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Träfflista för sökning "WFRF:(Holmberg Johan) srt2:(2015-2019)"

Sökning: WFRF:(Holmberg Johan) > (2015-2019)

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1.
  • Gustafsson, Johan, 1993-, et al. (författare)
  • Earnings Dynamics in Sweden : The Recent Evolution of Permanent Inequality and Earnings Volatility
  • 2019
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This paper analyzes the dynamics of earnings over the life-cycle, based on Swedish data, and the evolution of permanent and transitory earnings inequality for 2002-2015. We use data on earnings from administrative records gathered in the ASTRID database. We find that features of the data does not match the predictions of the heterogeneous or restricted income profile models commonly applied in the earning dynamics literature and estimate an alternative permanent- transitory (PT) error components model. Analyzing the covariance structure of both male and female earnings, controlling for educational background, we find that the upward trend in permanent earnings inequality observed in Sweden during the 1990s does not seem to continue during the 2000s, and the financial crisis of 2008 did not have any major impact on the variability of earnings. We further simulate the accumulation of income pension entitlements and find that variations in pension entitlements is smaller among college educated workers.
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  • Alajbegovic, Azra, et al. (författare)
  • Molecular regulation of arterial aneurysms : Role of actin dynamics and microRNAs in vascular smooth muscle
  • 2017
  • Ingår i: Frontiers in Physiology. - : Frontiers Media SA. - 1664-042X. ; 8:AUG, s. 569-569
  • Tidskriftsartikel (refereegranskat)abstract
    • Aortic aneurysms are defined as an irreversible increase in arterial diameter by morethan 50% relative to the normal vessel diameter. The incidence of aneurysm rupture isabout 10 in 100,000 persons per year and ruptured arterial aneurysms inevitably resultsin serious complications, which are fatal in about 40% of cases. There is also a hereditarycomponent of the disease and dilation of the ascending thoracic aorta is often associatedwith congenital heart disease such as bicuspid aortic valves (BAV). Furthermore, specificmutations that have been linked to aneurysm affect polymerization of actin filaments.Polymerization of actin is important to maintain a contractile phenotype of smooth musclecells enabling these cells to resist mechanical stress on the vascular wall caused by theblood pressure according to the law of Laplace. Interestingly, polymerization of actin alsopromotes smooth muscle specific gene expression via the transcriptional co-activatorMRTF, which is translocated to the nucleus when released from monomeric actin. Inaddition to genes encoding for proteins involved in the contractile machinery, recentstudies have revealed that several non-coding microRNAs (miRNAs) are regulated bythis mechanism. The importance of these miRNAs for aneurysm development is onlybeginning to be understood. This review will summarize our current understanding aboutthe influence of smooth muscle miRNAs and actin polymerization for the developmentof arterial aneurysms.
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5.
  • Alvarez, Alberto, 1992-, et al. (författare)
  • Assessing Aesthetic Criteria in the Evolutionary dungeon Designer
  • 2018
  • Ingår i: Proceedings of the 13th International Conference on the Foundations of Digital Games. - New York, NY, USA : ACM Digital Library.
  • Konferensbidrag (refereegranskat)abstract
    • The Evolutionary Dungeon Designer (EDD) [1] is as a mixed-initiative tool for creating dungeons for adventure games. Results from a user study with game developers positively evaluated EDD as a suitable framework for collaboration between human designers and PCG suggestions, highlighting these as time-saving and inspiring for creating dungeons [2]. Previous work on EDD identified the need of assessing aesthetic criteria as a key area for improvement in its PCG Engine. By upgrading the individual encoding system and the fitness evaluation in EDD's evolutionary algorithm, we present three techniques to preserve and account the designer's aesthetic criteria during the dungeon generation process: the capability of locking sections for preserving custom aesthetic structures, as well as the measurement of symmetry and similarity in the provided suggestions.
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6.
  • Alvarez, Alberto, 1992-, et al. (författare)
  • Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer
  • 2018
  • Ingår i: Proceedings of the 13th International Conference on the Foundations of Digital Games. - New York, NY, USA : ACM Digital Library.
  • Konferensbidrag (refereegranskat)abstract
    • Mixed-initiative systems highlight the collaboration between humans and computers in fostering the generation of more interesting content in game design. In light of the ever-increasing cost of game development, providing mixed-initiative tools can not only significantly reduce the cost but also encourage more creativity amongst game designers. The Evolutionary Dungeon Designer (EDD) [3] is a mixed-initiative tool with a focus on using evolutionary computation to procedurally generate content that adhere to game design patterns. As part of an ongoing project, feedback from a user study on EDD's capabilities as a mixed-initiative design tool pointed out the need for improvement on the tool's functionalities [4]. In this paper we present a review of the principles of the mixed-initiative model, as well as the existing approaches that implement it. The outcome of this analysis allows us to address the appointed needs for improvement by shaping a new version of EDD that we describe here. Finally, we also present the results from a user study carried out with professional game developers, in order to assess EDD's new functionalities. Results show an overall positive evaluation of the tool's intuitiveness and capabilities for empowering game developers' creative skills during the design process of dungeons for adventure games. They also allow us to identify upcoming challenges pattern-based mixed-initiative tools could benefit from.
