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1.
  • Backlund, Per (author)
  • Development Process Knowledge Transfer through Method Adaptation, Implementation, and Use
  • 2004
  • Doctoral thesis (other academic/artistic)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- (author)
  • The Informed Gaze : On the Implications of ICT-Based Surveillance
  • 2013
  • Doctoral thesis (other academic/artistic)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- (author)
  • Algorithms and Representations for Personalised Information Access
  • 2005
  • Doctoral thesis (other academic/artistic)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 (author)
  • Plot, Spectacle, and Experience : Contributions to the Design and Evaluation of Interactive Storytelling
  • 2008
  • Doctoral thesis (other academic/artistic)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- (author)
  • Designing Affective Loop Experiences
  • 2010
  • Doctoral thesis (other academic/artistic)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- (author)
  • ICT Platform Integration - MCDM Based Framework for the Establishment of Value Network : Case Study: Mozambique Government Electronic Network (GovNet)
  • 2011
  • Doctoral thesis (other academic/artistic)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 (author)
  • Process Integration for the Extended Enterprise
  • 2006
  • Doctoral thesis (other academic/artistic)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- (author)
  • Simplifying development of secure software : Aspects and Agile methods
  • 2006
  • Licentiate thesis (other academic/artistic)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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11.
  • Bylund, Markus, 1971- (author)
  • A Design Rationale for Pervasive Computing : User Experience, Contextual Change and Technical Requirements
  • 2005
  • Doctoral thesis (other academic/artistic)abstract
    • The vision of pervasive computing promises a shift from information tech-nology per se to what can be accomplished by using it, thereby fundamen-tally changing the relationship between people and information technology. In order to realize this vision, a large number of issues concerning user ex-perience, contextual change, and technical requirements should be ad-dressed. We provide a design rationale for pervasive computing that encom-passes these issues, in which we argue that a prominent aspect of user ex-perience is to provide user control, primarily founded in human values. As one of the more significant aspects of the user experience, we provide an extended discussion about privacy. With contextual change, we address the fundamental change in previously established relationships between the practices of individuals, social institutions, and physical environments that pervasive computing entails. Finally, issues of technical requirements refer to technology neutrality and openness—factors that we argue are fundamen-tal for realizing pervasive computing. We describe a number of empirical and technical studies, the results of which have helped to verify aspects of the design rationale as well as shap-ing new aspects of it. The empirical studies include an ethnographic-inspired study focusing on information technology support for everyday activities, a study based on structured interviews concerning relationships between con-texts of use and everyday planning activities, and a focus group study of laypeople’s interpretations of the concept of privacy in relation to informa-tion technology. The first technical study concerns the model of personal service environments as a means for addressing a number of challenges con-cerning user experience, contextual change, and technical requirements. Two other technical studies relate to a model for device-independent service de-velopment and the wearable server as a means to address issues of continu-ous usage experience and technology neutrality respectively.
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14.
  • Ciobanu Morogan, Matei, 1973- (author)
  • Security system for ad-hoc wireless networks based on generic secure objects
  • 2005
  • Doctoral thesis (other academic/artistic)abstract
    • As computing devices and wireless connectivity become ubiquitous, new usage scenarios emerge, where wireless communication links between mobile devices are established in an ad-hoc manner. The resulting wireless ad-hoc networks differ from classical computer networks in a number of ways, lack of permanent access to the global network and heterogeneous structure being some of them. Therefore, security services and mechanisms that have been designed for classical computer networks are not always the optimal solution in an ad-hoc network environment. The research is focused on analyzing how standard security services that are available in classical networks can be provided in an ad-hoc wireless network environment. The goal is to design a security system optimized for operation in ad-hoc wireless networks that provides the same security services – authentication, access control, data confidentiality and integrity, non-repudiation – currently available in classic wired networks. The first part of the thesis is the design and implementation of a security platform based on generic secure objects. The flexible and modular nature of this platform makes it suitable for deployment on devices that form ad-hoc networks – ranging from Java-enabled phones to PDAs and laptops. We then investigate the problems that appear when implementing in ad-hoc networks some of the security technologies that are standard building blocks of secure systems in classical computer networks. Two such technologies have been found to present problems, namely the areas of certification and access control. In a series of articles, we have described the problems that appear and devised solutions to them by designing protocols, techniques and extensions to standards that are optimized for usage in the ad-hoc network environment. These techniques, together with the functionality provided by the underlying security platform, are used to implement all standard security services – confidentiality, authentication, access control, non repudiation and integrity, allowing to integrate ad-hoc networks into the existing security infrastructure.
