the set of things available in users' environment might change suddenly. Similarly, the status of IoT systems’ deployment topologies (i.e., the deployment nodes and their interconnections) might change abruptly. Moreover, environmental conditions monitored and controlled through IoT devices, such as ambient temperature and oxygen levels, might fluctuate suddenly. The majority of existing approaches to engineer IoT systems rely on predefined processes to achieve users’ goals. Consequently, such systems have significant shortcomings in coping with dynamic and uncertain environments. To address these challenges, we used the concept of Emergent Configurations (ECs) to engineer goal-driven IoT systems. An EC is an IoT system that consists of a dynamic set of things that cooperate temporarily to achieve a user goal. To realize ECs, we proposed an abstract architectural approach, comprising an architecture and processes, as well as six novel approaches that refine the abstract approach. The developed approaches support users to achieve their goals seamlessly in arbitrary environments by enabling the dynamic formation, deployment, enactment, and self-adaptation of IoT systems. The approaches exploit different techniques and focus on different aspects of ECs. Moreover, to better support users in dynamic and uncertain environments, we investigated the automated configuration of those environments based on users' preferences. 

    List of papers
    1. Characterizing Internet of Things Systems through Taxonomies: A Systematic Mapping Study
    Open this publication in new window or tab >>Characterizing Internet of Things Systems through Taxonomies: A Systematic Mapping Study
    2019 (English)In: Internet of Things: Engineering Cyber Physical Human Systems, E-ISSN 2542-6605, Vol. 7, article id 100084Article, review/survey (Refereed) Published
    Abstract [en]

    During the last decade, a large number of different definitions and taxonomies of Internet of Things (IoT) systems have been proposed. This has resulted in a fragmented picture and a lack of consensus about IoT systems and their constituents. To provide a better understanding of this issue and a way forward, we have conducted a Systematic Mapping Study (SMS) of existing IoT System taxonomies. In addition, we propose a characterization of IoT systems synthesized from the existing taxonomies, which provides a more holistic view of IoT systems than previous taxonomies. It includes seventeen characteristics, divided into two groups: elements and quality aspects. Finally, by analyzing the results of the SMS, we draw future research directions.

    Place, publisher, year, edition, pages
    Elsevier, 2019
    Keywords
    Internet of Things (IoT), Characterization of IoT systems, Systematic Mapping Study (SMS), Taxonomies
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-1245 (URN)10.1016/j.iot.2019.100084 (DOI)000695693700007 ()2-s2.0-85081397939 (Scopus ID)29642 (Local ID)29642 (Archive number)29642 (OAI)
    Available from: 2020-02-27 Created: 2020-02-27 Last updated: 2024-02-06Bibliographically approved
    2. A Commitment-Based Approach to Realize Emergent Configurations in the Internet of Things
    Open this publication in new window or tab >>A Commitment-Based Approach to Realize Emergent Configurations in the Internet of Things
    2017 (English)In: Software Architecture Workshops (ICSAW), 2017 IEEE International Conference on, IEEE, 2017, p. 88-91Conference paper, Published paper (Refereed)
    Abstract [en]

    The Internet of Things (IoT) involves intelligent, heterogeneous, autonomous and often distributed things which interact and collaborate to achieve common goals. A useful concept for supporting this effort is Emergent Configuration (EC), which consists of a dynamic set of things, with their functionalities and services, that cooperate temporarily to achieve a goal. In this paper we introduce a commitment-based approach that exploits the concept of commitments to realize ECs. More specifically, (i) we present a conceptual model for commitment-based ECs, (ii) we use the smart meeting room scenario to illustrate how ECs are realized via commitments.

    Place, publisher, year, edition, pages
    IEEE, 2017
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-12353 (URN)10.1109/ICSAW.2017.55 (DOI)000413089000017 ()2-s2.0-85025677705 (Scopus ID)24097 (Local ID)24097 (Archive number)24097 (OAI)
    Conference
    International Conference on Software Architecture (Workshops), Gothenburg, Sweden (April 5-7, 2017)
    Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-06-17Bibliographically approved
    3. Enacting Emergent Configurations in the IoT Through Domain Objects
    Open this publication in new window or tab >>Enacting Emergent Configurations in the IoT Through Domain Objects
    Show others...
    2018 (English)In: Proceedings of ICSOC 2018: Service-Oriented Computing, Springer, 2018, p. 279-294Conference paper, Published paper (Refereed)
    Abstract [en]

    The Internet of Things (IoT) pervades more and more aspects of our lives and often involves many types of smart connected objects and devices. User’s IoT environment changes dynamically, e.g., due to the mobility of the user and devices. Users can fully benefit from the IoT only when they can effortlessly interact with it. To accomplish this in a dynamic and heterogenous environment, we make use of Emergent Configurations (ECs), which consist of a set of things that connect and cooperate temporarily through their functionalities, applications, and services, to achieve a user goal. In this paper, we: (i) present the IoT-FED architectural approach to enable the automated formation and enactment of ECs. IoT-FED exploits heterogeneous and independently developed things, IoT services, and applications which are modeled as Domain Objects (DOs), a service-based formalism. Additionally, we (ii) discuss the prototype we developed and the experiments run in our IoT lab, for validation purposes.

    Place, publisher, year, edition, pages
    Springer, 2018
    Series
    Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 11236
    Keywords
    Emergent Configurations, Internet of Things, Software Architectures
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-16769 (URN)10.1007/978-3-030-03596-9_19 (DOI)000714575300019 ()2-s2.0-85056828649 (Scopus ID)27342 (Local ID)27342 (Archive number)27342 (OAI)
    Conference
    The 16th International Conference on Service-Oriented Computing, Zhejiang, China (November 12-15, 2018)
    Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-06-18Bibliographically approved
    4. ECo-IoT: An Architectural Approach for Realizing Emergent Configurations in the Internet of Things
    Open this publication in new window or tab >>ECo-IoT: An Architectural Approach for Realizing Emergent Configurations in the Internet of Things
    2018 (English)In: Software Architecture: Proceeding of 12th European Conference on Software Architecture, ECSA 2018, Springer, 2018, p. 86-102Conference paper, Published paper (Refereed)
    Abstract [en]

    The rapid proliferation of the Internet of Things (IoT) is changing the way we live our everyday life and the society in general. New devices get connected to the Internet every day and, similarly, new IoT services and applications exploiting them are developed across a wide range of domains. The IoT environment typically is very dynamic, devices might suddenly become unavailable and new ones might appear. Similarly, users enter and/or leave the IoT environment while being interested in fulfilling their individual needs. These key aspects must be considered while designing and realizing IoT systems. In this paper we propose ECo-IoT, an architectural approach to enable the automated formation and adaptation of Emergent Configurations (ECs) in the IoT. An EC is formed by a set of things, with their services, functionalities, and applications, to realize a user goal. ECs are adapted in response to (un)foreseen context changes e.g., changes in available things or due to changing or evolving user goals. In the paper, we describe: (i) an architecture and a process for realizing ECs; and (ii) a prototype we implemented for (iii) the validation of ECo-IoT through an IoT scenario that we use throughout the paper.