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7.
  • Andersson, David, 1978, et al. (författare)
  • Reflections on evaluating Challenge Lab by applying a proposed scheme for Sustainability Transition Experiments
  • 2016
  • Ingår i: IST 2016 Book of Conference Papers.
  • Konferensbidrag (refereegranskat)abstract
    • The Challenge Lab (CLab) is a neutral arena for triple helix stakeholders and an educational platform for master students to addresses complex challenges and system lockins. By the end of its third year, the CLab will have hosted nearly 100 students, producing 23 master thesis projects and 13 course projects. We present an evaluative case using the scheme proposed by Luederitz et al. (2016) for sustainability transition experiments which includes four main questions and a set of indicators for each question. We end with some general reflections on the evaluation method.
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8.
  • Andersson, Henrik, 1968-, et al. (författare)
  • Acute coronary syndrome in relation to the occurrence of associated symptoms : A quantitative study in prehospital emergency care.
  • 2017
  • Ingår i: International Emergency Nursing. - : Elsevier BV. - 1755-599X .- 1878-013X. ; 33, s. 43-47
  • Tidskriftsartikel (refereegranskat)abstract
    • INTRODUCTION: Acute chest pain is a common symptom among prehospital emergency care patients. Therefore, it is crucial that ambulance nurses (ANs) have the ability to identify symptoms and assess patients suffering from acute coronary syndrome (ACS). The aim of this study is to explore the occurrence of dyspnoea and nausea and/or vomiting in the prehospital phase of a suspected ACS and the associations with patients' outcome.METHODS: This study has a quantitative design based on data from hospital records and from a previous interventional study (randomised controlled trial) including five Emergency Medical Service (EMS) systems in western Sweden in the years 2008-2010.RESULTS: In all, 1836 patients were included in the interventional study. Dyspnoea was reported in 38% and nausea and/or vomiting in 26% of patients. The risk of death within one year increased with the presence of dyspnoea. The presence of nausea and/or vomiting increased the likelihood of a final diagnosis of acute myocardial infarction (AMI).CONCLUSION: This study shows that dyspnoea, nausea and/or vomiting increase the risk of death and serious diagnosis among ACS patients. This means that dyspnoea, nausea and/or vomiting should influence the ANs' assessment and that special education in cardiovascular nursing is required.
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9.
  • Baldwin, Alexander, et al. (författare)
  • Mixed-initiative procedural generation of dungeons using game design patterns
  • 2017
  • Ingår i: Proceedings of the 2017 IEEE Conference on Computational Intelligence and Games (CIG). - : IEEE. ; , s. 25-32
  • Konferensbidrag (refereegranskat)abstract
    • Abstract: Procedural Content Generation (PCG) can be a useful tool for aiding creativity in the process of designing game levels. Mixed-initiative level generation tools where a designer and an algorithm collaborate to iteratively generate game levels have been used for this purpose. However, it can be difficult for designers to work with tools that do not respond to the common language of games: game design patterns. We present the Evolutionary Dungeon Designer, the first step towards a mixed-initiative dungeon design tool which evolves dungeon rooms using game design patterns, as well as several metrics regarding the placement of treasures and enemies, in the fitness function of a genetic algorithm. Our results show that we are able to control the frequency, shape and type of design patterns, as well as properly place enemies and treasures in the generated rooms, using design pattern-related input parameters.
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10.
  • Baldwin, Alexander, et al. (författare)
  • Towards Pattern-Based Mixed-Initiative Dungeon Generation
  • 2017
  • Ingår i: Proceedings of the 12th International Conference on the Foundations of Digital Games;12. - New York, NY, USA : ACM Digital Library.
  • Konferensbidrag (refereegranskat)abstract
    • Mixed-initiative Procedural Content Generation uses algorithms to assist human designers in the collaborative creation of game content. Different mixed-initiative approaches use different methods to engage with the design material while supporting the designer’s intentions. However, the designer runs the risk of misunderstanding the system’s abilities and how to control them. In order to limit miscommunication during the design process, heuristics could be applied. In this paper we present a mixed-initiative tool for evolving dungeons with the aid of game design patterns as heuristics. The tool, the Evolutionary Dungeon Designer, uses a genetic algorithm that searches for levels containing game design patterns on two hierarchical levels of abstraction to express more complex gameplay in the game level. We evaluate the tool through a series of lab experiments and a user study conducted with professional game developers. Our results demonstrate that we are able to control the generation of the different patterns with the aid of design pattern-related input parameters, as well as identifying a number of features a design pattern-based mixed-initiative tool could benefit from.
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