1. |
- Altintas, Atilla, 1979, et al.
(författare)
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EMD-SVR: A Hybrid Machine Learning Method to Improve the Forecasting Accuracy of Highway Tollgates Traveling Time to Improve the Road Safety
- 2021
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Ingår i: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering. - Cham : Springer International Publishing. - 1867-8211 .- 1867-822X. ; 364 LNICST, s. 241-251
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Konferensbidrag (refereegranskat)abstract
- Tollgates are known as the bottleneck of the highways, which cause long waiting queues in rush-hour times of the day. This brings many undesirable consequences such as higher carbon emission and road safety issues. To avoid this scenario, traffic control authorities need accurate travel time forecasts at tollgates to take effective action to monitor potential traffic load and improve traffic safety. Accurate forecasting of the traffic travel time will help traffic regulators to prevent arising problems by taking action. The main objective of this study is to improve the short-term forecasting (minutes) of the traffic flow on highway tollgates by improving a novel hybrid forecasting method that combines Empirical Mode Decomposition with Support Vector Regression (EMD-SVR). Results claim that compared with SVR, the new proposed hybrid prediction model, EMD-SVR, can effectively improve prediction accuracy. Better forecasting of the traffic load will provide safer roads but will also lower the carbon emissions caused by longer traveling times.
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2. |
- Altintas, Atilla, 1979, et al.
(författare)
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Forecasting of Day-Ahead Wind Speed/electric Power by Using a Hybrid Machine Learning Algorithm
- 2023
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Ingår i: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering. - 1867-8211 .- 1867-822X. ; 502 LNICST, s. 3-11
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Konferensbidrag (refereegranskat)abstract
- The amount of energy that has to be delivered for the following day is currently predicted by power system operators using day-ahead load forecasts. With the use of this forecast, generation resources can be committed a day in advance, some of them may require several hours’ notice to be ready to produce power the following day. In order to determine how much wind power will be available for each hour of the following day, power systems with large penetrations of wind generation rely on day-ahead predictions. The main objective of this study is to improve the day-ahead forecasting of wind power by improving the forecasting method using machine learning. A hybrid approach, which combines a mode decomposition method, Empirical Mode Decomposition (EMD), with Support Vector Regression (SVR), is used. The results suggest that using Support Vector Regression together with the hybrid method, which includes the Empirical Mode Decomposition to predictions can improve the accuracy of predictions. Higher accuracy forecasting of wind power is expected to improve the planning of dispatchable energy generation and pricing for the day-ahead power market.
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3. |
- Altintas, Atilla, 1979, et al.
(författare)
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The Day-Ahead Forecasting of the Passenger Occupancy in Public Transportation by Using Machine Learning
- 2022
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Ingår i: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering. - Cham : Springer International Publishing. - 1867-8211 .- 1867-822X. ; 426 LNICST, s. 3-12
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Konferensbidrag (refereegranskat)abstract
- Public transport is one of the main infrastructures of a sustainable city. For this reason, there are many studies on public transportation which mostly answer the question of “when my next bus will arrive?”. However now when the public is under the restrictions of the Covid-19 pandemic and learning to live with new social rules such as “social distance” a new yet crucial question arise on public transportation: “how crowded my next bus will be?” To prevent the crowdedness in public transportation the traffic regulators need to forecast the number of passengers the day ahead. In this study, in cooperation with Synteda, we suggest a machine learning algorithm that forecasts the occupancy in a bus or tram the day ahead for each stop for a route. The input data is past passenger travel data provided by the Västtrafik AB which is the public transportation company in Gothenburg, Sweden. The hourly data for the precipitation and temperature also has been added to the forecasting method; the database of precipitation and temperature is obtained by the SMHI, Swedish Meteorological and Hydrological Institute.
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4. |
- Brooks, Eva, et al.