    Place, publisher, year, edition, pages
    Springer, 2018
    Series
    Lecture Notes in Computer Science, ISSN, ISSN 0302-9743, E-ISSN 1611-3349 ; 11048
    Keywords
    Emergent Configurations, Internet of Things, Software Architectures, Self Adaptive Systems
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-12446 (URN)10.1007/978-3-030-00761-4_6 (DOI)000476935800006 ()2-s2.0-85056856371 (Scopus ID)27352 (Local ID)27352 (Archive number)27352 (OAI)
    Conference
    The 12th European Conference on Software Architecture, Madrid, Spain (Septemper 24-28, 2018)
    Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-02-05Bibliographically approved
    5. On the Deployment of IoT Systems: An Industrial Survey
    Open this publication in new window or tab >>On the Deployment of IoT Systems: An Industrial Survey
    Show others...
    2020 (English)In: 2020 IEEE International Conference on Software Architecture Companion (ICSA-C), 2020Conference paper, Published paper (Refereed)
    Abstract [en]

    Internet of Things (IoT) systems are complex and multifaceted, and the design of their architectures needs to consider many aspects at a time. Design decisions concern, for instance, the modeling of software components and their interconnections, as well as where to deploy the components within the available hardware infrastructure in the Edge-Cloud continuum. A relevant and challenging task, in this context, is to identify optimal deployment models due to all the different aspects involved, such as extra-functional requirements of the system, heterogeneity of the hardware resources concerning their processing and storage capabilities, and constraints like legal issues and operational cost limits. To gain insights about the deployment decisions concerning IoT systems in practice, and the factors that influence those decisions, we report about an industrial survey we conducted with 66 IoT architects from 18 countries across the world. Each participant filled in a questionnaire that comprises 15 questions. By analyzing the collected data, we have two main findings: (i) architects rely on the Cloud more than the Edge for deploying the software components of IoT systems, in the majority of the IoT application domains; and (ii) the main factors driving deployment decisions are four: reliability, performance, security, and cost.

    National Category
    Information Systems, Social aspects
    Identifiers
    urn:nbn:se:mau:diva-36983 (URN)10.1109/ICSA-C50368.2020.00012 (DOI)000587897600006 ()2-s2.0-85085747272 (Scopus ID)978-1-7281-7415-0 (ISBN)978-1-7281-7416-7 (ISBN)
    Conference
    2020 IEEE International Conference on Software Architecture Companion (ICSA-C), 16-20 March 2020, Salvador, Brazil
    Available from: 2020-11-26 Created: 2020-11-26 Last updated: 2024-06-17Bibliographically approved
    6. A Goal driven Approach for Deploying Self-adaptive IoT Systems
    Open this publication in new window or tab >>A Goal driven Approach for Deploying Self-adaptive IoT Systems
    Show others...
    2020 (English)In: Proceedings: 2020 IEEE International Conference on Software Architecture (ICSA), Salvador, Brazil, 16-20 March 2020 / [ed] Lisa O’Conner, 2020, p. 146-156Conference paper, Published paper (Refereed)
    Abstract [en]

    Engineering Internet of Things (IoT) systems is a challenging task partly due to the dynamicity and uncertainty of the environment including the involvement of the human in the loop. Users should be able to achieve their goals seamlessly in different environments, and IoT systems should be able to cope with dynamic changes. Several approaches have been proposed to enable the automated formation, enactment, and self-adaptation of goal-driven IoT systems. However, they do not address deployment issues. In this paper, we propose a goal-driven approach for deploying self-adaptive IoT systems in the Edge-Cloud continuum. Our approach supports the systems to cope with the dynamicity and uncertainty of the environment including changes in their deployment topologies, i.e., the deployment nodes and their interconnections. We describe the architecture and processes of the approach and the simulations that we conducted to validate its feasibility. The results of the simulations show that the approach scales well when generating and adapting the deployment topologies of goal-driven IoT systems in smart homes and smart buildings.

    National Category
    Information Systems, Social aspects
    Identifiers
    urn:nbn:se:mau:diva-36984 (URN)10.1109/ICSA47634.2020.00022 (DOI)000584237000014 ()2-s2.0-85085928360 (Scopus ID)978-1-7281-4659-1 (ISBN)978-1-7281-4660-7 (ISBN)
    Conference
    IEEE International Conference on Software Architecture (ICSA), Salvador, Brazil, 16-20 March 2020
    Available from: 2020-11-26 Created: 2020-11-26 Last updated: 2024-06-17Bibliographically approved
    7. An Agent-based Approach to Realize Emergent Configurationsin the Internet of Things
    Open this publication in new window or tab >>An Agent-based Approach to Realize Emergent Configurationsin the Internet of Things
    2020 (English)In: Electronics, E-ISSN 2079-9292, Vol. 9, no 9, article id 1347Article in journal (Refereed) Published
    Abstract [en]

    The Internet of Things (IoT) has enabled physical objects and devices, often referred to as things, to connect and communicate. This has opened up for the development of novel types of services that improve the quality of our daily lives. The dynamicity and uncertainty of IoT environments, including the mobility of users and devices, make it hard to foresee at design time available things and services. Further, users should be able to achieve their goals seamlessly in arbitrary environments. To address these challenges, we exploit Artificial Intelligence (AI) to engineer smart IoT systems that can achieve user goals and cope with the dynamicity and uncertainty of their environments. More specifically, the main contribution of this paper is an approach that leverages the notion of Belief-Desire-Intention agents and Machine Learning (ML) techniques to realize Emergent Configurations (ECs) in the IoT. An EC is an IoT system composed of a dynamic set of things that connect and cooperate temporarily to achieve a user goal. The approach enables the distributed formation, enactment, adaptation of ECs, and conflict resolution among them. We present a conceptual model of the entities of the approach, its underlying processes, and the guidelines for using it. Moreover, we report about the simulations conducted to validate the feasibility of the approach and evaluate its scalability. View Full-Text

