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1.
  • Backlund, Per (författare)
  • Development Process Knowledge Transfer through Method Adaptation, Implementation, and Use
  • 2004
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Information Systems Engineering (ISE) is an interdisciplinary approach to enable the realisation of successful information systems in a broad sense. ISE comprises a number of areas of expertise that must be integrated and managed in order to build information systems. Since ISE is becoming progressively more complex there is an increasing need to codify and manage knowledge within and about the ISE process. From a knowledge perspective the different model types created in an ISE project are examples of codified knowledge about the future system. The descriptions of how work should proceed are examples of codified knowledge of the process of creating the system. In summary, one of the main concerns in the ISE process is to manage the substantial amount of knowledge associated with the process as such as well as with the target domain of the actual development project and the developed software. In the thesis I recognise three areas of knowledge in ISE: development process knowledge, target domain knowledge, and software knowledge. Furthermore, I use a set of knowledge perspectives in order to describe and analyse ISE from a knowledge perspective. Finally, I introduce three aspects: organisation, artefact, and individual in order to be able to discuss and analyse how methods are actually used in organisations and how they affect the work situation. The results are presented in the form of a framework for knowledge transfer in ISE that comprises the knowledge perspective, the knowledge area, and the aspect of knowledge transfer. The framework is thus used to analyse the results from the six papers enclosed in the thesis. The results also comprise an empirical characterisation of a method in use which is based on data collected during an ethnographical study. Finally the results are made concrete in the form of a pattern collection for method introduction and method use.
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2.
  • Cakici, Baki, 1984- (författare)
  • The Informed Gaze : On the Implications of ICT-Based Surveillance
  • 2013
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Information and communication technologies are not value-neutral. I examine two domains, public health surveillance and sustainability, in five papers covering: (i) the design and development of a software package for computer-assisted outbreak detection; (ii) a workflow for using simulation models to provide policy advice and a list of challenges for its practice; (iii) an analysis of design documents from three smart home projects presenting intersecting visions of sustainability; (iv) an analysis of EU-financed projects dealing with sustainability and ICT; (v) an analysis of the consequences of design choices when creating surveillance technologies. My contributions include three empirical studies of surveillance discourses where I identify the forms of action that are privileged and the values that are embedded into them. In these discourses, the presence of ICT entails increased surveillance, privileging technological expertise, and prioritising centralised forms of knowledge.
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3.
  • Cöster, Rickard, 1973- (författare)
  • Algorithms and Representations for Personalised Information Access
  • 2005
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Personalised information access systems use historical feedback data, such as implicit and explicit ratings for textual documents and other items, to better locate the right or relevant information for individual users.Three topics in personalised information access are addressed: learning from relevance feedback and document categorisation by the use of concept-based text representations, the need for scalable and accurate algorithms for collaborative filtering, and the integration of textual and collaborative information access.Two concept-based representations are investigated that both map a sparse high-dimensional term space to a dense concept space. For learning from relevance feedback, it is found that the representation combined with the proposed learning algorithm can improve the results of novel queries, when queries are more elaborate than a few terms. For document categorisation, the representation is found useful as a complement to a traditional word-based one.For collaborative filtering, two algorithms are proposed: the first for the case where there are a large number of users and items, and the second for use in a mobile device. It is demonstrated that memory-based collaborative filtering can be more efficiently implemented using inverted files, with equal or better accuracy, and that there is little reason to use the traditional in-memory vector approach when the data is sparse. An empirical evaluation of the algorithm for collaborative filtering on mobile devices show that it can generate accurate predictions at a high speed using a small amount of resources.For integration, a system architecture is proposed where various combinations of content-based and collaborative filtering can be implemented. The architecture is general in the sense that it provides an abstract representation of documents and user profiles, and provides a mechanism for incorporating new retrieval and filtering algorithms at any time.In conclusion this thesis demonstrates that information access systems can be personalised using scalable and accurate algorithms and representations for the increased benefit of the user.
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5.
  • Laaksolahti, Jarmo (författare)
  • Plot, Spectacle, and Experience : Contributions to the Design and Evaluation of Interactive Storytelling
  • 2008
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Interactive storytelling is a new form of storytelling emerging in the crossroads of many scholarly, artistic, and industrial traditions. In interactive stories the reader/spectator moves from being a receiver of a story to an active participant. By allowing participants to influence the progression and outcome of the story new experiences will arise. This thesis has worked on three aspects of interactive storytelling: plot, spectacle, and experience. The first aspect is concerned with finding methods for combining the linear structure of a story, with the freedom of action required for an interactive experience. Our contribution has focused on a method for avoiding unwanted plot twists by predicting the progression of a story and altering its course if such twists are detected.The second aspect is concerned with supporting the storytelling process at the level of spectacle. In Aristotelian terms, spectacle refers to the sensory display that meets the audience of a drama and is ultimately what causes the experience. Our contribution focuses on graphically making changing emotions and social relations, important elements of dramatic stories in our vision, salient to players at the level of spectacle. As a result we have broadened the view of what is important for interactive storytelling, as well as what makes characters believable. So far not very much research has been done on evaluating interactive stories. Experience, the third aspect, is concerned with finding qualitative methods for evaluating the experience of playing an interactive story. In particular we were interested in finding methods that could tell us something about how a players experience evolved over time, in addition to qualities such as agency that have been claimed to be characteristic for interactive stories. Our contribution consists of two methods that we have developed and adapted for the purposes of evaluating interactive stories that can provide such information. The methods have been evaluated on three different interactive storytelling type games.