(författare)
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Evolving Playful and Creative Activities When School Children Develop Game-Based Designs
- 2019
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Ingår i: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. - Heidelberg : Springer. - 1867-8211 .- 1867-822X. ; 265, s. 485-495, s. 485-495
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Tidskriftsartikel (refereegranskat)abstract
- The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) have been introduced in schools. In this paper we investigate an innovative approach to game-based learning, namely to use game design activities as motivators for developing children’s creative and social skills as well as other kinds of learning scenarios, e.g. computational. It is based on two cases, where game design activities by means of a narrative approach were applied in both analogue and digital form. The unit of analysis is game design activities. Hence, game design activities with the participating children (3 rd graders, 9–10 years of age), creative materials and technologies, and children’s actions as well as interactions are analyzed. The research questions posed in this study are: (1) What activities develop when school children design games in two cases, as an analogue activity, and as an activity including technology?; and (2) How do the learning environment, including the artefacts, employed mediate these activities? The outcomes of the study indicate that the game design workshop session which included both creative material and technology unfolded more combinational activities, which indicate that the inclusion of technology facilitated a more critical design decision making. However, the game design workshop session including only creative material exhibited a more thorough knowledge about what the material could do and what the children themselves could do with the material, which seemed to result in more playful interactions between the children. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
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5. |
- Bruneau, Julien, et al.
(författare)
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Preliminary results in virtual testing for smart buildings
- 2012
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Ingår i: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. - Heidelberg : Springer Berlin/Heidelberg. - 1867-8211 .- 1867-822X. ; 73, s. 347-349
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Tidskriftsartikel (refereegranskat)abstract
- Smart buildings promise to revolutionize the way we live. Applications ranging from climate control to fire management can have significant impact on the quality and cost of these services. However, a smart building and any technology with direct effect on the safety of its occupants must undergo extensive testing. Virtual testing by means of computer simulation can significantly reduce the cost of testing and, as a result, accelerate the development of novel applications. Unfortunately, building physically-accurate simulation codes can be labor intensive. To address this problem, we propose a framework for rapid, physically-accurate virtual testing of smart building systems. The proposed framework supports analytical modeling and simulation of both a discrete distributed system as well as the physical environment that hosts it. © 2012 Springer-Verlag Berlin Heidelberg.
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6. |
- Edstrand, Emma, et al.
(författare)
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The Use of Adaptive VR Environments to Foster Students Learning in Multilingual Study Guidance
- 2023
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Ingår i: Brooks, E., Sjöberg, J., Møller, A.K., Edstrand, E. (eds.), Design, Learning, and Innovation: 7th EAI International Conference, DLI 2022, Faro, Portugal, November 21-22, 2022, Proceedings. - Cham : Springer. - 1867-8211 .- 1867-822X. - 9783031313912
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Konferensbidrag (refereegranskat)abstract
- Recently, the use of immersive technology has gained an increasingly interest in teaching. Virtual reality (VR) is an example of a resource offering prominent potentials for students’ learning. The purpose of the study is to investigate the ways adaptive VR environments can foster students learning in multilingual study guidance. There are large differences at a national level in how multilingual study guidance is designed. Based on a co-design approach, combining methods of action research and design-based research, this study seeks answers to how to didactically design multilingual study guidance for promoting the development of students’ conceptual knowledge with adaptive VR environments. Expected outcomes of the study can be related to the development of a didactically adaptive multilingual study guidance with the purpose to promote students’ conceptual knowledge by means of adaptive VR environment. These results will be based on the development process leading to a didactical design of multilingual study guidance with adaptive VR environments, which will be tested in collaboration between teachers, students, VR designer and researchers.
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7. |
- Gulisano, Vincenzo Massimiliano, 1984, et al.
(författare)
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METIS: a Two-Tier Intrusion Detection System for Advanced Metering Infrastructures
- 2015
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Ingår i: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering. - Cham : Springer International Publishing. - 1867-8211 .- 1867-822X. ; 153, s. 51-68
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Konferensbidrag (refereegranskat)abstract
- In the shift from traditional to cyber-physical electric grids, motivated by the needs for improved energy efficiency, Advanced Metering Infrastructures have a key role. However, together with the enabled possibilities, they imply an increased threat surface on the systems. Challenging aspects such as scalable traffic analysis, timely detection of malicious activity and intuitive ways of specifying detection mechanisms for possible adversary goals are among the core problems in this domain. Aiming at addressing the above, we present METIS, a two-tier streaming-based intrusion detection framework. METIS relies on probabilistic models for detection and is designed to detect challenging attacks in which adversaries aim at being unnoticed. Thanks to its two-tier architecture, it eases the modeling of possible adversary goals and allows for a fully distributed and parallel traffic analysis through the data streaming processing paradigm. At the same time, it allows for complementary intrusion detection systems to be integrated in the framework. We demonstrate METIS’ use and functionality through an energy exfiltration use-case, in which an adversary aims at stealing energy information from AMI users. Based on a prototype implementation using the Storm Stream Processing Engine and a very large dataset from a real-world AMI, we show that METIS is not only able to detect such attacks, but that it can also handle large volumes of data even when run on commodity hardware.
