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  • 301.
    Deekonda, Rahul
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Sirigudi, Prithvi Raj
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Assessment of Agile Maturity Models: A Survey2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context. In recent years Agile has gained lots of importance in the fieldof software development. Many organization and software practitioners hasalready adopted agile practice due to its flexibility in nature. Hence, agiledevelopment methodologies have been replaced to traditional developmentmethods. Agile is a family of several methodologies namely Scrum. eXtremeprogramming (XP) and several others. These several methods areembedded with different set of agile practices for the organizations to adoptand implement for their development process. But there is still a need forempirical research to understand the benefits of implementing the Agilepractices which contributes to the overall success of accomplishment of thesoftware project. Several agile maturity models have been published over adecade but not all of the models have been empirically validated. Hence,additional research in the context of agile maturity is essential and needed.

    Objectives. This study focus on providing a comprehensive knowledgeon the Agile Maturity Models which help in guiding the organizations regardingthe implementation of Agile practices. There are several maturitymodels published with different set of Agile practices that are recommendedto the industries. The primary aim is to compare the agile maturity maturitymodels and to investigate how the agile practices are implemented inthe industry Later the benefits and limitations faced by the software practitionersdue to implementation of agile practices are identified.

    Methods. For this particular research an industrial survey was conductedto identify the agile practices that are implemented in the industry. Inaddition, this survey aims at identifying the benefits and limitations of implementingthe agile practices. A literature review is conducted to identifythe order of agile practices recommended from the literature in agile MaturityModels.

    Results. From the available literature nine Maturity Models have beenextracted with their set of recommended agile practices. Then the resultsfrom the survey and literature are compared and analyzed to see if thereexist any commonalities or differences regarding the implementation of agilepractices in a certain order. From the results of the survey the benefitsand limitations of implementing the Agile practices in a particular order areidentified and reported.

    Conclusions. The findings from the literature review and the survey resultsin evaluating the agile maturity models regarding the implementationof agile practices.

  • 302.
    Dehghannayyeri, Atefeh
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Developing a Fluid Flow Model for Mobile Video Transmission in the Presence of Play-Out Hysteresis2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This work focuses on improving video transmission quality over a mobile link. More specifically, the impact of buffering and link outages on the freeze probability of transmitted videos is studied. It introduces a new fluid flow model that provides an approximation of the freeze probability in the presence of play-out hysteresis. The proposed model is used to study the impact of two streaming buffer sizes over different possible combinations of outage parameters (data channel on/off times). The outcome of this thesis shows that outage parameters play a dominant role in freezing of streaming video content, and that an increase in these parameters cannot be easily compensated for by an increase in the size of the receiving buffer. Generally, in most cases when there is a variation in outage parameters, an increased buffer size has a negative impact on the freeze probability. To lower the probability of freeze during video playback over a weak mobile link, it is better to sacrifice resolution just to keep the video content playing. Similarly, shifting focus from off to on times brings better results than increasing buffer size.

  • 303.
    Dehqan, Agri
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    "Writing For the enemy": Kurdish Language standardization online2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The aim of this thesis is to study some of the challenges that the Kurdish language and its standardization face, and offer a bottom-up solution through the “collective intelligence” and “good faith collaboration” of Wikipedia. Therefore, the fragmentation in the Kurdish language—caused by both external factors and those that are inherent to the language itself— is discussed and analyzed. Furthermore, this thesis describes some of the efforts that have been made to unify the Kurdish language, its dialects and its different writing systems. Even though these issues exist both in the physical world as well as online, they are rendered more conspicuous on the Internet. As a result, the problems in Kurdish cross-dialect communication are more pronounced. In spite of that, web 2.0 and its favored platforms for online collaboration provide ample opportunity for the general user of the language to participate in solving such linguistic problems. An overview of Wikipedia, as the world’s most successful platform for online collaboration, is presented along with some of its rules and policies. Additionally, an account of the current Kurdish Wikipedia in three dialects of Kurdish: Kurmanji, Sorani and Zazaki is provided. The situation and shortcomings of Kurdish versions of Wikipedia are examined through two case studies based on two Wikipedia articles in Kurdish and their English and Persian counterparts. Moreover, I argue that a robust Kurdish Wikipedia can be a viable solution for standardizing the language, encouraging orthographic consistency, and unifying Kurdish writing systems and knowledge/information dissemination in Kurdish.

  • 304.
    Delgado, Sergio Mellado
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Velasco, Alberto Díaz
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Indoor Positioning using the Android Platform2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    In recent years, there has been a great increase in the development of wireless technologies and location services. For this reason, numerous projects in the location field, have arisen. In addition, with the appearance of the open Android operating system, wireless technologies are being developed faster than ever. This Project approaches the design and development of a system that combines the technologies of wireless, location and Android with the implementation of an indoor positioning system. As a result, an Android application has been obtained, which detects the position of a phone in a simple and useful way. The application is based on the WIFI manager API of Android. It combines the data stored in a SQL database with the wifi data received at any given time. Afterwards the position of the user is determined with the algorithm that has been implemented. This application is able to obtain the position of any person who is inside a building with Wi-Fi coverage, and display it on the screen of any device with the Android operating system. Besides the estimation of the position, this system displays a map that helps you see in which quadrant of the room are positioned in real time. This system has been designed with a simple interface to allow people without technology knowledge. Finally, several tests and simulations of the system have been carried out to see its operation and accuracy. The performance of the system has been verified in two different places and changes have been made in the Java code to improve its precision and effectiveness. As a result of the several tests, it has been noticed that the placement of the access point (AP) and the configuration of the Wireless network is an important point that should be taken into account to avoid interferences and errors as much as possible, in the estimation of the position.

  • 305.
    Demirsoy, Ali
    et al.
    Borsa Istanbul, TUR.
    Petersen, Kai
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Semantic Knowledge Management System to Support Software Engineers: Implementation and Static Evaluation through Interviews at Ericsson2018In: e-Informatica Software Engineering Journal, ISSN 1897-7979, E-ISSN 2084-4840, Vol. 12, no 1, p. 237-263Article in journal (Refereed)
    Abstract [en]

    Background: In large-scale corporations in the software engineering context information overload problems occur as stakeholders continuously produce useful information on process life-cycle issues, matters related to specific products under development, etc. Information overload makes finding relevant information (e.g., how did the company apply the requirements process for product X?) challenging, which is in the primary focus of this paper. Contribution: In this study the authors aimed at evaluating the ease of implementing a semantic knowledge management system at Ericsson, including the essential components of such systems (such as text processing, ontologies, semantic annotation and semantic search). Thereafter, feedback on the usefulness of the system was collected from practitioners. Method: A single case study was conducted at a development site of Ericsson AB in Sweden. Results: It was found that semantic knowledge management systems are challenging to implement, this refers in particular to the implementation and integration of ontologies. Specific ontologies for structuring and filtering are essential, such as domain ontologies and ontologies distinct to the organization. Conclusion: To be readily adopted and transferable to practice, desired ontologies need to be implemented and integrated into semantic knowledge management frameworks with ease, given that the desired ontologies are dependent on organizations and domains.

  • 306.
    Dennis, Rojas
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Värdeskapande i agil systemutveckling: En komparativ studie mellan mjukvaruverksamheter i Karlskronaregionen och om hur de ser på värdeskapande2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis searches for the answer of how five companies interpret and deliver value in their software processes. The analysis uses the Software Value Map model that can be used as a tool for decision making in value creation. The purpose is to understand how different decisions affect the value of each delivery and product. By studying economics and decision theories, we understand the importance and impact they have in value creation when products are developed. The result of this study shows that local businesses prioritize customer-based value aspects to generate value. There are also similarities and differences in staff and how companies value different aspects that generate value.

  • 307.
    Devagiri, Vishnu Manasa
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Splicing Forgery Detection and the Impact of Image Resolution2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context: There has been a rise in the usage of digital images these days. Digital images are being used in many areas like in medicine, wars, etc. As the images are being used to make many important decisions, it is necessary to know if the images used are clean or forged. In this thesis, we have considered the area of splicing forgery. In this thesis, we are also considering and analyzing the impact of low-resolution images on the considered algorithms.

    Objectives. Through this thesis, we try to improve the detection rate of splicing forgery detection. We also examine how the examined splicing forgery detection algorithm works on low-resolution images and considered classification algorithms (classifiers).

    Methods: The research methods used in this research are Implementation and Experimentation. Implementation was used to answer the first research question i.e., to improve the detection rate in splicing forgery. Experimentation was used to answer the second research question. The results of the experiment were analyzed using statistical analysis to find out how the examined algorithm works on different image resolutions and on the considered classifiers.