    Place, publisher, year, edition, pages
    MDPI, 2020
    Keywords
    emergent configurations; artificial intelligence; self-adaptive IoT systems
    National Category
    Information Systems, Social aspects
    Identifiers
    urn:nbn:se:mau:diva-36985 (URN)10.3390/electronics9091347 (DOI)000580061200001 ()2-s2.0-85089677698 (Scopus ID)
    Available from: 2020-11-26 Created: 2020-11-26 Last updated: 2024-02-05Bibliographically approved
    8. Activity Recognition and User Preference Learning for Automated Configuration of IoT Environments
    Open this publication in new window or tab >>Activity Recognition and User Preference Learning for Automated Configuration of IoT Environments
    2020 (English)In: IoT '20: Proceedings of the 10th International Conference on the Internet of Things, New York, United States: ACM Digital Library, 2020, p. 1-8, article id 3Conference paper, Published paper (Refereed)
    Abstract [en]

    Internet of Things (IoT) environments encompass different types of devices and objects that offer a wide range of services. The dynamicity and uncertainty of those environments, including the mobility of users and devices, make it hard to foresee at design time available devices, objects, and services. For the users to benefit from such environments, they should be proposed services that are relevant to the specific context and can be provided by available things. Moreover, environments should be configured automatically based on users' preferences. To address these challenges, we propose an approach that leverages Artificial Intelligence techniques to recognize users' activities and provides relevant services to support users to perform their activities. Moreover, our approach learns users' preferences and configures their environments accordingly by dynamically forming, enacting, and adapting goal-driven IoT systems. In this paper, we present a conceptual model, a multi-tier architecture, and processes of our approach. Moreover, we report about how we validated the feasibility and evaluated the scalability of the approach through a prototype that we developed and used.

    Place, publisher, year, edition, pages
    New York, United States: ACM Digital Library, 2020
    National Category
    Information Systems, Social aspects
    Identifiers
    urn:nbn:se:mau:diva-36986 (URN)10.1145/3410992.3411003 (DOI)2-s2.0-85123041965 (Scopus ID)978-1-4503-8758-3 (ISBN)
    Conference
    IoT '20: 10th International Conference on the Internet of Things, Malmö Sweden 6-9 October, 2020
    Available from: 2020-11-26 Created: 2020-11-26 Last updated: 2024-02-05Bibliographically approved
    Download full text (pdf)
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  • 33.
    Alkhabbas, Fahed
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Towards Emergent Configurations in the Internet of Things2018Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The Internet of Things (IoT) is a fast-spreading technology that enables new types of services in several domains, such as transportation, health, and building automation. To exploit the potential of the IoT effectively, several challenges have to be tackled including the following ones. First, the proposed IoT visions provide a fragmented picture, leading to a lack of consensus about IoT systems and their constituents. A second set of challenges concerns the environment of IoT systems that is often dynamic and uncertain, e.g. devices can appear and be discovered at runtime as well as become suddenly unavailable. Additionally, the in- volvement of human users complicates the scene as people’s activities are not always predictable . The majority of existing approaches to en- gineer IoT systems rely on predefined processes to achieve users’ goals. Consequently, such systems have significant shortcomings in coping with dynamic and uncertain environments. To piece together the fragmented picture of IoT systems, we sys- tematically identified their characteristics by analyzing and synthesizing existing taxonomies. To address the challenges related to the IoT envir- onment and the involvement of human users, we used the concept of Emergent Configurations (ECs) to engineer IoT systems. An EC consists of a dynamic set of devices that cooperate temporarily to achieve a user goal. To realize this vision, we proposed novel approaches that enable users to achieve their goals by supporting the automated formation, en- actment, and self-adaptation of IoT systems.

    List of papers
    1. Characterizing Internet of Things Systems through Taxonomies: A Systematic Mapping Study
    Open this publication in new window or tab >>Characterizing Internet of Things Systems through Taxonomies: A Systematic Mapping Study
    2019 (English)In: Internet of Things: Engineering Cyber Physical Human Systems, E-ISSN 2542-6605, Vol. 7, article id 100084Article, review/survey (Refereed) Published
    Abstract [en]

    During the last decade, a large number of different definitions and taxonomies of Internet of Things (IoT) systems have been proposed. This has resulted in a fragmented picture and a lack of consensus about IoT systems and their constituents. To provide a better understanding of this issue and a way forward, we have conducted a Systematic Mapping Study (SMS) of existing IoT System taxonomies. In addition, we propose a characterization of IoT systems synthesized from the existing taxonomies, which provides a more holistic view of IoT systems than previous taxonomies. It includes seventeen characteristics, divided into two groups: elements and quality aspects. Finally, by analyzing the results of the SMS, we draw future research directions.

    Place, publisher, year, edition, pages
    Elsevier, 2019
    Keywords
    Internet of Things (IoT), Characterization of IoT systems, Systematic Mapping Study (SMS), Taxonomies
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-1245 (URN)10.1016/j.iot.2019.100084 (DOI)000695693700007 ()2-s2.0-85081397939 (Scopus ID)29642 (Local ID)29642 (Archive number)29642 (OAI)
    Available from: 2020-02-27 Created: 2020-02-27 Last updated: 2024-02-06Bibliographically approved
    2. Emergent Configurations in the Internet of Things as System of Systems
    Open this publication in new window or tab >>Emergent Configurations in the Internet of Things as System of Systems
    2017 (English)In: Proceedings: 2017 IEEE/ACM Joint 5th International Workshop on Software Engineering for Systems-of-Systems and 11th Workshop on Distributed Software Development, Software Ecosystems and Systems-of-Systems (JSOS), IEEE, 2017, p. 70-71Conference paper, Published paper (Refereed)
    Abstract [en]

    Systems of Systems (SoS) and the Internet of Things (IoT) have many common characteristics. For example, their constituents are heterogeneous, often autonomous, and distributed. Moreover, both IoT systems and SoS achieve their intended goals by means of the dynamic collaboration and coordination among their constituents. In this paper, by using the notion of Emergent Configurations (ECs) as a means to engineer IoT systems, we show how ECs in the IoT can be regarded both as systems and SoS by exploiting two scenarios.