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15.
  • Davies, Guy, 1962- (author)
  • Mapping and integration of schema representations of component specefications
  • 2005
  • Doctoral thesis (other academic/artistic)abstract
    • Specification for process oriented applications tends to use languages that suffer from infinite, intractable or unpredictably irregular state spaces that thwart exhaustive searches by verification heuristics. However, conceptual schemas based on FOL, offer techniques for both integrating and verifying specifications in finite spaces. It is therefore of interest to transform process based specifications into conceptual schemata. Process oriented languages have an additional drawback in that reliable inputs to the integration of diverse specifications can result in unreliable outputs. This problem can more easily be addressed in a logic representation in which static and dynamic properties can be examined separately. The first part of the text describes a translation method from the process based language SDL, to first order logic. The usefulness of the method for industrial application has been demonstrated in an implementation. The method devised is sufficiently general for application to other languages with similar characteristics. Main contributions consist of: formalising the mapping of state transitions to event driven rules in dynamic entity-relationship schemas; analysing the complexity of various approaches to decomposing transitions; a conceptual representation of the source language that distinguishes meta- and object models of the source language and domain respectively. The second part of the text formally describes a framework for the integration of schemata that allows the exploration of their properties in relation to each other and to a set of integration assertions. The main contributions are the formal framework; an extension to conflicts between agents in a temporal action logic; complexity estimates for various integration properties.
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17.
  • Hagen, Ulf, 1951- (author)
  • Lodestars for Player Experience : Ideation in Videogame design
  • 2012
  • Licentiate thesis (other academic/artistic)abstract
    • The design and development of commercial AAA videogames is a difficult and complex endeavor. It involves large development teams that together aim to create high quality, entertaining games that sell well. Up to now, very few scholars have documented or problematized this practice. This thesis presents a study of the design practices in big game development studios that make commercial AAA videogames. The study focuses on the so called ideation part of videogame development, in which the design ideas are generated, developed and communicated in the work team. The primary data comes from interviews conducted with seven Swedish game developers, but a large quantity of secondary data has also been used. The study shows that the design practice in many studios is to focus on the player experience instead of game features. To secure the intended player experience, the studios have moved away from "big design up front" in the form of classical game design documents, and are instead using a variety of verbal, visual and audial tools to articulate and communicate their vision of the game-to-be. In the thesis, I coin the term lodestars to denote these articulations of the main game concept and the intended player experience. I then move on to describe, exemplify and categorize them. The main purpose of lodestars is to allow everyone in the development team to make design choices in line with a commonly shared design vision in order to create a unified player experience.
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18.