    Results: One-tailed Wilcoxon signed rank test was conducted to compare which algorithm performs better, the T+ value obtained was less than To so the null hypothesis was rejected and the alternative hypothesis which states that Algorithm 2 (our enhanced version of the algorithm) performs better than Algorithm 1 (original algorithm), is accepted. Experiments were conducted and the accuracy of the algorithms in different cases were noted, ROC curves were plotted to obtain the AUC parameter. The accuracy, AUC parameters were used to determine the performance of the algorithms.

    Conclusions: After the results were analyzed using statistical analysis, we came to the conclusion that Algorithm 2 performs better than Algorithm 1 in detecting the forged images. It was also observed that Algorithm 1 improves its performance on low-resolution images when trained on original images and tested on images of different resolutions but, in the case of Algorithm 2, its performance is improved when trained and tested on images of the same resolution. There was not much variance in the performance of both of the algorithms on images of different resolution. Coming to the classifiers, Algorithm 1 improves its performance on linear SVM whereas Algorithm 2 improves its performance when using the simple tree classifier.

  • 308.
    Devagiri, Vishnu Manasa
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Cheddad, Abbas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Splicing Forgery Detection and the Impact of Image Resolution2017In: PROCEEDINGS OF THE 9TH INTERNATIONAL CONFERENCE ON ELECTRONICS, COMPUTERS AND ARTIFICIAL INTELLIGENCE - ECAI 2017, IEEE , 2017Conference paper (Refereed)
    Abstract [en]

    With the development of the Internet, and the increase in the online storage space, there has been an explosion in the volume of videos and images circulating online. An important part of the digital forensics' tasks is to scrutinise part of these images to make important decisions. Digital tampering of images can impede reliability of these decisions. Through this paper we attempt to improve the detection rate of splicing forgery. We also examine how well the examined splicing forgery detection algorithm works on low-resolution images. In this paper, the aim is to enhance the accuracy of an existing algorithm. One tailed Wilcoxon signed rank test was utilised to compare the performance of the different algorithms.

  • 309.
    Devulapally, Gopi Krishna
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Agile in the context of Software Maintenance: A Case Study2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context: Adopting agile practices has proven to be successful for many practitioners both academically and practically in development scenario. But the context of agile practices adoption during software maintenance is partially studied and is mostly focused on benefits. The success factors of agile practices during development cannot be related to maintenance, as maintenance differs in many aspects from development. The context of this research is to study the adoption of different agile practices during software maintenance.

    Objectives: In this study, an attempt has been made to accomplish the following objectives: Firstly, to identify different agile practices that are adopted in practice during software maintenance. Secondly, identifying advantages and disadvantages of adopting those agile practices during software maintenance.

    Methods: To accomplish the objectives a case study is conducted at Capgemini, Mumbai, India. Data is collected by conducting two rounds of interviews among five different projects which have adopted agile practices during software maintenance. Close-ended questionnaire and open-ended questionnaires have been used respectively for first and second round interviews. The motivation for selecting different questionnaire is because each round aimed to accomplish different research objectives. Apart from interviews, direct observation of agile practices in each project is done to achieve data triangulation. Finally, a validation survey is conducted among second round interview participants and other practitioners from outside the case study to validate the data collected during second round interviews.

    Results: A simple literature review identified 30 agile practices adopted during software maintenance. On analyzing first round of interviews 22 practices are identified to be mostly adopted and used during software maintenance. The result of adopting those agile practices are categorized as advantages and disadvantages. In total 12 advantages and 8 disadvantages are identified and validated through second round interviews and validation survey respectively. Finally, a cause-effect relationship is drawn among the identified agile practices and consequences.

    Conclusions: Adopting agile practices has both positive and negative result. Adopting agile practices during perfective and adaptive type of maintenance has more advantages, but adopting agile practices during corrective type of maintenance may not have that many advantages as compared to other type of maintenance. Hence, one has to consider the type of maintenance work before adopting agile practices during software maintenance.

  • 310.
    Diebold, Philipp
    et al.
    Fraunhofer IESE, GER.
    Mendez, Daniel
    Technische Universitat Munchen, GER.
    Wagner, Stefan
    Universitat Stuttgart, GER.
    Šmite, Darja
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Results of the 2nd international workshop on the impact of agile practices (ImpAct 2017)2017In: ACM International Conference Proceeding Series, Association for Computing Machinery (ACM), 2017, Vol. F129907Conference paper (Refereed)
    Abstract [en]

    At present, agile development is a dominating development process in software engineering. Yet, due to different contexts, also agile methods require adaptations (e.g. Scrum-but). Since adaptation means adding, modifying or dropping some agile elements, it is important to know what the effects and importance of these elements are. Given the weak state of empirical evidence in this area, we initiated the workshop series on the Impact of Agile Practices (ImpAct). This paper provides a summary of the second workshop of this series, especially its lightning talks and discussions. The major outcomes include interesting observations such as negatively rated practices and contradicting experiences as well as follow-up activities ordered in a roadmap. © 2017 ACM.

  • 311. Dingsoyr, Torgeir
    et al.
    Moe, Nils Brede
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Towards Principles of Large-Scale Agile Development A Summary of the Workshop at XP2014 and a Revised Research Agenda2014In: AGILE METHODS: LARGE-SCALE DEVELOPMENT, REFACTORING, TESTING, AND ESTIMATION, 2014, p. 1-8Conference paper (Refereed)
    Abstract [en]

    Large projects are increasingly adopting agile development practices, and this raises new challenges for research. The workshop on principles of large-scale agile development focused on central topics in large-scale: the role of architecture, inter-team coordination, portfolio management and scaling agile practices. We propose eight principles for large-scale agile development, and present a revised research agenda.

  • 312. Dingsoyr, Torgeir
    et al.
    Šmite, Darja
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Managing Knowledge in Global Software Development Projects2014In: IT Professional Magazine, ISSN 1520-9202, E-ISSN 1941-045X, Vol. 16, no 1, p. 22-29Article in journal (Refereed)
    Abstract [en]

    How should knowledge be managed in global software development projects? To answer this question, the authors draw on established software engineering research and study three focus groups in two global companies, discussing which knowledge management approaches are appropriate.

  • 313.
    Ditlevsen, Christoffer Moe
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Čehovin, Martin Björkman
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den dramatiska kraften i filmmusik, Filmmusikens dramatiska vikt i modern media2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    När och varför tillsätter man musik till en scen i ett filmscenario? Med informationsresurser och teorier från etablerade medieteoretiker såsom Michel Chion, Oliver Sacks samt Johnny Wingstedt söker vi svaret. Genom beprövade analysmetoder bryter vi ner kritikerrosade filmer för att finna hur musiken präglat dem. Analyserna har sedan sammanfattats och jämförts för att kärnan av dem skall kunna identifieras. I diskussionen slår vi fast att det finns många verktyg att tillämpa när man vill styrka expressiviteten eller känslointensiteten, och varför man tillsätter musik till film; Att antingen stärka ett budskap som gestaltas i bild, eller inducera känslan av något som inte går att tolka genom endast visuella medel. Dessa resultat använde vi sedan för att skapa ett ramverk inför produktion av musik och ljud till Emil. (2014) , en modern samt mörkare tolkning av Emil I Lönneberga (1971) med en underton av ett dysfunktionellt familjeförhållande. Nyckelord: Musik, dramaturgi, film, känslor, analys, narrativ When and why is music implemented to a specific scene in a film? With informational resources and theories from established media-abstractionists like Michel Chion, Oliver Sacks and Johnny Wingstedt, we’re on a hunt for the ultimate answer. With well proven analytic methods we break down critically acclaimed movies in search of how music has characterized them. The outcome of the analyses has been put together to identify their common dramatic core. In the discussion we state that there are many tools available when one wishes to accentuate the expressionistic and emotional effects of a piece, and why one would use these pieces for film. The reason being that of wishing to emphasize a message or feeling show in picture, or induce a feeling of something not visible on screen. The results were then used for the framework which we work within when producing sound and music material for Emil. (2014), a modern, darker interpretation of Emil I Lönneberga (1971). Keywords: Music, dramaturgy, film, emotions, analysis, narrative

  • 314. Dittrich, Yvonne
    et al.
    Eriksén, Sara
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Wessels, Bridgette
    Learning through Situated Innovation. Why the specific is crucial for Participatory Design Research2014In: Scandinavian Journal of Information Systems, ISSN 0905-0167 , Vol. 26, no 1Article in journal (Refereed)
    Abstract [en]

    Specific, situated Participatory Design (PD) practices have always been at the heart of Participatory Design research. The role of the very situat­edness and specificity of PD practice for theory-building within PD research is, however, seldom discussed explicitly. In this article, we explore why and in which ways the specificity and situatedness of PD practices are crucial for PD research. We do so by developing the notion of PD as situated innovation based on a pragmatic epistemology. PD research aims at devel­oping and continuously unfolding what PD can, might and should be. We show implica­tions of such a pragmatic epistemology of PD on understanding and arguing for PD research approaches. These concepts are illustrated referring to PD practices as experienced in PD research projects. Our epistemological argu­mentation supports the emphasis on ex­ploring new PD practices and learning and theorizing about PD from the spec­ificities, in line with recent debate contributions.