    Place, publisher, year, edition, pages
    IEEE, 2017
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-12467 (URN)10.1109/JSOS.2017.6 (DOI)000414481900012 ()2-s2.0-85026366715 (Scopus ID)24100 (Local ID)24100 (Archive number)24100 (OAI)
    Conference
    SESoS/WDES: Joint 5th International Workshop on Software Engineering for Systems-of-Systems and 11th Workshop on Distributed Software Development, Software Ecosystems and Systems-of-Systems, Buenos Aires, Argentina (May 23, 2017)
    Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-02-05Bibliographically approved
    3. Architecting Emergent Configurations in the Internet of Things
    Open this publication in new window or tab >>Architecting Emergent Configurations in the Internet of Things
    2017 (English)In: Proceedings: 2017 IEEE International Conference on Software Architecture (ICSA), IEEE, 2017, p. 221-224Conference paper, Published paper (Refereed)
    Abstract [en]

    The Internet of Things (IoT) has a great potential to change our lives. Billions of heterogeneous, distributed, intelligent, and sometimes mobile devices, will be connected and offer new types of applications and ways to interact. The dynamic environment of the IoT, the involvement of the human in the loop, and the runtime interactions among devices and applications, put additional requirements on the systems' architecture. In this paper, we use the Emergent Configurations (ECs) concept as a way to engineer IoT systems and propose an architecture for ECs. More specifically, we discuss (i) how connected devices and applications form ECs to achieve users' goals and (ii) how applications are run and adapted in response to runtime context changes including, e.g., the sudden unavailability of devices, by exploiting the Smart Meeting Room case.

    Place, publisher, year, edition, pages
    IEEE, 2017
    Keywords
    Internet of Things, Emergent Configurations, Architecture, Self-adaptation.
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-12616 (URN)10.1109/ICSA.2017.37 (DOI)000403402100028 ()2-s2.0-85021428979 (Scopus ID)24105 (Local ID)24105 (Archive number)24105 (OAI)
    Conference
    International Conference on Software Architecture (Workshops), Gothenburg, Sweden (April 3-7, 2017)
    Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-02-05Bibliographically approved
    4. A Commitment-Based Approach to Realize Emergent Configurations in the Internet of Things
    Open this publication in new window or tab >>A Commitment-Based Approach to Realize Emergent Configurations in the Internet of Things
    2017 (English)In: Software Architecture Workshops (ICSAW), 2017 IEEE International Conference on, IEEE, 2017, p. 88-91Conference paper, Published paper (Refereed)
    Abstract [en]

    The Internet of Things (IoT) involves intelligent, heterogeneous, autonomous and often distributed things which interact and collaborate to achieve common goals. A useful concept for supporting this effort is Emergent Configuration (EC), which consists of a dynamic set of things, with their functionalities and services, that cooperate temporarily to achieve a goal. In this paper we introduce a commitment-based approach that exploits the concept of commitments to realize ECs. More specifically, (i) we present a conceptual model for commitment-based ECs, (ii) we use the smart meeting room scenario to illustrate how ECs are realized via commitments.

    Place, publisher, year, edition, pages
    IEEE, 2017
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-12353 (URN)10.1109/ICSAW.2017.55 (DOI)000413089000017 ()2-s2.0-85025677705 (Scopus ID)24097 (Local ID)24097 (Archive number)24097 (OAI)
    Conference
    International Conference on Software Architecture (Workshops), Gothenburg, Sweden (April 5-7, 2017)
    Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-06-17Bibliographically approved
    Download full text (pdf)
    Comprehensive summary
  • 34.
    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).
    Alawadi, Sadi
    School of Information Technology, Halmstad University, Halmstad, Sweden.
    Ayyad, Majed
    Birzeit University, Department of Computer Science, Palestine.
    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).
    ART4FL: An Agent-Based Architectural Approach for Trustworthy Federated Learning in the IoT2023In: 2023 Eighth International Conference on Fog and Mobile Edge Computing (FMEC), Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper (Refereed)
    Abstract [en]

    The integration of the Internet of Things (IoT) and Machine Learning (ML) technologies has opened up for the development of novel types of systems and services. Federated Learning (FL) has enabled the systems to collaboratively train their ML models while preserving the privacy of the data collected by their IoT devices and objects. Several FL frameworks have been developed, however, they do not enable FL in open, distributed, and heterogeneous IoT environments. Specifically, they do not support systems that collect similar data to dynamically discover each other, communicate, and negotiate about the training terms (e.g., accuracy, communication latency, and cost). Towards bridging this gap, we propose ART4FL, an end-to-end framework that enables FL in open IoT settings. The framework enables systems' users to configure agents that participate in FL on their behalf. Those agents negotiate and make commitments (i.e., contractual agreements) to dynamically form federations. To perform FL, the framework deploys the needed services dynamically, monitors the training rounds, and calculates agents' trust scores based on the established commitments. ART4FL exploits a blockchain network to maintain the trust scores, and it provides those scores to negotiating agents' during the federations' formation phase.

  • 35.
    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).
    Alawadi, Sadi
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Internet of Things and People (IOTAP).
    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).
    Activity Recognition and User Preference Learning for Automated Configuration of IoT Environments2020In: IoT '20: Proceedings of the 10th International Conference on the Internet of Things, New York, United States: ACM Digital Library, 2020, p. 1-8, article id 3Conference paper (Refereed)
    Abstract [en]

    Internet of Things (IoT) environments encompass different types of devices and objects that offer a wide range of services. The dynamicity and uncertainty of those environments, including the mobility of users and devices, make it hard to foresee at design time available devices, objects, and services. For the users to benefit from such environments, they should be proposed services that are relevant to the specific context and can be provided by available things. Moreover, environments should be configured automatically based on users' preferences. To address these challenges, we propose an approach that leverages Artificial Intelligence techniques to recognize users' activities and provides relevant services to support users to perform their activities. Moreover, our approach learns users' preferences and configures their environments accordingly by dynamically forming, enacting, and adapting goal-driven IoT systems. In this paper, we present a conceptual model, a multi-tier architecture, and processes of our approach. Moreover, we report about how we validated the feasibility and evaluated the scalability of the approach through a prototype that we developed and used.

  • 36.
    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.

    Download full text (pdf)
    fulltext
  • 37.
    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.

  • 38.
    Alkhabbas, Fahed
    et al.
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    DeSanctis, Martina
    Fondazione Bruno Kessler, Via Sommarive, 18, Trento, Italy.
    Spalazzese, Romina
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Bucchiarone, Antonio
    Fondazione Bruno Kessler, Via Sommarive, 18, Trento, Italy.
    Davidsson, Paul
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Marconi, Annapaola
    Fondazione Bruno Kessler, Via Sommarive, 18, Trento, Italy.
    Enacting Emergent Configurations in the IoT Through Domain Objects2018In: Proceedings of ICSOC 2018: Service-Oriented Computing, Springer, 2018, p. 279-294Conference paper (Refereed)
    Abstract [en]

    The Internet of Things (IoT) pervades more and more aspects of our lives and often involves many types of smart connected objects and devices. User’s IoT environment changes dynamically, e.g., due to the mobility of the user and devices. Users can fully benefit from the IoT only when they can effortlessly interact with it. To accomplish this in a dynamic and heterogenous environment, we make use of Emergent Configurations (ECs), which consist of a set of things that connect and cooperate temporarily through their functionalities, applications, and services, to achieve a user goal. In this paper, we: (i) present the IoT-FED architectural approach to enable the automated formation and enactment of ECs. IoT-FED exploits heterogeneous and independently developed things, IoT services, and applications which are modeled as Domain Objects (DOs), a service-based formalism. Additionally, we (ii) discuss the prototype we developed and the experiments run in our IoT lab, for validation purposes.