  • Jansson, Eva, 1971- (author)
  • Working together when being apart : An analysis of distributed collaborative work through ICT from an organizational and psychosocial perspective
  • 2005
  • Doctoral thesis (other academic/artistic)abstract
    • The purpose of the research is to analyze collaboration and communication in distributed teams working together through ICT (Information and Communication Technology), to provide an overview and a broader understanding of important areas that require consideration. The analysis is from an organizational, psychosocial and managerial perspective, with the aim to support the development of strategies and the creation of more efficient and pleasant distributed work environments. Research questions concern the psychosocial work environment; differences, problems and opportunities for distributed teams, with deeper analysis of areas that was demonstrated particularly difficult. The analysis is concretized into advice to guide distributed teams; common problem areas are pointed out and an attempt on a theoretical model of distributed project work is made. A solid ground for continued research in the area as well as possibilities to support distributed teams is provided. The research was mainly conducted in globally distributed project courses at a university level, where students communicated and collaborated through ICT. The results apply on distributed projects, but can also be relevant for other areas in the new ICT facilitated work environment. The research has been conducted by investigating how team members behave in and perceive distributed work environments; analyzing how i.e. variations in organization, work, social activities and behavior affect how well the collaboration and communication work Teams working in distributed projects go through the same stages and encounter the same problems as any other team. Some problems become harder to overcome, there are new obstacles, at the same time as other problems become less noticeable and new opportunities arise. The base for collaboration and communication changes when team members don't see each other regularly. Teams are entailed to use ICT for basically all communication and various media demands alterations in behavior, as well as it alters the relation between senses and how people perceive things. Distributed team members don't have the same awareness of each other and get fewer cues to interpret situations and handle teambuilding, motivational problems and conflicts. Several of the regular ways to start socializing, build trust and get a common base for understanding and collaboration are not present in a distributed environment. There is no physical team space to meet in and team members don't "see" each other on a regular basis. It is possible to successfully work in distributed teams without regular face-to-face meetings even if it is more intricate. It will always be different, and the big danger is believing that it won't. Working in distributed teams is not necessarily worse, but there are no effortless solutions for replacing face-to-face encounters. Distributed projects require effort, but conducted right it can be a rewarding experience that brings an extra dimension to the project work. To make distributed projects work well it is necessary to consider technological issues as well as their effects on individuals. It is essential to understand the new issues people encounter when moving to a distributed work environment and the interrelations between different areas and variables.
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19.
  • Jonsson, Martin, 1973- (author)
  • Sensing and Making Sense : Designing Middleware for Context Aware Computing
  • 2007
  • Doctoral thesis (other academic/artistic)abstract
    • Computing devices are becoming wireless, smaller and embedded into other artifacts. Some of them are mobile while others are built into the environment. The novel technologies are also becoming more dependent of communication with other computing devices over different kinds of networks. These interconnected devices constitute locally and globally distributed service environments that will enforce new requirements on the design of software systems. These new type of environments provide both opportunities for new types of applications as well as a number of new problems that will have to be addressed. One approach that have been suggested both in order to provide new functionalities and as a possible solution to some of the problems is to try and collect and incorporate aspects of the /context/ of a person, activity or device as a part of the computer system. This thesis addresses some issues that have to be considered when designing this kind of systems. In particular the thesis examines how to design middleware that can support the creation of context aware applications. As a part of this work several instances of such systems have been implemented and put in use and tested in various applications. Some key problems with respect to the design of context information middleware are also identified and examined. One question that is addressed concerns the clash between the need for internal representations of context information and the goal of middleware to support a broad range of applications. Another problem that has been addressed concerns how to create means for context aware service discovery in ubiquitous computing environments. Various mechanisms that address these problems have been implemented and tested. Finally the work addresses issues related to the role of the users in this kind of systems. Implementations and experiments have been performed where users take more active roles in aspects of system maintenance and adaptation as well as in the interpretation and representation of context information.
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20.