  • 315.
    Diyar, Jamal
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Post-Pruning of Random Forests2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract 

    Context. In machine learning, ensemble methods continue to receive increased attention. Since machine learning approaches that generate a single classifier or predictor have shown limited capabilities in some contexts, ensemble methods are used to yield better predictive performance. One of the most interesting and effective ensemble algorithms that have been introduced in recent years is Random Forests. A common approach to ensure that Random Forests can achieve a high predictive accuracy is to use a large number of trees. If the predictive accuracy is to be increased with a higher number of trees, this will result in a more complex model, which may be more difficult to interpret or analyse. In addition, the generation of an increased number of trees results in higher computational power and memory requirements. 

    Objectives. This thesis explores automatic simplification of Random Forest models via post-pruning as a means to reduce the size of the model and increase interpretability while retaining or increasing predictive accuracy. The aim of the thesis is twofold. First, it compares and empirically evaluates a set of state-of-the-art post-pruning techniques on the simplification task. Second, it investigates the trade-off between predictive accuracy and model interpretability. 

    Methods. The primary research method used to conduct this study and to address the research questions is experimentation. All post-pruning techniques are implemented in Python. The Random Forest models are trained, evaluated, and validated on five selected datasets with varying characteristics. 

    Results. There is no significant difference in predictive performance between the compared techniques and none of the studied post-pruning techniques outperforms the other on all included datasets. The experimental results also show that model interpretability is proportional to model accuracy, at least for the studied settings. That is, a positive change in model interpretability is accompanied by a negative change in model accuracy. 

    Conclusions. It is possible to reduce the size of a complex Random Forest model while retaining or improving the predictive accuracy. Moreover, the suitability of a particular post-pruning technique depends on the application area and the amount of training data available. Significantly simplified models may be less accurate than the original model but tend to be perceived as more comprehensible. 

  • 316.
    Doležel, Michal
    et al.
    Vysoká škola ekonomická v Praze, CZE.
    Felderer, Michael
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Organizational patterns between developers and testers: Investigating testers' autonomy and role identity2018In: ICEIS 2018 - Proceedings of the 20th International Conference on Enterprise Information Systems / [ed] Filipe J.,Camp O.,Smialek M.,Filipe J.,Hammoudi S., SciTePress , 2018, Vol. 2, p. 336-344Conference paper (Refereed)
    Abstract [en]

    This paper deals with organizational patterns (configurations, set-ups) between developers/programmers and testers. We firstly discuss the key differences between these two Information Systems Development (ISD) occupations. Highlighting the origin of inevitable disagreements between them, we reflect on the nature of the software testing field that currently undergoes an essential change under the increasing influence of agile ISD approaches and methods. We also deal with the ongoing professionalization of software testing. More specifically, we propose that the concept of role identity anchored in (social) identity theory can be applied to the profession of software testers, and their activities studied accordingly. Furthermore, we conceptualize three organizational patterns (i.e. isolated testers, embedded testers, and eradicated testers) based on our selective literature review of research and practice sources in Information Systems (IS) and Software Engineering (SE) disciplines. After summarizing the key industrial challenges of these patterns, we conclude the paper by calling for more research evidence that would demonstrate the viability of the recently introduced novel organizational models. We also argue that especially the organizational model of "combined software engineering", where the roles of programmers and testers are reunited into a single role of "software engineer", deserves a closer attention of IS and SE researchers in the future. © 2018 by SCITEPRESS - Science and Technology Publications, Lda.

  • 317.
    DOMMATA, SANDEEP KUMAR GOUD
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    KONAGALA, SAMARA CHANDRA HASON
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    IMPACT OF GROUP DYNAMICS ON TEAMS WORKING IN SOFTWARE ENGINEERING2014Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context: Group dynamics play an important role in software projects. All of the existing software engineering methodologies (like Rational Unified Process, Microsoft Solutions Framework, Agile, etc.) use the concept of the teamwork and emphasize the necessity to manage them in order to organize the business processes in the best way. The application of group dynamic techniques is aimed at improvement of teamwork management to make it more efficient. The implementation of group dynamic techniques has an impact on teams working in software engineering and it also faces some challenges for industry such as lack of resources and preparation. Both need additional investigation which regard to the actual practiced situation in industry. Objectives: The given work is devoted to identification of group dynamics techniques and their impact on teams in the context of industrial software development projects. The objectives of the research is to identify the existing and in an industrial context, actually used group dynamics techniques in software engineering as well as their impact and methods of its evaluation. Since the application of group dynamics techniques is not a trivial task, we also identify those challenges and corresponding mitigation strategies. Methods: The basic methods applied during the research conduction are systematic literature review and survey. Literature review was used in order to collect the data on group dynamics techniques, their impact and implementation challenges. The survey and additional interviews with the practitioners from the software development companies were done with the purpose to find out which of the techniques are applied in practice. Results: Based on the data from systematic literature review we identified group dynamics techniques such as equalizing participation, electronic communication, conflict resolution, summarizing, whole and small group discussions, brainstorming, etc. The discovered impacts include team performance and cohesiveness, staff satisfaction and communication quality, software quality, reasonable decision-making and knowledge sharing. The possible challenges of group dynamics techniques implementation are company’s limited resources, lack of leadership and preparation, over-dominating of some team members and cultural diversity. The survey provided us with additional information about the importance of mentioned group dynamics techniques and their impact on team performance and cohesiveness, job satisfaction and software quality. Conclusions: We conclude that group dynamics techniques in software development projects influence the performance and cohesiveness of the teamwork as well as the quality of the software solutions and products. The possible challenges can be overcome by promotion of open communication and trust among team members, and additional psychological preparation and training of facilitator. The research discovered a slight difference in the literature review and survey results. In particular we found out that, some group dynamics techniques are overestimated in literature, while the others are undervalued. Also the survey results helped to identify the techniques such as small group discussion, conflict resolution and many more were used by the teams of definite size, which was not possible to discover in the SLR for example large teams pay much attention to feedback and electronic communication The obtained results can be used by software engineering practitioners in order to organize and rearrange their teamwork, which can positively affect team performance and project success.

  • 318.
    Donthula, Sushmitha
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    INFLUENCE OF DESIGN ELEMENTS IN MOBILE APPLICATIONS ON USER EXPERIENCE OF ELDERLY PEOPLE: An Experiment approach2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context: Technology in the field of health care has taken a step forward for making easy health maintenance on a daily basis. With gradual increase in the elderly population, it is important to provide this them, the facilities gained with the use of technology. But it is observed that the elderly show reluctance to the use of new technology like the mobile applications. In the thesis, an effort is made to overcome this barrier with the study of both user experience of elderly and user interface design of a m-health application and analyzing a relation among them.Objectives. In this thesis, user interface design responsible for an increase in the user experience of elderly is focused, to create a base for mobile application developers to design m-health applications that improve the usability of the application.Methods. Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment./Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Comparison is made between the user experience in both the cases and conclusion about the relation between the user experience and user interface design of

    Objectives: In this thesis, user interface design responsible for an increase in the user experience of elderly is focused, to create a base for mobile application developers to design m-health applications that improve the usability of the application.Methods. Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment./Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. 

    Methods: Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment.Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. 

    Results: The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Comparison is made between the user experience in both the cases and conclusion about the relation between the user experience and user interface design of the m-health application is made.Conclusions. With the analysis, we can conclude that the combined user interface design of

    Conclusions: With the analysis, we can conclude that the combined user interface design of m-health application, when designed as per the interest of elderly people can increase the user experience of the elderly while using the application. Besides, it increases the usability of the application resulting in the elderly population gets benefited with the advanced mobile technologies for their health promotion.