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  • 39.
    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).
    Murturi, Ilir
    Distributed Systems Group, TU Wien, Austria.
    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).
    Dustdar, Schahram
    Distributed Systems Group, TU Wien, Austria.
    A Goal driven Approach for Deploying Self-adaptive IoT Systems2020In: Proceedings: 2020 IEEE International Conference on Software Architecture (ICSA), Salvador, Brazil, 16-20 March 2020 / [ed] Lisa O’Conner, 2020, p. 146-156Conference paper (Refereed)
    Abstract [en]

    Engineering Internet of Things (IoT) systems is a challenging task partly due to the dynamicity and uncertainty of the environment including the involvement of the human in the loop. Users should be able to achieve their goals seamlessly in different environments, and IoT systems should be able to cope with dynamic changes. Several approaches have been proposed to enable the automated formation, enactment, and self-adaptation of goal-driven IoT systems. However, they do not address deployment issues. In this paper, we propose a goal-driven approach for deploying self-adaptive IoT systems in the Edge-Cloud continuum. Our approach supports the systems to cope with the dynamicity and uncertainty of the environment including changes in their deployment topologies, i.e., the deployment nodes and their interconnections. We describe the architecture and processes of the approach and the simulations that we conducted to validate its feasibility. The results of the simulations show that the approach scales well when generating and adapting the deployment topologies of goal-driven IoT systems in smart homes and smart buildings.

  • 40.
    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).
    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).
    Cerioli, Maura
    Università di Genova, Dipartimento di Informatica, Bioingegneria, Italy.
    Leotta, Maurizio
    Università di Genova, Dipartimento di Informatica, Bioingegneria, Italy.
    Reggio, Gianna
    Università di Genova, Dipartimento di Informatica, Bioingegneria, Italy.
    On the Deployment of IoT Systems: An Industrial Survey2020In: 2020 IEEE International Conference on Software Architecture Companion (ICSA-C), 2020Conference paper (Refereed)
    Abstract [en]

    Internet of Things (IoT) systems are complex and multifaceted, and the design of their architectures needs to consider many aspects at a time. Design decisions concern, for instance, the modeling of software components and their interconnections, as well as where to deploy the components within the available hardware infrastructure in the Edge-Cloud continuum. A relevant and challenging task, in this context, is to identify optimal deployment models due to all the different aspects involved, such as extra-functional requirements of the system, heterogeneity of the hardware resources concerning their processing and storage capabilities, and constraints like legal issues and operational cost limits. To gain insights about the deployment decisions concerning IoT systems in practice, and the factors that influence those decisions, we report about an industrial survey we conducted with 66 IoT architects from 18 countries across the world. Each participant filled in a questionnaire that comprises 15 questions. By analyzing the collected data, we have two main findings: (i) architects rely on the Cloud more than the Edge for deploying the software components of IoT systems, in the majority of the IoT application domains; and (ii) the main factors driving deployment decisions are four: reliability, performance, security, and cost.

  • 41.
    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).
    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).
    An Agent-based Approach to Realize Emergent Configurationsin the Internet of Things2020In: Electronics, E-ISSN 2079-9292, Vol. 9, no 9, article id 1347Article in journal (Refereed)
    Abstract [en]

    The Internet of Things (IoT) has enabled physical objects and devices, often referred to as things, to connect and communicate. This has opened up for the development of novel types of services that improve the quality of our daily lives. The dynamicity and uncertainty of IoT environments, including the mobility of users and devices, make it hard to foresee at design time available things and services. Further, users should be able to achieve their goals seamlessly in arbitrary environments. To address these challenges, we exploit Artificial Intelligence (AI) to engineer smart IoT systems that can achieve user goals and cope with the dynamicity and uncertainty of their environments. More specifically, the main contribution of this paper is an approach that leverages the notion of Belief-Desire-Intention agents and Machine Learning (ML) techniques to realize Emergent Configurations (ECs) in the IoT. An EC is an IoT system composed of a dynamic set of things that connect and cooperate temporarily to achieve a user goal. The approach enables the distributed formation, enactment, adaptation of ECs, and conflict resolution among them. We present a conceptual model of the entities of the approach, its underlying processes, and the guidelines for using it. Moreover, we report about the simulations conducted to validate the feasibility of the approach and evaluate its scalability. View Full-Text

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  • 42.
    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).
    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).
    Characterizing Internet of Things Systems through Taxonomies: A Systematic Mapping Study2019In: Internet of Things: Engineering Cyber Physical Human Systems, E-ISSN 2542-6605, Vol. 7, article id 100084Article, review/survey (Refereed)
    Abstract [en]

    During the last decade, a large number of different definitions and taxonomies of Internet of Things (IoT) systems have been proposed. This has resulted in a fragmented picture and a lack of consensus about IoT systems and their constituents. To provide a better understanding of this issue and a way forward, we have conducted a Systematic Mapping Study (SMS) of existing IoT System taxonomies. In addition, we propose a characterization of IoT systems synthesized from the existing taxonomies, which provides a more holistic view of IoT systems than previous taxonomies. It includes seventeen characteristics, divided into two groups: elements and quality aspects. Finally, by analyzing the results of the SMS, we draw future research directions.

  • 43.
    Alkhabbas, Fahed
    et al.
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Spalazzese, Romina
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Davidsson, Paul
    Malmö University, Internet of Things and People (IOTAP). Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    ECo-IoT: An Architectural Approach for Realizing Emergent Configurations in the Internet of Things2018In: Software Architecture: Proceeding of 12th European Conference on Software Architecture, ECSA 2018, Springer, 2018, p. 86-102Conference paper (Refereed)
    Abstract [en]

    The rapid proliferation of the Internet of Things (IoT) is changing the way we live our everyday life and the society in general. New devices get connected to the Internet every day and, similarly, new IoT services and applications exploiting them are developed across a wide range of domains. The IoT environment typically is very dynamic, devices might suddenly become unavailable and new ones might appear. Similarly, users enter and/or leave the IoT environment while being interested in fulfilling their individual needs. These key aspects must be considered while designing and realizing IoT systems. In this paper we propose ECo-IoT, an architectural approach to enable the automated formation and adaptation of Emergent Configurations (ECs) in the IoT. An EC is formed by a set of things, with their services, functionalities, and applications, to realize a user goal. ECs are adapted in response to (un)foreseen context changes e.g., changes in available things or due to changing or evolving user goals. In the paper, we describe: (i) an architecture and a process for realizing ECs; and (ii) a prototype we implemented for (iii) the validation of ECo-IoT through an IoT scenario that we use throughout the paper.