  • Juell-Skielse, Gustaf, 1964- (author)
  • ERP adoption in small and medium sized enterprises
  • 2006
  • Licentiate thesis (other academic/artistic)abstract
    • Enterprise resource planning (ERP) is established among a majority of small and medium sized companies in Kista Science City and seems to have a positive effect on organizational effectiveness. Kista Science City is Sweden’s largest corporate centre, with more companies and employees in a limited area than anywhere else in Europe. This study looks at the level of adoption of ERP functions, perceived organizational effectiveness and critical success factors. The most common use of ERP is for financial control and reporting, followed by order entry and purchasing. A significant relationship between the level of adoption and organizational effectiveness was found. Although Enterprise Resource Planning has become an established phenomenon the investments in ERP software are far from fully utilized. Most companies have started to use ERP to integrate functional areas but few companies have moved to extended ERP (ERPII). The adoption of functionality for customer relationship management seems to have started, but the use of e-commerce, business intelligence and supply chain management is very low. Different reasons for the low level of adoption are discussed and it is suggested that the interrelationship between SMEs and ERP-consultants be investigated further. ERP-consultants are important change agents and knowledge transfers for ERP and one way to interpret the data is that ERP-consultants are caught in a negative spiral where they focus on installations and technical maintenance of core ERP, which prevents them from developing new, extended ERP competence. An analysis of critical success factors showed that although technical competence was important socially oriented factors such as project teamwork and composition as well as communication had a greater effect on organizational effectiveness. Surprisingly enough, project management did not have any effect on organizational effectiveness. Common implementation methods for ERP focus on project management. It is suggested to further analyse if these methods could be improved by an increased adaptability to differences in company settings and requirements as well as through a better use of critical success factors. Organizational effectiveness can be measured in many ways and it was found that the success factors varied in terms of how they correlated with different measures. In the next step, the doctorial thesis, it is suggested that a prototype environment is developed to stimulate an increased use of extended ERP among small and medium sized companies. Several actors, such as SMEs, consultants, vendors and students would be involved. The prototype environment could facilitate enhancements of implementation methods and reduction of implementation costs through the development of reusable objects such as add-on solutions, process maps and system configurations. It could also help small and medium sized companies to investigate the business benefits of ERP by increasing involvement and familiarity while on the same time decrease costs and risks.
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21.
  • Kabilan, Vandana, 1973- (author)
  • Ontology for Information Systems (04IS) Design Methodology : Conceptualizing, Designing and Representing Domain Ontologies
  • 2007
  • Doctoral thesis (other academic/artistic)abstract
    • Globalization has opened new frontiers for business enterprises and human communication. There is an information explosion that necessitates huge amounts of information to be speedily processed and acted upon. Information Systems aim to facilitate human decision-making by retrieving context-sensitive information, making implicit knowledge explicit and to reuse the knowledge that has already been discovered. A possible answer to meet these goals is the use of Ontology. Ontology has been studied for a long time in the fields of AI, Logic and Linguistics. Current state-of-the art research in Information Systems has focused on the use of ontologies. However, there remain many obstacles for the practical and commercial use of ontologies for Information Systems. One such obstacle is that current Information System designers lack the know-how to successfully design an ontology. Current ontology design methodologies are difficult to use by Information Systems designers having little theoretical knowledge of ontology modeling. Another issue is that business enterprises mostly function in the social domain where there are complex underlying semantics and pragmatics involved. This research tries to solve some of these issues by proposing the Ontology for Information Systems (O4IS) Design Methodology for the design of ontologies for Information Systems. The research also proposes a Unified Semantic Procedural Pragmatic Design for explicit conceptualization of the semantics and pragmatics of a domain. We further propose a set of Semantic Analysis Representations as conceptual analysis patterns for semantic relationship identification. We also put forward the Dual Conceptual Representation so that the designed ontology is understandable by both humans and machines. Finally, a logical architecture for domain ontology design called the Multi-Tier Domain Ontology Architecture is proposed. We follow the design science in Information Systems research methodology. The proposed solutions are demonstrated through two case studies carried out in different domains. The first case study is that of business contract knowledge management, which focuses on the analysis of contractual obligations, their fulfillment via the performance of business actions, and the deduction of a contract compliant workflow model. The second case study relates to military operations simulations and modeling. The emphasis in this case study is to analyze, model and represent the domain knowledge as a re-usable resource to be used in a number of modeling and simulation applications.
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22.