  • 319.
    dos Santos Neto, Pedro de Alcântara
    et al.
    Federal University of Piauí, BRA.
    Britto, Ricardo
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Rabêlo, Ricardo de Andrade Lira
    Federal University of Piauí, BRA.
    Cruz, Jonathas Jivago de Almeida
    Federal University of Piauí, BRA.
    Lira, Lira
    Federal University of Piauí, BRA.
    A hybrid approach to suggest software product line portfolios2016In: Applied Soft Computing, ISSN 1568-4946, E-ISSN 1872-9681, Vol. 49, p. 1243-1255Article in journal (Refereed)
    Abstract [en]

    Software product line (SPL) development is a new approach to software engineering which aims at the development of a whole range of products. However, as long as SPL can be useful, there are many challenges regarding the use of that approach. One of the main problems which hinders the adoption of software product line (SPL) is the complexity regarding product management. In that context, we can remark the scoping problem. One of the existent ways to deal with scoping is the product portfolio scoping (PPS). PPS aims to define the products that should be developed as well as their key features. In general, that approach is driven by marketing aspects, like cost of the product and customer satisfaction. Defining a product portfolio by using the many different available aspects is a NP-hard problem. This work presents an improved hybrid approach to solve the feature model selection problem, aiming at supporting product portfolio scoping. The proposal is based in a hybrid approach not dependent on any particular algorithm/technology. We have evaluated the usefulness and scalability of our approach using one real SPL (ArgoUML-SPL) and synthetic SPLs. As per the evaluation results, our approach is both useful from a practitioner's perspective and scalable. © 2016 Elsevier B.V.

  • 320.
    Duarte, Carlos Henrique C.
    et al.
    BNDES, Brazilian Dev Bank, BRA.
    Gorschek, Tony
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering. Blekinge Institute of Technology, School of Computing.
    Technology Transfer - Requirements Engineering Research to Industrial Practice An Open (Ended) Debate2015In: 2015 IEEE 23RD INTERNATIONAL REQUIREMENTS ENGINEERING CONFERENCE (RE), IEEE , 2015, p. 414-415Conference paper (Refereed)
    Abstract [en]

    Technology and knowledge have been recognized as main sources of competitive advantage of corporations, industries and nations, particularly in the software domain. They have led to the creation of local ecosystems devoted to development and transfer activities, which ensure not only personal and institutional motivation/recognition, but also social and economic gains. An open (ended) debate panel is proposed in order to develop greater awareness and seek deeper understanding of such activities from Requirements Engineering research to industrial practice. The panel involves researchers and practitioners with the perspective of eliciting: (i) experiences in knowledge and technology development and transfer; (ii) awareness and effectiveness of models and patterns; and (iii) factors for having successful collaboration between research institutions and industry. The organizers also plan to run a survey during and after the conference, summarizing their conclusions in specific post-conference reports.

  • 321.
    Duc, Anhnguyen
    et al.
    Norges Teknisk-Naturvitenskapelige Universitet, NOR.
    Jabangwe, Ronald
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Paul, Pangkaj
    Dundalk Institute of Technology, IRE.
    Abrahamsson, Pekka
    Norges Teknisk-Naturvitenskapelige Universitet, NOR.
    Security challenges in IoT development: A software engineering perspective2017In: ACM International Conference Proceeding Series, Association for Computing Machinery (ACM), 2017, Vol. F129907Conference paper (Refereed)
    Abstract [en]

    The rapid growth of Internet-of-things (IoT) software applications has driven both practitioners and researchers' attention to methodological approaches for secure IoT development. Security issues for IoT is special in the way that they include not only software, but also hardware and network concerns. With the aim at proposing a methodological approach for secure IoT application development, we investigated what are security challenges in the context of IoT development. We reviewed literature and investigated two industry cases. The preliminary finding results in a list of 17 security challenges with regards to technical, organizational and methodological perspectives. Cross-case comparison provides initial explanation about the less emphasis on methodological and organizational security concerns in our cases. © 2017 ACM.

  • 322. Duong, Trung Quang
    et al.
    Lei, Xianfu
    Zepernick, Hans-Jürgen
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    MIMO Amplify-and-Forward Relay Systems with Dissimilar Channel Characteristics2014In: 2014 INTERNATIONAL CONFERENCE ON COMPUTING, MANAGEMENT AND TELECOMMUNICATIONS (COMMANTEL), IEEE , 2014, p. 67-69Conference paper (Refereed)
    Abstract [en]

    In this paper, we investigate the asymmetric property of multiple-input multiple-output (MIMO) dual-hop amplify-and- forward (AF) relay networks. We consider the difference of the two hops in terms of both fading channels and scattering environment. In particular, we analyze the symbol error probability (SEP) of a MIMO orthogonal space-time block code (OSTBC) AF relay network in which the first and second hop undergo Rayleigh fading with a rich-scattering environment and Nakagami-m fading with a poor-scattering environment, respectively. Moreover, an asymptotic SEP expression yielding insights on the diversity gain is also obtained.

  • 323.
    Duravkin, Ievgen
    et al.
    Kharkiv Natl Univ Radioelect, UKR.
    Loktionova, Anastasiya
    Kharkiv Natl Univ Radioelect, UKR.
    Carlsson, Anders
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Method of Slow-Attack Detection2014In: 2014 FIRST INTERNATIONAL SCIENTIFIC-PRACTICAL CONFERENCE PROBLEMS OF INFOCOMMUNICATIONS SCIENCE AND TECHNOLOGY (PIC S&T), IEEE , 2014, p. 171-172Conference paper (Refereed)
    Abstract [en]

    The analysis of realization low-intensity HTTP-attacks was performed. Were described scenarios of Slowloris, Slow POST and Slow READ attack. Features of this type of attacks in comparison with low-level attacks such as "denial of service" were selected: they do not require a large number of resources from the attacking machine, and they are difficult for the detection, since their parameters are similar to legitimate traffic. For each type of attacks the characteristic features were high-lighted. Parameters of http-request, which assume the detection of this type attacks highlighted. The analysis of mathematical tools of building the models for the systems for these types of attacks detection on the basis of the obtained parameters was performed.