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  • 44.
    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).
    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).
    Human-Centric Emergent Configurations: Supporting the User Through Self-configuring IoT Systems2021In: Advances in Neuroergonomics and Cognitive Engineering: Proceedings of the AHFE 2021 Virtual Conferences on Neuroergonomics and Cognitive Engineering, Industrial Cognitive Ergonomics and Engineering Psychology, and Cognitive Computing and Internet of Things, July 25-29, 2021, USA / [ed] Hasan Ayaz; Umer Asgher; Lucas Paletta, Springer, 2021, p. 411-418Conference paper (Refereed)
    Abstract [en]

    The Internet of Things (IoT) is revolutionizing our environments with novel types of services and applications by exploiting the large number of diverse connected things. One of the main challenges in the IoT is to engineer systems to support human users to achieve their goals in dynamic and uncertain environments. For instance, the mobility of both users and devices makes it infeasible to always foresee the available things in the users’ current environments. Moreover, users’ activities and/or goals might change suddenly. To support users in such environments, we developed an initial approach that exploits the notion of Emergent Configurations (ECs) and mixed initiative techniques to engineer self-configuring IoT systems. An EC is a goal-driven IoT system composed of a dynamic set of temporarily connecting and cooperating things. ECs are more flexible and usable than IoT systems whose constituents and interfaces are fully specified at design time

  • 45.
    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.

  • 46.
    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.

    List of papers
    1. Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer
    Open this publication in new window or tab >>Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer
    Show others...
    2018 (English)In: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM Digital Library, 2018, article id 50Conference paper, Published paper (Refereed)
    Abstract [en]

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

    Place, publisher, year, edition, pages
    ACM Digital Library, 2018
    Keywords
    Mixed-Initiative Design, Procedural Content Generation, Game Design Patterns
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-16793 (URN)10.1145/3235765.3235815 (DOI)2-s2.0-85055514392 (Scopus ID)27339 (Local ID)27339 (Archive number)27339 (OAI)
    Conference
    International Conference on the Foundations of Digital Games, Malmö, Sweden (2018, August 7-10)
    Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-04-04Bibliographically approved
    2. Assessing Aesthetic Criteria in the Evolutionary dungeon Designer
    Open this publication in new window or tab >>Assessing Aesthetic Criteria in the Evolutionary dungeon Designer
    Show others...
    2018 (English)In: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM Digital Library, 2018, article id 44Conference paper, Published paper (Refereed)
    Abstract [en]

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

    Place, publisher, year, edition, pages
    ACM Digital Library, 2018
    Series
    International Conference Proceeding Series (ICPS)
    Keywords
    Procedural Content Generation, Evolutionary Algorithms, Mixed-Initiative Design
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-16819 (URN)10.1145/3235765.3235810 (DOI)2-s2.0-85055581467 (Scopus ID)27341 (Local ID)27341 (Archive number)27341 (OAI)
    Conference
    International Conference on the Foundations of Digital Games, Malmö, Sweden (2018, August 7-10)
    Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-02-05Bibliographically approved
    3. Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites
    Open this publication in new window or tab >>Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites
    2019 (English)Conference paper, Published paper (Refereed)
    Abstract [en]

    We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you typically find in computer role playing games. The feature uses the MAP-Elites algorithm, an illumination algorithm which divides the population into a number of cells depending on their values along several behavioral dimensions. Users can flexibly and dynamically choose relevant dimensions of variation, and incorporate suggestions produced by the algorithm in their map designs. At the same time, any modifications performed by the human feed back into MAP-Elites, and are used to generate further suggestions.

    Place, publisher, year, edition, pages
    IEEE, 2019
    Series
    IEEE Conference on Computational Intelligence and Games, ISSN 2325-4270, E-ISSN 2325-4289
    Keywords
    Procedural Content Generation, Evolutionary Algorithms, MIxed-Initiative Co-Creativity, Computer Games
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-12640 (URN)10.1109/CIG.2019.8848022 (DOI)000843154300065 ()2-s2.0-85073116656 (Scopus ID)30472 (Local ID)30472 (Archive number)30472 (OAI)
    Conference
    IEEE Conference on Games, London, United Kingdom (2019/08/20 - 2019/08/23)
    Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-06-17Bibliographically approved
    4. Learning the Designer’s Preferences to Drive Evolution
    Open this publication in new window or tab >>Learning the Designer’s Preferences to Drive Evolution
    2020 (English)In: EvoApplications 2020: Applications of Evolutionary Computation, Springer, 2020, p. 431-445Conference paper, Published 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.

    Place, publisher, year, edition, pages
    Springer, 2020
    Series
    Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 12104
    Keywords
    Procedural Content Generation, Machine Learning, Mixed-initiative Co-Creativity, Evolutionary Computation
    National Category
    Human Computer Interaction Computer Sciences
    Research subject
    Interaktionsdesign
    Identifiers
    urn:nbn:se:mau:diva-18273 (URN)10.1007/978-3-030-43722-0_28 (DOI)000896394100028 ()2-s2.0-85084747634 (Scopus ID)978-3-030-43722-0 (ISBN)978-3-030-43721-3 (ISBN)
    Conference
    Applications of Evolutionary Computation, 15-17 April 2020, Seville, Spain
    Available from: 2020-09-21 Created: 2020-09-21 Last updated: 2023-12-14Bibliographically approved
    5. Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions
    Open this publication in new window or tab >>Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions
    2022 (English)In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 2, p. 202-211Article in journal (Refereed) Published
    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.

    Place, publisher, year, edition, pages
    IEEE, 2022
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:mau:diva-40278 (URN)10.1109/TG.2020.3046133 (DOI)000811581700012 ()2-s2.0-85098766850 (Scopus ID)
    Available from: 2021-02-01 Created: 2021-02-01 Last updated: 2024-04-04Bibliographically approved
    6. To Make Sense of Procedurally Generated Dungeons
    Open this publication in new window or tab >>To Make Sense of Procedurally Generated Dungeons
    2020 (English)In: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery (ACM), 2020, p. 384-387Conference paper, Published paper (Refereed)
    Abstract [en]

    With the growth of procedural content generation in game development, there is a need for a viable generative method to give context and make sense of the content within game space. We propose procedural narrative as context through objectives, as a useful means to structure content in games. In this paper, we present and describe an artifact developed as a sub-system to the Evolutionary Dungeon Designer (EDD) that procedurally generates objectives for the dungeons created with the tool. The quality of the content within rooms is used to generate objectives, and together with the distributions and design of the dungeon, main and side objectives are formed to maximize the usage of game space and create a proper context.  