  • Kabilan, Vandana (author)
  • Using multi tier contract ontology to model contract workflow models
  • 2003
  • Licentiate thesis (other academic/artistic)abstract
    • Legal Business Contracts govern the business relationshipbetween trading business partners. Business contracts are likeblueprints of expected business behaviour from all thecontracting parties involved. Business contracts bind theparties to obligations that must be fulfilled by expectedperformance events. Contractual violations can lead to bothlegal and business consequences. Thus it is in the bestinterests of all parties concerned to organise their businessprocess flows to be compliant to the stipulated businesscontracts terms and conditions.However, Contract Management and Business Process Managementin the current information systems domain are not closelyintegrated. Also it is not easy for business domain experts orinformation systems experts to understand and interpret thelegal terms and conditions into their respective domain needsand requirements. This thesis addresses the above two issues inan attempt to build a semantic bridge across the differentdomains of a legal business contract. This thesis focuses onthe contract execution phase of typical business contracts andas such views contract obligations as processes that need to beexecuted and monitored. Business workflows need to be as closeas possible to the stated contract obligation executionworkflow.In the first phase, a framework for modelling andrepresenting contractual knowledge in the form of Multi TierContract Ontology (MTCO) is proposed. The MTCO uses conceptualmodels as knowledge representation methodology. It proposes astructured and layered collection of individual ontologiesmoving from the top generic level progressively down tospecific template ontologies. The MTCO is visualised as areusable, flexible, extendable and shared knowledge base.In the second phase, a methodology for deducing the ContractWorkflow Model (CWM) is proposed. The CWM is deduced from theMTCO and a contract instance document in a stepwise userguideline. The CWM outlines the preferred choreography ofbusiness performance that successfully fulfils the execution ofcontract obligations. The deduced CWM is visualised as an aidto monitor the contract, as a starting point for businessprocess integration and business process workflow design.
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24.
  • Li, Wei, 1979- (author)
  • Towards a Person-Centric Context Aware System
  • 2006
  • Licentiate thesis (other academic/artistic)abstract
    • A recent trend is to integrate sensing, communication, and computation into every aspect of our daily life, ranging from various user devices to physical environment. The goal is to give computer systems an awareness of the users and their situations, so that they can support their diverse interaction needs at anytime, any place. A major problem hindering achieving this promising goal is that the users usually play a passive role in these systems with little possibility to interfere with the processing. Additionally, there is no option for the user to prevent being monitored by the system. This drawback stems from the lack of an independent and consistent user oriented viewpoint in current ubiquitous computing systems, which can easily result in the occurrence of user privacy invasion and misinterpretation of the user. To overcome this problem, this thesis proposes a Person-Centric Context Aware System architecture, helping to preserve an independent representation for each individual user to different computer systems. The main idea embraced in this system architecture is that the users are the owners of their personal information, thus they should have the control of how their information will be used by others. In the design of this system architecture, a number of important issues have been addressed with their corresponding solutions in terms of different system components. Among these issues, three are identified as the most crucial ones, and hence these issues have received most of our efforts to provide better solutions: Context Data Communication, Location Detection, and Communication Anonymity support. A prototype system constructed during the process of developing each specific solution is also presented. Together these comprise the main contributions of this thesis work. Finally, our concluding remarks are presented together with our planned future work, based on the current implementation of a Person-Centric Context Aware System.
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25.
  • Mattsson, Johan, 1971- (author)
  • Interaction through spells : establishing traces of nvisible onnections
  • 2005
  • Licentiate thesis (other academic/artistic)abstract
    • In post desktop and co-located collaborative computer interaction as well as in real world settings, there are usually both private and shared work threads going on. For example: private, individual activities such thinking, taking notes, (dreaming…) and the shared collaborative work tasks such discussing, presenting or producing sketches or document drafts etc. A central issue in collaborative activities is to share awareness of the ongoing activity as an option for the co-workers to influence the shared work process. Significant passages in cooperative activities are the configurations of common tasks, such as entering, leaving or changing the users acting and participation in shared activities. Spells introduce real-world user interfaces that provide tools to allow the users to easily and intuitively express how and when they intend to contribute to interactive activities. This expression both makes the user and the co-workers able to reveal and interpret the interactive environment and signaling meaning for all participants. The Spells is a metaphor system for interaction within co-located collaborative work settings. The Spells are supported by a platform for implementing artifacts that supports the Spells based on that platform two prototype systems have been implemented cases of the Spells, Magic Bowl and iwand. The Spells provide a user interaction form that bridges gaps between co-located entities, addressing both people and devices in a world of ubiquitous computing.
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