  • 324.
    Dwivedula, Chaitanya
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Choday, Anusha
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    A Systematic Literature Review and Industrial Evaluation of Incorporating Lean Methodologies in Software Engineering2014Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context: Over the recent years, ‘Lean Software Development’ (LSD) has been emerging as a significant practice in the Software Industry. The inherent nature of ‘Lean’ to efficiently handle frequently changing customer needs by minimizing ‘Waste’ is a major success factor in practicing it in the context of ‘Software Engineering’. In simple words, Lean Software Development is the true translation of Lean Manufacturing and Lean IT principles to Software Engineering. This work presents an in-depth analysis on the implication of lean methodologies from both ‘State of Art’ and ‘State of Practice’ in the context of Software Engineering. Objectives: The prime objective of the study is to investigate what methodologies were considered & adopted under lean philosophy and to present relevant evidence on the implication of lean methodologies in reference to what defines ‘lean’ in Software Engineering. An extensive literature review was aimed to find the existing challenging factors that negatively influenced the success of software projects and the respective lean mitigation methodologies that were employed by various software organizations to appease their negative impact. Industrial interviews were conducted by interviewing lean experts, with a motive to find the current state of lean implementation in software industry. The outcomes from the systematic literature review (State of Art) and the industry (State of Practice) are comparatively analysed to explore the similarities and differences on the state of lean implication. Finally, a set of guidelines are recommended that would benefit an Industrial Practitioner/Stakeholder/Academic Researcher in practicing the appropriate lean methodology in the context of software engineering. Methods: We conducted a ‘Systematic literature review’ (SLR) by systematically analyzing relevant studies and then interviewed industrial experts to validate our findings. The systematic literature review was conducted according to the guidelines proposed by Dr. Barbara Kitchenham stated in ‘Guidelines for performing Systematic Literature Reviews’ article. The thorough review helped us in identifying various challenging factors that negatively influenced the success of software projects and the respective lean mitigation methodologies that were practiced in the context of software engineering. The associated benefits of practicing the lean methodologies are also presented. The extensive review included peer reviewed articles from electronic databases such as IEEE Explore, Inspec, Scopus and ISI. In addition to this, we conducted snowball sampling on the references of the selected articles to avoid the potential risk of losing relevant and valuable information. Also, other potential sources of information such as books, theses/dissertations, white papers and website/blog articles are included as a part of Grey Literature. In this study, the articles related to the implication of lean methodologies in the context of software engineering were considered. The review included 72 primary studies published between 1993 and 2012. The primary studies were selected based on the following criteria: If they presented the challenging factors that negatively influenced the success of software projects. If they depicted the implication of lean mitigation methodologies (Tool/ Technique/ Method/ Process/ Practice/ Principle) that appeased the negative impact of the identified challenging factors that hampered the success of software projects. If they depicted the implication of lean methodologies (Tool/ Technique/ Method/ Process/ Practice/ Principle) in general or for a specific development/ Management/ Maintenance improvement activities that lead to the success of software projects in the context of software engineering. If they presented the benefits of practicing lean methodologies in the context of software engineering. The study quality assessment was done based on the quality criteria defined in the ‘Quality assessment criteria checklist’. The data such as Article ID, Article Title, Literature type (Peer- reviewed, Non-peer reviewed), Context of validation of the lean methodology (Industry/Academia), Subjects considered for the study (Researchers/students, Industrial practitioners), Type of article publication (Conference/ Journal/ Books/ Thesis Reports/ Doctoral dissertations/ Other), Research method used in the study (Case Study/ Experiment/ Experience Report/ Not stated/ Secondary Data Analysis/ Literature Review), Context of conducting the research (Industry/ Academia/ Not stated/ Both), Context of validation of the study (Strong/ Medium/ Weak), Publication date & year, Source of the publication, are extracted as a part of Quantitative analysis. The secondary data analysis for both ‘State of Art’ (Systematic literature review) and ‘State of Practice’ (Industry) was carried by performing a generic data analysis designed to answer our research questions. The more specific data such as the challenging factors that negatively influenced the success of software projects, the type of lean contribution presented i.e., the methodology being a Tool, Technique, Practice, Principal, Process or a Method, along with the benefits associated on their implication that helped us to answer our research questions are extracted as a part of qualitative analysis from the selected studies. The industrial interviews were conducted by interviewing potential lean experts who had decent experience in lean software development, to find the current state of lean implication in the software industry. In the end, a comparative analysis was performed to clearly understand the state of convergence and divergence between the results from extensive literature review and the industry with respect to the implication of lean methodologies in the context of software engineering. Results: A total of 72 primary articles were selected for data extraction. 56 articles were selected from the electronic databases that clearly depicted lean implementation in the context of software engineering. 9 articles were selected by conducting snowball sampling i.e. by scrutinizing the references of the selected primary studies and finally the grey literature resulted in 7 articles. Most of the articles discussed about lean implication in the context of software engineering. The depicted lean methodologies were validated in either Industry or Academia. A few articles depicted regarding lean principles and their benefits in the context of software engineering. Most of the selected articles in our study were peer- reviewed. Peer reviewing is a process of evaluating one’s work or performance by an expert in the same field in order to maintain or enhance the quality of work or performance in the particular field. This indicates that the articles considered for data extraction have been reviewed by potential experts in the research domain. Conclusions: This study provided a deeper insight into lean implication in the context of software engineering. The aim of the thesis is to find the challenging factors that negatively influenced the success of software projects. A total of 54 challenges were identified from the literature review. The 72 primary articles selected from various resources yielded 53 lean methodologies. The lean methodologies were grouped into Principles, practices, tools and methods. Mapping between the identified challenges and the mitigation lean methodologies is presented. Industrial interviews were conducted to find the current state of lean implication in software engineering. A total of 30 challenges were identified from the industry. A total of 40 lean methodologies were identified from the interviews. Comparative analysis was done to find the common challenges and mitigation lean methodologies between the State of art and State of practice. Based on the analysis a set of guidelines are presented at the end of the document. The guidelines benefit an industrial practitioner in practicing the appropriate lean methodology. Keywords: Lean Methodology, Lean software development, lean software management, lean software engineering, Systematic literature review, literature review.

  • 325.
    Eada, Priyanudeep
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Experiment to evaluate an Innovative Test Framework: Automation of non-functional testing2015Independent thesis Advanced level (degree of Master (Two Years)), 80 credits / 120 HE creditsStudent thesis
    Abstract [en]

    Context. Performance testing, among other types of non-functional testing, is necessary to assess software quality. Most often, manual approach is employed to test a system for its performance. This approach has several setbacks. The existing body of knowledge lacks empirical evidence on automation of non-functional testing and is largely focused on functional testing.

    Objectives. The objective of the present study is to evaluate a test framework that automates performance testing. A large-scale distributed project is selected as the context to achieve this objective. The rationale for choosing such a project is that the proposed test framework was designed with an intention to adapt and tailor according to any project’s characteristics.

    Methods. An experiment was conducted with 15 participants at Ericsson R&D department, India to evaluate an automated test framework. Repeated measures design with counter balancing method was used to understand the accuracy and time taken while using the test framework. To assess the ease-of-use of the proposed framework, a questionnaire was distributed among the experiment participants. Statistical techniques were used to accept or reject the hypothesis. The data analysis was performed using Microsoft Excel.

    Results. It is observed that the automated test framework is superior to the traditional manual approach. There is a significant reduction in the average time taken to run a test case. Further, the number of errors resulting in a typical testing process is minimized. Also, the time spent by a tester during the actual test is phenomenally reduced while using the automated approach. Finally, as perceived by software testers, the automated approach is easier to use when compared to the manual test approach.

    Conclusions. It can be concluded that automation of non-functional testing will result in overall reduction in project costs and improves quality of software tested. This will address important performance aspects such as system availability, durability and uptime. It was observed that it is not sufficient if the software meets the functional requirements, but is also necessary to conform to the non-functional requirements.

  • 326.
    Edbro, Oskar
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Hansson, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Identifying high risk targets in a corporate multi-user network2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
  • 327.
    Edänge, Simon
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    An Implementation and Performance Evaluation of a Peer-to-Peer Chat System2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context: Chat applications have been around since the beginning of the modern internet. Today, there are many different chat systems with various communication solutions, but only a few utilize the fully decentralized Peer-to-Peer concept.

    Objectives: In this report, we want to investigate to see if a fully decentralized P2P concept is a suitable choice for chat applications. In order to investigate, a P2P architecture was selected and a simulation was implemented in Java. The simulation was used to make a performance evaluation in order see if the P2P concept could meet the requirements of a chat application, and to identify problems and difficulties.

    Methods: Two main methods were used in this thesis. First, a qualitative design method was used to identify and discuss different possibilities of designing a distributed chat application. Second, a performance evaluation was conducted to verify the selected and implemented mechanisms are able to obtain their general performance capabilities and to tune them towards anticipated performance.

    Results: The simulation proved that a decentralized P2P system can scale and find resources in a network quite efficiently without the need of any centralized service. It also proved to be simpler for the user to use the P2P concept, as no special configurations are needed. However, the selected protocol (Chord) had problems with high rates of churn, which could cause problems in big chat environments. The P2P concept was also shown to be highly complex to implement.

    Conclusion: P2P technology is a more complex technology, but it gives the host a lower cost in terms of hardware and maintenance. It also makes the system more robust and fault-tolerant. As we have seen in this report, P2P can scale and find other resources efficiently without the need of a centralized service. However, it will consume more power for each user, which makes mobile devices bad peers.

  • 328.
    Ehrenpris, Hampus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gomersson, Jesper
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rhizomatik som förhållningssätt inom 3D-grafik2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The aim with this bachelor thesis was to apply rhizomatics as an approach when creating game graphics. We choose rhizomatics as an approach because we believed that the creative part of 3D-graphics was stagnating. The purpose was to possibly broaden the horizons within the creative part of 3D-graphics to present new and interesting ways of working with it. Rhizomatics as an approach turned problematic when applied to hierarchical software programs. To constantly have this approach during the practical work, turned out to be difficult to control. The reason being is that the rhizomatic itself lacks structure and to try to control rhizomatics on a practical level became almost impossible.

    We realized that the rhizomatics was too free to be used as a consistant approach when it comes to creating 3D-graphics. We tried to control the rhizomatics during the practical work and came to the conclusion that it does not become a rhizomatic work.

  • 329.
    Eimersson, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tran, Michael
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hantverksutveckling: En deltagande aktionsforskning i det 3D grafiska hantverket2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det här kandidatarbetet undersöker en grafikers arbete i en mindre produktion. Målet är att ge en bättre förståelse inom det grafiska hantverket. För att undersöka problemområdet väljer vi att tillämpa deltagande aktionsforskning och sätta den i en kontext till en spelproduktion. I texten kommer det att presenteras tre praktiska exempel som behandlar problematiska situationer för 3D-grafiker. Undersökningen beskriver hur personliga uttryck växer fram när svåra situationer tvingar en till att utforska sitt hantverk.