    Place, publisher, year, edition, pages
    Association for Computing Machinery (ACM), 2020
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:mau:diva-51838 (URN)10.1145/3383668.3419890 (DOI)2-s2.0-85096777424 (Scopus ID)978-1-4503-7587-0 (ISBN)
    Conference
    CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event Canada, November 2 - 4, 2020
    Available from: 2022-05-31 Created: 2022-05-31 Last updated: 2024-02-05Bibliographically approved
    7. Questgram [Qg]: Toward a Mixed-Initiative Quest Generation Tool
    Open this publication in new window or tab >>Questgram [Qg]: Toward a Mixed-Initiative Quest Generation Tool
    2021 (English)In: 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, Published 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.

    Place, publisher, year, edition, pages
    Association for Computing Machinery (ACM), 2021
    Keywords
    Computer Games, Mixed-Initiative Co-Creative Design, Grammars, Quest Generation, Procedural Content Generation
    National Category
    Human Computer Interaction Computer Sciences
    Research subject
    Interaktionsdesign
    Identifiers
    urn:nbn:se:mau:diva-47271 (URN)10.1145/3472538.3472544 (DOI)001124866500005 ()2-s2.0-85118275444 (Scopus ID)
    Conference
    Foundations of Digital Games, August 2021
    Available from: 2021-12-07 Created: 2021-12-07 Last updated: 2024-05-28Bibliographically approved
    8. Assessing the Effects of Interacting with MAP-Elites
    Open this publication in new window or tab >>Assessing the Effects of Interacting with MAP-Elites
    2021 (English)In: 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, Published 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.

    Place, publisher, year, edition, pages
    Association for the Advancement of Artificial Intelligence, 2021
    Series
    Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, ISSN 2326-909X, E-ISSN 2334-0924 ; 17:1
    National Category
    Computer Sciences Human Computer Interaction
    Research subject
    Interaktionsdesign
    Identifiers
    urn:nbn:se:mau:diva-47273 (URN)10.1609/aiide.v17i1.18899 (DOI)2-s2.0-85129807455 (Scopus ID)978-1-57735-871-8 (ISBN)
    Conference
    Artificial Intelligence and Interactive Digital Entertainment (AIIDE), October 11–15, 2021, A Virtual Conference
    Available from: 2021-12-07 Created: 2021-12-07 Last updated: 2024-12-05Bibliographically approved
    9. Toward Designer Modeling Through Design Style Clustering
    Open this publication in new window or tab >>Toward Designer Modeling Through Design Style Clustering
    2022 (English)In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 4, p. 676-686Article in journal (Refereed) Published
    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.

    Place, publisher, year, edition, pages
    IEEE, 2022
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:mau:diva-51543 (URN)10.1109/tg.2022.3143800 (DOI)000908822400014 ()2-s2.0-85123365921 (Scopus ID)
    Available from: 2022-05-19 Created: 2022-05-19 Last updated: 2024-02-05Bibliographically approved
    10. TropeTwist:Trope-based Narrative Structure Generation
    Open this publication in new window or tab >>TropeTwist:Trope-based Narrative Structure Generation
    2022 (English)In: Proceedings of the 13th Workshop on Procedural Content Generation, FDG, Association for Computing Machinery (ACM), 2022Conference paper, Oral presentation with published abstract (Other academic)
    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.

    Place, publisher, year, edition, pages
    Association for Computing Machinery (ACM), 2022
    Keywords
    Authoring Tools, Narrative Generation, Evolutionary Computation, MAP-Elites, Computer Games
    National Category
    Computer Sciences Human Computer Interaction
    Research subject
    Interaktionsdesign
    Identifiers
    urn:nbn:se:mau:diva-54331 (URN)
    Conference
    The International Conference on the Foundations of Digital Games (FDG)
    Available from: 2022-08-05 Created: 2022-08-05 Last updated: 2024-06-11Bibliographically approved
    11. Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures
    Open this publication in new window or tab >>Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures
    2022 (English)In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM Digital Library, 2022, article id 42Conference paper, Published 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.  

     

     

    Place, publisher, year, edition, pages
    ACM Digital Library, 2022
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:mau:diva-56278 (URN)10.1145/3555858.3555929 (DOI)2-s2.0-85142339970 (Scopus ID)978-1-4503-9795-7 (ISBN)
    Conference
    FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022
    Available from: 2022-11-29 Created: 2022-11-29 Last updated: 2024-02-05Bibliographically approved
    12. Towards AI as a Creative Colleague in Game Level Design
    Open this publication in new window or tab >>Towards AI as a Creative Colleague in Game Level Design
    2022 (English)In: Proceedings of the 18th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AAAI Press, 2022, Vol. 18, p. 137-145Conference paper, Published paper (Refereed)
    Abstract [en]

    In Mixed-Initiative Co-Creative tools, the human is mostly in control of what will and can be created, delegating the AI to a more suggestive role instead of a colleague in the co-creative process. Allowing more control and agency for the AI might be an interesting path in co-creative scenarios where AI could direct and take more initiative within the co-creative task. However, the relationship between AI and human designers in creative processes is delicate, as adjusting the initiative or agency of the AI can negatively affect the user experience. In this paper, different degrees of agency for the AI are explored within the Evolutionary Dungeon Designer (EDD) to further understand MI-CC tools. A user study was performed using EDD with three varying degrees of AI agency. The study highlighted elements of frustration that the human designer experiences when using the tool and the behavior in the AI that led to possible strains on the relationship. The paper concludes with the identified issues and possible solutions and suggested further research.

    Place, publisher, year, edition, pages
    AAAI Press, 2022
    Series
    Proceedings (AAAI Artificial Intelligence and Interactive Digital Entertainment Conference), ISSN 2326-909X, E-ISSN 2334-0924 ; 18:1
    Keywords
    AI Agency, Mixed-Initiative Co-Creativity, Level Design, AI Roles
    National Category
    Human Computer Interaction Computer Sciences
    Research subject
    Interaktionsdesign
    Identifiers
    urn:nbn:se:mau:diva-54334 (URN)10.1609/aiide.v18i1.21957 (DOI)2-s2.0-85172147842 (Scopus ID)978-1-57735-877-0 (ISBN)
    Conference
    AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), October 24–28, 2022, Pomona.
    Available from: 2022-08-05 Created: 2022-08-05 Last updated: 2023-12-12Bibliographically approved
    Download full text (pdf)
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  • 47.
    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.