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8. |
- Magnusson, Charlotte, et al.
(författare)
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Augmented reality games for children with cerebral palsy
- 2022
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Ingår i: Pervasive Computing Technologies for Healthcare : 15th EAI International Conference, Pervasive Health 2021, Virtual Event, December 6-8, 2021, Proceedings - 15th EAI International Conference, Pervasive Health 2021, Virtual Event, December 6-8, 2021, Proceedings. - Cham : Springer International Publishing. - 1867-822X .- 1867-8211. - 9783030991944 - 9783030991937 ; 431, s. 561-567
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Konferensbidrag (refereegranskat)abstract
- This paper describes and discusses the development of mobile exergames for children with cerebral palsy. The design process was built on co-design, and resulted in three activity games, two augmented reality (AR) games and one GPS based game. The resulting activity games were evaluated by 8 per-sons with cerebral palsy (CP). To complement this evaluation, the games have been evaluated against existing guidelines for accessible games. The developed games provide a proof of concept of how mobile games can be designed to encourage physical activity for children with mobility impair-ments.
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9. |
- Maric, Jasmina, 1968, et al.
(författare)
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Singing Code
- 2024
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Ingår i: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering. - 1867-8211 .- 1867-822X. ; 565 LNICST, s. 157-174
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Konferensbidrag (refereegranskat)abstract
- This paper provides a comprehensive examination of the Creative Coding project’s impact on female empowerment. The project addresses the gender disparity in STEAM fields by integrating coding and art for girls aged 10–15, using the Strudel tool that combines real-time coding and music composition. Through working with female teachers and mentors from the Computer Science and Engineering Department as relatable role models, the Creative Coding project generated surprising effects on learning due to increased curiosity. The integration of art, music, and audio-visual elements, supported by user-friendly software, created an engaging learning experience. Collaboration and peer learning are emphasized to foster social capital and teamwork skills. Positive outcomes included increased interest, self-confidence, creativity, and aspirations in STEAM subjects among the girls. However, a more comprehensive and supportive environment is recognized as necessary to engage a broader group of girls in STEAM activities. The findings highlight the importance of cultivating curiosity, providing mentorship, promoting inclusivity and collaboration, and integrating creativity in education to inspire and empower girls in coding and STEAM disciplines. The paper concludes by emphasizing the potential of Creative Coding practices and the audio-visual perception of music to enhance girls’ empowerment, creativity, and interest in coding and STEAM fields.
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10. |
- Maric, Jasmina, 1968
(författare)
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The Resurrection of Art and Human Dignity MAGNETS Case Study
- 2023
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Ingår i: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering. - 1867-8211 .- 1867-822X. ; 479 LNICST, s. 603-613
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Konferensbidrag (refereegranskat)abstract
- To overcome social isolation and complete art production standstill, during the Covid-19 outbreak we chose the “blue pill” (The Matrix, 1999) in favour of an artificial, digital space where we transferred most of our activities and practices. Building on the idea that participating in artistic endeavours has a positive impact on psychological well-being and health and is a very good model to tackle current social challenges, we ran MAGNETS a collaborative art project in the digital realm. Through online interviews with the artists who participated in the MAGNETS project, we have discovered a powerful link between art and human dignity. In this paper, we argue that participation in collaborative artistic creation through the digital realm is a process that restores and reaffirms human dignity and contributes to “social healing”. We also call for more exploration of collaborative art in the digital realm as it offers a safe space where aesthetics is experienced through the process of creation and as a functional solution to a specific social problem.
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