  • 330.
    Einarsson, Joel
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Winger-Lang, Johannes
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    En jämförande prestandastudie mellan JSON och XML2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    När man utvecklar en ny produkt eller tjänst står man ofta inför valet av dataformat. De mest använda idag är JSON och XML. Formaten ser väldigt olika ut, erbjuder olika funktioner, men används inte sällan till samma sak. Vilket som egentligen är snabbast finns det mycket åsikter om, men inte lika mycket testresultat. Den luckan skall detta arbete täcka. Programmeringsspråken som används är Python och JavaScript, vilka båda är populära på webben. Genom experiment testas hur snabbt JSON och XML kan kodas och avkodas. Testerna går ut på att XML och JSON konverteras till en lämplig intern datastruktur. I JavaScript är det ett Object, för Python är det en dictionary. Det testas även att konvertera från datastrukturen, till XML och JSON. Både stora och små datamängder testas. Resultaten visar enhälligt att JSON är betydligt snabbare än XML, upp mot en faktor 100. För JavaScript gäller detta i de tre stora webbläsarna som testas; Google Chrome, Mozilla Firefox samt Internet Explorer. Det stämmer även för Python. Resultatet är detsamma för liten datamängd som för en stor datamängd.

  • 331.
    Eivazzadeh, Shahryar
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Anderberg, Peter
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Larsson, Tobias
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Fricker, Samuel
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering. University of Applied Sciences and Arts Northwestern Switzerland.
    Berglund, Johan
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Evaluating Health Information Systems Using Ontologies2016In: JMIR Medical Informatics, ISSN 2291-9694, Vol. 4, no 2, article id e20Article in journal (Refereed)
    Abstract [en]

    Background: There are several frameworks that attempt to address the challenges of evaluation of health information systems by offering models, methods, and guidelines about what to evaluate, how to evaluate, and how to report the evaluation results. Model-based evaluation frameworks usually suggest universally applicable evaluation aspects but do not consider case-specific aspects. On the other hand, evaluation frameworks that are case specific, by eliciting user requirements, limit their output to the evaluation aspects suggested by the users in the early phases of system development. In addition, these case-specific approaches extract different sets of evaluation aspects from each case, making it challenging to collectively compare, unify, or aggregate the evaluation of a set of heterogeneous health information systems.

    Objectives: The aim of this paper is to find a method capable of suggesting evaluation aspects for a set of one or more health information systems—whether similar or heterogeneous—by organizing, unifying, and aggregating the quality attributes extracted from those systems and from an external evaluation framework.

    Methods: On the basis of the available literature in semantic networks and ontologies, a method (called Unified eValuation using Ontology; UVON) was developed that can organize, unify, and aggregate the quality attributes of several health information systems into a tree-style ontology structure. The method was extended to integrate its generated ontology with the evaluation aspects suggested by model-based evaluation frameworks. An approach was developed to extract evaluation aspects from the ontology that also considers evaluation case practicalities such as the maximum number of evaluation aspects to be measured or their required degree of specificity. The method was applied and tested in Future Internet Social and Technological Alignment Research (FI-STAR), a project of 7 cloud-based eHealth applications that were developed and deployed across European Union countries.

    Results: The relevance of the evaluation aspects created by the UVON method for the FI-STAR project was validated by the corresponding stakeholders of each case. These evaluation aspects were extracted from a UVON-generated ontology structure that reflects both the internally declared required quality attributes in the 7 eHealth applications of the FI-STAR project and the evaluation aspects recommended by the Model for ASsessment of Telemedicine applications (MAST) evaluation framework. The extracted evaluation aspects were used to create questionnaires (for the corresponding patients and health professionals) to evaluate each individual case and the whole of the FI-STAR project.

    Conclusions: The UVON method can provide a relevant set of evaluation aspects for a heterogeneous set of health information systems by organizing, unifying, and aggregating the quality attributes through ontological structures. Those quality attributes can be either suggested by evaluation models or elicited from the stakeholders of those systems in the form of system requirements. The method continues to be systematic, context sensitive, and relevant across a heterogeneous set of health information systems.

  • 332.
    Eivazzadeh, Shahryar
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Sanmartin Berglund, Johan
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Larsson, Tobias
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Anderberg, Peter
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Most Influential Qualities in Creating Satisfaction Among the Users of Health Information Systems: A Study in Seven EU Countries2018In: JMIR Medical Informatics, Vol. 6, no 4, p. 3-21Article in journal (Refereed)
    Abstract [en]

    Background:

    Several models suggest how the qualities of a product or service influence user satisfaction. Models, such as the Customer Satisfaction Index (CSI), Technology Acceptance Model (TAM), and Delone and McLean Information Systems Success (D&M IS), demonstrate those relations and have been used in the context of health information systems.

    Objective:

    We want to investigate which qualities foster greater satisfaction among patient and professional users. In addition, we are interested in knowing to what extent improvement in those qualities can explain user satisfaction and if this makes user satisfaction a proxy indicator of those qualities.

    Methods:

    The Unified eValuation using ONtology (UVON) method was utilised to construct an ontology of the required qualities for seven e-health applications being developed in the FI-STAR project, a European Union (EU) project in e-health. The e-health applications were deployed across seven EU countries. The ontology included and unified the required qualities of those systems together with the aspects suggested by the Model for ASsessment of Telemedicine applications (MAST) evaluation framework. Two similar questionnaires, for 87 patient users and 31 health professional users, were elicited from the ontology. In the questionnaires, user was asked if the system has improved the specified qualities and if the user was satisfied with the system. The results were analysed using Kendall correlation coefficients matrices, incorporating the quality and satisfaction aspects. For the next step, two Partial Least Squares Structural Equation Modelling (PLS-SEM) path models were developed using the quality and satisfaction measure variables and the latent construct variables that were suggested by the UVON method.

    Results:

    Most of the quality aspects grouped by the UVON method are highly correlated. Strong correlations in each group suggest that the grouped qualities can be measures which reflect a latent quality construct. The PLS-SEM path analysis for the patients reveals that the effectiveness, safety, and efficiency of treatment provided by the system are the most influential qualities in achieving and predicting user satisfaction. For the professional users, effectiveness and affordability are the most influential. The parameters of the PLS-SEM that are calculated allow for the measurement of a user satisfaction index similar to CSI for similar health information systems.

    Conclusions:

    For both patients and professionals, the effectiveness of systems highly contributes to their satisfaction. Patients care about improvements in safety and efficiency, while professionals care about improvements in the affordability of treatments with health information systems. User satisfaction is reflected more in the users' evaluation of system output and fulfilment of expectations, but slightly less in how far the system is from ideal. Investigating satisfaction scores can be a simple, fast way to infer if the system has improved the abovementioned qualities in treatment and care.

  • 333.
    Ejdemyr, Niclas
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Eye Tracking as an Additional Input Method in Video Games: Using Player Gaze to Improve Player Immersion and Performance2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. Gaze based interaction in video games is still a developing field, and is mostly used as an off-line evaluation tool or a replacement for traditional input methods. This thesis will look closer at the prospect of using eye tracking as an additional input to be used alongside the traditional methods of input to improve the immersion and performance of the player.

    Objectives. To implement a gaze based interaction method into arst person adventure in a way to improve player performance and immersion.

    Method. Using the Tobii REX eye tracker, 18 volunteers participated in an experiment. They played two versions of a game in an controlled environment. The versions had the same mechanics and game elements but only one of them had eye tracking implemented. After the experiment the participants answered nine questions about which prototype they preferred.

    Results. All participants' scores were in all cases but one, lower when using the eye tracking input method, compared to the traditional one.The time it took for the participants to complete the game was longer for everybody. 16 out of 18 players also felt more immersed in the game while using eye tracking compared to playing with the traditional input method.

    Conclusions. The results from the experiments provided evidence that the interaction method designed for this thesis did not improve player performance. The results also showed that the interaction method did improve immersion for most players.

  • 334. Ekelin, Annelie
    et al.
    Eriksén, Sara
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Citizen-Driven Design: Leveraging Participatory Design of E-Government 2.0 Through Local and Global Collaborations.2014In: Case Studies in e-Government 2.0. Changing Citizen Relationships. / [ed] Boughzala, Imed; Janssen, Marijn; Assar, Saïd, Springer , 2014Chapter in book (Refereed)
    Abstract [en]

    The goal of this paper is to present how citizen-driven design of e-government can be promoted through trans-local cooperation. Our case study consists of the Augment project, which focuses on the design of a mobile service for co-creation of local accessibility. Our approach is action research based in the Scandinavian tradition of Participatory design. Experiences from this project highlight issues concerning how to reconfigure the basis for design of public services. In order to cultivate spaces for citizen-driven design and local innovation, we made iterative use of global collaborations. In the initial phase, influences from R&D cooperation with India provided new spaces for participatory design practices. In the next phase, a proof-of-concept process allowed for broader local stake-holder involvement. In the third phase, the service concept was shared and expanded with partner regions in Europe through exchange of Best Practices. Currently, we are moving towards phase four, the commercialization process. Beyond the iterative design of the mobile service itself, and what trans-local collaboration contributed in this context, we also discuss reconceptualization of innovation as incremental change. We argue that transnational collaboration can be deliberately made use of for leveraging incremental change on a local level and strengthening regional innovation systems and practices.