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6.
  • Sundström, Petra, 1976- (författare)
  • Designing Affective Loop Experiences
  • 2010
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • There is a lack of attention to the emotional and the physical aspects of communication in how we up to now have been approaching communication between people in the field of Human Computer Interaction (HCI). As designers of digital communication tools we need to consider altering the underlying model for communication that has been prevailing in HCI: the information transfer model. Communication is about so much more than transferring information. It is about getting to know yourself, who you are and what part you play in the communication as it unfolds. It is also about the experience of a communication process, what it feels like, how that feeling changes, when it changes, why and perhaps by whom the process is initiated, altered, or disrupted. The idea of Affective Loop experiences in design aims to create new expressive and experiential media for whole users, embodied with the social and physical world they live in, and where communication not only is about getting the message across but also about living the experience of communication - feeling it. An Affective Loop experience is an emerging, in the moment, emotional experience where the inner emotional experience, the situation at hand and the social and physical context act together, to create for one complete embodied experience. The loop perspective comes from how this experience takes place in communication and how there is a rhythmic pattern in communication where those involved take turns in both expressing themselves and standing back interpreting the moment. To allow for Affective Loop experiences with or through a computer system, the user needs to be allowed to express herself in rich personal ways involving our many ways of expressing and sensing emotions – muscles tensions, facial expressions and more. For the user to become further engaged in interaction, the computer system needs the capability to return relevant, either diminishing, enforcing or disruptive feedback to those emotions expressed by the user so that the she wants to continue express herself by either strengthening, changing or keeping her expression. We describe how we used the idea of Affective Loop experiences as a conceptual tool to navigate a design space of gestural input combined with rich instant feedback. In our design journey, we created two systems, eMoto and FriendSense.
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7.
  • Chemane, Lourino, 1966- (författare)
  • ICT Platform Integration - MCDM Based Framework for the Establishment of Value Network : Case Study: Mozambique Government Electronic Network (GovNet)
  • 2011
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The selection of ICT service providers are among many of the challenges in building networks (intranets and extensions to the Internet) due to the high investment on equipment (CAPEX) and on operational costs (OPEX). This thesis proposes a Multi-Criteria Decision Method based decision support framework via the deployment of the Analytical Hierarchy Process method that can be used to improve selection and evaluation practices. The work deals explicitly with the role of ICT in supporting the corporate mission, and goals, in building the organization value network. It helps also in planning and defining the access to the Internet and strategies for making critical ICT related decisions. A specific study, The Government Electronic Network Project in Mozambique, has been used as a use case for the developed model and for validating the framework. The thesis also covers aspects related to the broader eGovernment process in Mozambique, such as the architecture, the principles, and the associated IT protocols and standards required for the interoperability of the respective eGovernment systems. The framework and recommendations are expected to contribute in assisting organizations to increase the usage and improve the management of IT platforms and services. In addition, they should help in bettering the systematization of the input data in specifying the requirements for the services offered by Internet service providers. The model should bring to the attention of decision-makers many factors that are currently neither considered nor are central to the selection processes. Furthermore, the decision-makers can use the framework in explaining and describing the investment decisions behind ICT projects in the context of the organization value network.
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8.
  • Zdravkovic, Jelena (författare)
  • Process Integration for the Extended Enterprise
  • 2006
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • In many industries today, the speed and costs with which new products are delivered to customers provide the basis for competitive advantage. Electronic business (e-business) is a concept that shortens the “time to market” and enables transacting at lower costs. Currently, one of the main limitations in the exploitation of e-business is the lack of efficient Information System (IS) integration, both in intra- and cross-enterprise environments. Intra-enterprise integration is complex, as the business needs and the underlying information systems do not evolve in accordance. In the cross-enterprise context, transparent system integration is hardly achievable due to the incompatibility of the services of the involved partners. This means that the future success of the integration depends heavily on the possibilities offered in terms of interoperability among the involved enterprises. The Business Process Management (BPM) discipline addresses this challenge, as processes have been recognized as key mechanisms through which most intra- and cross-enterprise interactions take place. The development of methods for successful integration of process models is one of the essential issues for the use of the BPM approach in the application and evolution of e-business. In this thesis, we address two topics in the area of business process management: 1) intra-enterprise process integration which concerns alignment between the internal business processes and information systems enclosed in the form of software services and 2) cross-enterprise integration which concerns coordination of the internal business processes of an enterprise with the processes of its suppliers, intermediaries, or customers. The goal of the thesis is to add theoretical and applicable knowledge to the field of business process management by using the proposed approaches for improvement of process integration in intra- and cross-enterprise contexts.
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10.
  • Boström, Gustav, 1973- (författare)
  • Simplifying development of secure software : Aspects and Agile methods
  • 2006
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Reducing the complexity of building secure software systems is an important goal as increased complexity can lead to more security flaws. This thesis aims at helping to reduce this complexity by investigating new programming techniques and software development methods for implementing secure software. We provide case studies on the use and effects of applying Aspect-oriented software development to Confidentiality, Access Control and Quality of Service implementation. We also investigate how eXtreme Programming can be used for simplifying the secure software development process by comparing it to the security engineering standards Common Criteria and the Systems Security Engineering Capability Maturity Model. We also explore the relationship between Aspect-oriented programming and Agile software development methods, such as eXtreme Programming.
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