    List of papers
    1. Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer
    Open this publication in new window or tab >>Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer
    Show others...
    2018 (English)In: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM Digital Library, 2018, article id 50Conference paper, Published paper (Refereed)
    Abstract [en]

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

    Place, publisher, year, edition, pages
    ACM Digital Library, 2018
    Keywords
    Mixed-Initiative Design, Procedural Content Generation, Game Design Patterns
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-16793 (URN)10.1145/3235765.3235815 (DOI)2-s2.0-85055514392 (Scopus ID)27339 (Local ID)27339 (Archive number)27339 (OAI)
    Conference
    International Conference on the Foundations of Digital Games, Malmö, Sweden (2018, August 7-10)
    Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-04-04Bibliographically approved
    2. Assessing Aesthetic Criteria in the Evolutionary dungeon Designer
    Open this publication in new window or tab >>Assessing Aesthetic Criteria in the Evolutionary dungeon Designer
    Show others...
    2018 (English)In: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM Digital Library, 2018, article id 44Conference paper, Published paper (Refereed)
    Abstract [en]

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

    Place, publisher, year, edition, pages
    ACM Digital Library, 2018
    Series
    International Conference Proceeding Series (ICPS)
    Keywords
    Procedural Content Generation, Evolutionary Algorithms, Mixed-Initiative Design
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-16819 (URN)10.1145/3235765.3235810 (DOI)2-s2.0-85055581467 (Scopus ID)27341 (Local ID)27341 (Archive number)27341 (OAI)
    Conference
    International Conference on the Foundations of Digital Games, Malmö, Sweden (2018, August 7-10)
    Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-02-05Bibliographically approved
    3. Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites
    Open this publication in new window or tab >>Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites
    2019 (English)Conference paper, Published paper (Refereed)
    Abstract [en]

    We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you typically find in computer role playing games. The feature uses the MAP-Elites algorithm, an illumination algorithm which divides the population into a number of cells depending on their values along several behavioral dimensions. Users can flexibly and dynamically choose relevant dimensions of variation, and incorporate suggestions produced by the algorithm in their map designs. At the same time, any modifications performed by the human feed back into MAP-Elites, and are used to generate further suggestions.

    Place, publisher, year, edition, pages
    IEEE, 2019
    Series
    IEEE Conference on Computational Intelligence and Games, ISSN 2325-4270, E-ISSN 2325-4289
    Keywords
    Procedural Content Generation, Evolutionary Algorithms, MIxed-Initiative Co-Creativity, Computer Games
    National Category
    Engineering and Technology
    Identifiers
    urn:nbn:se:mau:diva-12640 (URN)10.1109/CIG.2019.8848022 (DOI)000843154300065 ()2-s2.0-85073116656 (Scopus ID)30472 (Local ID)30472 (Archive number)30472 (OAI)
    Conference
    IEEE Conference on Games, London, United Kingdom (2019/08/20 - 2019/08/23)
    Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-06-17Bibliographically approved
    4. Perceived Behaviors of Personality-Driven Agents
    Open this publication in new window or tab >>Perceived Behaviors of Personality-Driven Agents
    2019 (English)In: 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)
    Place, publisher, year, edition, pages
    Transcript Verlag, 2019
    Series
    Bild und Bit : Studies of digital media culture, ISSN 2702-8240, E-ISSN 2702-8259
    National Category
    Human Computer Interaction Computer Sciences
    Identifiers
    urn:nbn:se:mau:diva-18277 (URN)10.14361/9783839450512-015 (DOI)2-s2.0-85124557944 (Scopus ID)9783839450512 (ISBN)
    Available from: 2020-09-21 Created: 2020-09-21 Last updated: 2023-12-20Bibliographically approved
    5. Learning the Designer’s Preferences to Drive Evolution
    Open this publication in new window or tab >>Learning the Designer’s Preferences to Drive Evolution
    2020 (English)In: EvoApplications 2020: Applications of Evolutionary Computation, Springer, 2020, p. 431-445Conference paper, Published 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.

    Place, publisher, year, edition, pages
    Springer, 2020
    Series
    Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 12104
    Keywords
    Procedural Content Generation, Machine Learning, Mixed-initiative Co-Creativity, Evolutionary Computation
    National Category
    Human Computer Interaction Computer Sciences
    Research subject
    Interaktionsdesign
    Identifiers
    urn:nbn:se:mau:diva-18273 (URN)10.1007/978-3-030-43722-0_28 (DOI)000896394100028 ()2-s2.0-85084747634 (Scopus ID)978-3-030-43722-0 (ISBN)978-3-030-43721-3 (ISBN)
    Conference
    Applications of Evolutionary Computation, 15-17 April 2020, Seville, Spain
    Available from: 2020-09-21 Created: 2020-09-21 Last updated: 2023-12-14Bibliographically approved
    6. Toward Designer Modeling Through Design Style Clustering
    Open this publication in new window or tab >>Toward Designer Modeling Through Design Style Clustering
    2022 (English)In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 4, p. 676-686Article in journal (Refereed) Published
    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.

    Place, publisher, year, edition, pages
    IEEE, 2022
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:mau:diva-51543 (URN)10.1109/tg.2022.3143800 (DOI)000908822400014 ()2-s2.0-85123365921 (Scopus ID)
    Available from: 2022-05-19 Created: 2022-05-19 Last updated: 2024-02-05Bibliographically approved
    Download full text (pdf)
    fulltext
    Download (jpg)
    presentationsbild
  • 48.
    Alvarez, Alberto
    et al.
    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).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Holmberg, Johan
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Johansson, Simon
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Assessing Aesthetic Criteria in the Evolutionary dungeon Designer2018In: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM Digital Library, 2018, article id 44Conference paper (Refereed)
    Abstract [en]

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

    Download full text (pdf)
    FULLTEXT01
  • 49.
    Alvarez, Alberto
    et al.
    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).
    Font, Jose
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Togelius, Julian
    Department of Computer Science and Engineering, New York University, United States.
    Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites2019Conference paper (Refereed)
    Abstract [en]

    We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you typically find in computer role playing games. The feature uses the MAP-Elites algorithm, an illumination algorithm which divides the population into a number of cells depending on their values along several behavioral dimensions. Users can flexibly and dynamically choose relevant dimensions of variation, and incorporate suggestions produced by the algorithm in their map designs. At the same time, any modifications performed by the human feed back into MAP-Elites, and are used to generate further suggestions.

  • 50.
    Alvarez, Alberto
    et al.
    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).
    Font, José
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Holmberg, Johan
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Nolasco, Chelsi
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Österman, Axel
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer2018In: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM Digital Library, 2018, article id 50Conference paper (Refereed)
    Abstract [en]

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

    Download full text (pdf)
    FULLTEXT01
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