  • 335.
    Eklöf, Therese
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hellman, Martina
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Antropomorfismens tredje sanning2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis, we investigate non-human beings and the human traits we apply on them, both in a position as media consumers and as producers. The research question focuses on how to portray creatures in relation to anthropomorphism, and with an examination on the vague boundary that exists between imaginary animals and real animals, we explore anthropomorphism mainly through the theoretical lenses of Donna Haraway, Boria Sax, Jennifer Parker-Starbuck and Fanny Ambjörnsson. Our purpose is to illuminate the idea of anthropomorphism – how and why we apply human-like behaviours on animals – and to increase our understanding for the influence of the human lens. With previous research, semiotics, as well as an awareness about posthumanism and humanizing of animals, we come to terms with the depiction of nuanced anthropomorphism in 3D. Through our research it appears that we need to reflect constantly on our choices during application of attributes on creatures, due to our human interpretation of the world. There is discussion concerning the varying qualities among different kinds of animals, which declares that these attributes cause animals to possess a completely different perception than humans hold. It requires both a questioning about the nature of humans, and a criticizing of how we humans try to apprehend the surrounding world through the lens of a non-human creatures and their senses, when all we have is an outside perspective of the wildlife.

  • 336.
    Ekramian, Elnaz
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Automation of the test methods for packet loss and packet loss duration in the Ixia platform2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today’s technology has a strong tendency towards automation. As a matter of fact, the tremendous improvement of science in the recent years brought new ideas regarding to accelerate the scientific process that is not separated of automation. This paper also deals with automation of manual tests that were used to analyze packet loss and packet loss duration in a network. These two metrics were chosen based on their importance they have in the communication technology, also based on the weak points that were found in the manual processes. This experiment is done in the Ixia platform that was an appropriate test bed to design an automation framework.After a comprehensive research on network and communication we could choose packet loss and packet loss duration as two important parameters that are under test several times per day. Therefore, based on the properties that are used for automation, these two metrics had the priority compare to other metrics. We could create a framework that works correspond to the manual test process. For this purpose, Tcl programming language is used. The script that was written with this high-level language can communicate with the graphical user interface, configuring all the connected devices, measuring mentioned metrics and ultimately save the result in a csv file.Finally, we could reach to the main objective of this project which was to show how positively automatic method can affect on the quality of test in terms of accuracy, time and manpower saving.

  • 337.
    Elahi, Haroon
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    A Boosted-Window Ensemble2014Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Context. The problem of obtaining predictions from stream data involves training on the labeled instances and suggesting the class values for the unseen stream instances. The nature of the data-stream environments makes this task complicated. The large number of instances, the possibility of changes in the data distribution, presence of noise and drifting concepts are just some of the factors that add complexity to the problem. Various supervised-learning algorithms have been designed by putting together efficient data-sampling, ensemble-learning, and incremental-learning methods. The performance of the algorithm is dependent on the chosen methods. This leaves an opportunity to design new supervised-learning algorithms by using different combinations of constructing methods. Objectives. This thesis work proposes a fast and accurate supervised-learning algorithm for performing predictions on the data-streams. This algorithm is called as Boosted-Window Ensemble (BWE), which is invented using the mixture-of-experts technique. BWE uses Sliding Window, Online Boosting and incremental-learning for data-sampling, ensemble-learning, and maintaining a consistent state with the current stream data, respectively. In this regard, a sliding window method is introduced. This method uses partial-updates for sliding the window on the data-stream and is called Partially-Updating Sliding Window (PUSW). The investigation is carried out to compare two variants of sliding window and three different ensemble-learning methods for choosing the superior methods. Methods. The thesis uses experimentation approach for evaluating the Boosted-Window Ensemble (BWE). CPU-time and the Prediction accuracy are used as performance indicators, where CPU-time is the execution time in seconds. The benchmark algorithms include: Accuracy-Updated Ensemble1 (AUE1), Accuracy-Updated Ensemble2 (AUE2), and Accuracy-Weighted Ensemble (AWE). The experiments use nine synthetic and five real-world datasets for generating performance estimates. The Asymptotic Friedman test and the Wilcoxon Signed-Rank test are used for hypothesis testing. The Wilcoxon-Nemenyi-McDonald-Thompson test is used for performing post-hoc analysis. Results. The hypothesis testing suggests that: 1) both for the synthetic and real-wrold datasets, the Boosted Window Ensemble (BWE) has significantly lower CPU-time values than two benchmark algorithms (Accuracy-updated Ensemble1 (AUE1) and Accuracy-weighted Ensemble (AWE). 2) BWE returns similar prediction accuracy as AUE1 and AWE for synthetic datasets. 3) BWE returns similar prediction accuracy as the three benchmark algorithms for the real-world datasets. Conclusions. Experimental results demonstrate that the proposed algorithm can be as accurate as the state-of-the-art benchmark algorithms, while obtaining predictions from the stream data. The results further show that the use of Partially-Updating Sliding Window has resulted in lower CPU-time for BWE as compared with the chunk-based sliding window method used in AUE1, AUE2, and AWE.

  • 338.
    Elhorr, Suzanne
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    The three dimensional relation between user system experience, user satisfaction, and user acceptance2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context. The subject presented in this research is the fact that people resist IT induced change and want to maintain their current situation when implementing a new information system.  If no strategy is set to deal with it, resistance to change leads to Information System failure.

    Objectives. In this study, the author is investigating how to anticipate and handle resistance to change when implementing a new information system in order to succeed. This is followed by introducing the factors affecting user satisfaction which in turn affects user acceptance.

    Methods The data collection involves interviews in order to assemble appropriate, justifiable and relevant data, in addition to surveys to measure and validate the hypotheses in this thesis. The banking sector in Lebanon was selected as a source of data collection.

    Results. Three factors Perceived ease of use(PEOU), Perceived Usefulness (PU), and User Involvement react together to satisfy user and hence to make the user accept change.

    Conclusions. Based on the studies conducted so far with respect to this topic, there exists an indirect relationship between the three factors discussed in this thesis, the user satisfaction, and the user acceptance. The more the user finds the system easy to use (simple way of work with less efforts) and useful (the extent to which person’s work is improved) and the more he/sh  is involved, the more he is satisfied and hence the more he is willing to accept the change and causes system success.

  • 339.
    Eliasson, André
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Franzén, Pontus
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Accelerating IISPH: A Parallel GPGPU Solution Using CUDA2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context. Simulating realistic fluid behavior in incompressible fluids for computer graphics has been pioneered with the implicit incompressible smoothed particle hydrodynamics (IISPH) solver. The algorithm converges faster than other incompressible SPH-solvers, but real-time performance (in the perspective of video games, 30 frames per second) is still an issue when the particle count increases.

    Objectives. This thesis aims at improving the performance of the IISPH-solver by proposing a parallel solution that runs on the GPU using CUDA. The solution should not compromise the physical accuracy of the original solution. Investigated aspects are execution time, memory usage and physical accuracy.

    Methods. The proposed implementation uses a fine-grained approach where each particle is calculated on a separate thread. It is compared to a sequential and a parallel OpenMP implementation running on the CPU.

    Results and Conclusions. It is shown that the parallel CUDA solution allow for real-time performance for approximately 19 times the amount of particles than that of the sequential implementation. For approximately 175 000 particles the simulation runs at the constraint of real-time performance, more particles are still considered interactive. The visual result of the proposed implementation deviated slightly from the ones on the CPU.

  • 340.
    Eliasson, Christopher
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Natural Language Generation for descriptive texts in interactive games2014Student thesis
    Abstract [en]

    Context. Game development is a costly process and with today's advanced hardware the customers are asking for more playable content, and at higher quality. For many years providing this content procedurally has been done for level creation, modeling, and animation. However, there are games that require content in other forms, such as executable quests that progress the game forward. Quests have been procedurally generated to some extent, but not in enough detail to be usable for game development without providing a handwritten description of the quest. Objectives. In this study we combine a procedural content generation structure for quests with a natural language generation approach to generate a descriptive summarized text for quests, and examine whether the resulting texts are viable as quest prototypes for use in game development. Methods. A number of articles on the area of natural language generation is used to determine an appropriate way of validating the generated texts produced in this study, which concludes that a user case study is appropriate to evaluate each text for a set of statements. Results. 30 texts were generated and evaluated from ten different quest structures, where the majority of the texts were found to be good enough to be used for game development purposes. Conclusions. We conclude that quests can be procedurally generated in more detail by incorporating natural language generation. However, the quest structure used for this study needs to expand into more detail at certain structure components in order to fully support an automated system in a flexible manner. Furthermore due to semantics and grammatics being key components in the flow and usability of a text, a more sophisticated system needs to be implemented using more advanced techniques of natural language generation.

  • 341.
    Ellegedara, Shasthri
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    ONLINE NEWS DISTRIBUTION METHODS AND CHANGING JOURNALISM PRACTICES: DIGITAL INFLUENCES, AUTHORITY, TRUSTWORTHINESS AND TRANSMISSION.2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    My thesis focuses on the changes that digital culture has brought in to the news industry, especially through social media (such as blogging and Twitter for example) and open data. The aim of this thesis is to analyze how digital culture has transformed traditional news industry and its distribution methods in regard to flexibility, trustworthiness, authority and also the role of the journalist. I also analyze how Participatory and machine made journalism methods have affected traditional journalism practices and whether these new ways of news distribution practices are complimenting or displacing the traditional news distribution methods. In order to present these changes, I analyzed how people reacted and used digital media in few popular occasions that took place in the past, such as 9/11 twin tower attack, London subway explosion, Egyptian revolution and some other occasions. By analyzing these events, I could show that today the technology has made many changes in the news industry including, revising the role of journalist, blur the boundaries between news-producer and news-receiver, demolish the gatekeeping process, make anyone a journalist, allow news in real-time, give the consumer the control over when, where and what information they want to receive and many other changes. I could also show that journalists have use artificial intelligent to expand the news industry, and have made machines do reporting. This gives the ability to fulfill the needs of demanding consumers by reporting news instantly as well as reporting unbiased information.

  • 342.
    Elmgren, Gustav
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Isaksson, Conny
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    A ticket to blockchains2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 343.
    Elmir, Ahmad
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    PaySim Financial Simulator: PaySim Financial Simulator2016Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The lack of legitimate datasets on mobile money transactions toperform research on in the domain of fraud detection is a big prob-lem today in the scientic community. Part of the problem is theintrinsic private nature of mobile transactions, not much infor-mation can be exploited. This will leave the researchers with theburden of rst harnessing the dataset before performing the actualresearch on it. The dataset corresponds to the set of data in whichthe research is to be performed on. This thesis discusses a solutionto such a problem, namely the Paysim simulator. Paysim is a -nancial simulator that simulates mobile money transactions basedon an original dataset. We present a solution to ultimately yieldthe possibility to simulate mobile money transactions in such a waythat they become similar to the original dataset. The similarity orthe congruity will be measured by calculating the error-rate betweenthe synthetic data set and the original data set. With technologyframeworks such as "Agent Based" simulation techniques, and theapplication of mathematical statistics, it can be demonstrated thatthe synthetic data is as prudent as the original data set. The aimof this thesis is to demonstrate with statistical models that PaySimcan be used as a tool for the intents of nancial simulations.

  • 344.
    Elmér, Jack Oliver
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sandberg, Dick Jörgen Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    EdTech i Skolan: En undersökning om det sociala2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this Bachelor Thesis we consider EdTechs possibilities in influencing children’s social abilities in a positive way, to prevent repetitive bullying behavior. By the methods of Future Workshop and Participatory Design we develop, together with students on a local secondary school, a concept for an application with the potential of increased friendships.We analyze the student’s opinions about functionalities and visual design, and then present a prototype of the concept to experts in the field of Educational Technology. Their validation of our prototype is seen as a direct result of the research question, and a possible solution to the issue at hand.

  • 345.
    Elofsson, Linus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Selander, Fredrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Dagis++: En brygga mellan konkret och abstrakt matematik genom spel2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    During observatons of the current educational-games market we felt that the current use of game design did not utilize the full potential that games have for education. That made us wonder how can the media of games be used better for education? David A. Kolb’s thoughts about Experiential learning can be connected to game design and the understanding of games. The question “What game can we create with the help of game centred design and experiential learning to create a transition from physical mathematics to abstract mathematics for children in preschool?” came forth and to test our thoughts the prototype Sushi Panic was created. Through tests with preschoolers and educators we tried varying versions and hypothesises. The results were positive but large differences in the understanding between individual children changed our view of the prototype. The connection between experiential learning and video games is something that should continue to be developed since there still is a lot the fields can learn from each other.

  • 346.
    Elovaara, Pirjo
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gustavsson, Kerstin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hallgren, Elin
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Trojer, Lena
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gender Budgeting, Human Resources, Organisational Culture -Development of Methods2015Other (Refereed)
    Abstract [en]

    GENISLAB, is a four year project (2011 - 2014) within the 7th Framework Programme for research and technology. The aim of the project is to promote organizational change in six European scientific organizations. Each partner develops its own Tailored Action Plan based on three dimensions, Gender Budgeting, Human Resources (HR) Management and Gender and Organisational Culture and Stereotypes. This report presents results of quantitative and qualitative data on Gender Budgeting and HR management as well as comments on organizational culture.

  • 347. Emam, Seyed Mohammad
    et al.
    Khatibi, Siamak
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Khalili, Khalil
    Improving the Accuracy of Laser Scanning for 3D Model Reconstruction Using Dithering Technique2014In: Procedia Technology / [ed] Moldovan, L, Elsevier , 2014, Vol. 12Conference paper (Refereed)
    Abstract [en]

    Triangulation technique is one of the most commonly techniques used in three dimensional measurements. Depth reconstruction accuracy is a direct impact of the quantization process and this is related to the number of pixels of the sensor. Dithering technique (DT) benefits from relative fine movement between object and sensor to reduce the quantization error. This paper describes the theory of the DT and establishes a mathematical model. To evaluate if DT technique can improve the accuracy in real world, a control rig was designed and built, following which experiments were performed. The results showed that considerable improvement can be achieved in measurement accuracy.

  • 348.
    Emilsson, Rasmus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    The influence of the Internet on Identity Creation and Extreme groups2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In the age of the Internet, extreme groups have seen resurgence in the way they can communicate and recruit through the new medium whether they are white supremacists or hacktivists. Examining the history and modern behaviors of both white supremacy groups and Anonymous, this paper aims to research and answer how the different groups use the Internet to influence identities and if the methods to do so differ from the old ones and through the use of several concepts, mainly the Echo Chamber and the Filter Bubble, narrow down the effects that leads to a person joining an extreme group.

  • 349.
    Engman, Robin
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    HPA* Used With a Triangulation-Based Graph2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Context: Pathfinding is an important phase when it comes to AI. The AI needs to know how to get from one point to another when there are obstacles ahead. For that reason, different pathfinding algorithms have been created. Objective: In this paper a new pathfinding algorithm, THPA*, is described, and it will also be compared to the more common algorithms, A*, and HPA* which THPA* is based on. Methods: These algorithms are then tested on an extensive array of maps with different paths and the results consisting of the execution times will be compared against each other. Results: The result of those tests conclude that THPA* performs better in terms of execution time in the average case; however it does suffer from low quality paths. Conclusions: This paper concludes that THPA* is a promising algorithm albeit in need of more refinement to make up for the negative points.

  • 350.
    Engqvist, Markus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Mori Soto, Karen
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Defining a Process for Statistical Analysis of Vulnerability Management using KPI2017Independent thesis Advanced level (degree of Master (Two Years)), 300 HE creditsStudent thesis
    Abstract [en]

    In todays connected society, with rapidly advancing technology, there is an interest in offering technical services in our day to day life. Since these services are used to handle sensitive information and money, there are demands for increased information security. Sometimes errors occur in these systems that risk the security for both parties. These systems should be secured to maintain secure operations even though vulnerabilities occur.

    Outpost24 is one company that specializes in vulnerability management. By using their scanning tool OUTSCAN™, Outpost24 can identify vulnerabilities in network components, such as firewalls, switches, printers, devices, servers, workstations and other computer systems. These results are then stored in a database. Within this study, the authors will work together with Outpost24 towards this data. The goal is to define a process for generation of vulnerability reports for the company. The process will perform a statistical analysis of the data and present the findings.

    To solve the task a report was created, during which the process was documented. The work began with a background study into Key Performance Indicators (KPIs), in which the most common security KPIs were identified from similar works. A tool was also developed to help with the analysis. This resulted in a statistical analysis using Outpost24’s dataset. By presenting the data formatted by the KPIs, trends could be identified. This showed an overall trend of increasing vulnerabilities and the necessity for organizations to spend resources towards security. The KPIs offer other possibilities, such as creating a baseline for security evaluation using data from one year. In the future, one could use the KPIs to compare how the security situation has changed.

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