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  • 1.
    Alagic, Amir
    Kristianstad University College, School of Engineering.
    BookZone web shop2007Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    My task was to create an e-commerce solution or web shop that is integrated with PayPal system. The intent of this paper is to show how this e-commerce web application was built and integrated with the PayPal system.

    The underlying technology used in the implementation of the application includes .Net 2.0 framework (ASP.Net 2.0 and C# 2005 and Express edition of SQL Server 2005)

  • 2.
    Ali, Hayder
    et al.
    Kristianstad University, School of Health and Society.
    Spets, Rasmus
    Kristianstad University, School of Health and Society.
    Virtualisering av skrivbordsmiljöer: en teknisk jämförelse2016Independent thesis Basic level (university diploma), 10 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete syftar till en jämförelse av olika skrivbordsvirtualiserings produkter och hur respektive miljö ser ut. I utredandeavsnittet presenteras information om skrivbordsvirtualiserings olika lösningar och hur de fungerar. Arbetet redogör för de två stora aktörerna inom detta område, Citrix och VMware. Utredandeavsnittet presenterar även lite information om Nvidias grafiklösningar i de olika miljöerna. Genomförandeavsnittet presenterar information från intervjuer med representanter från de två stora aktörerna. Arbetet presenterar även information från en representant från Nvidia, USA. Intervjuerna har skett via e-mail eftersom personligt möte varit väldigt svårt att lösa. Intervjuerna behandlar frågor om respektive lösning om hur de fungerar och även om användarvänlighet och åtkomst för användare. Fokus ligger på användarvänlighet och åtkomst för användare i respektive lösning. Efter arbetet kan det dras några slutsatser. Främst att de två miljöerna som undersökts är ganska lika när det gäller virtualisering av skrivbord. De är uppbyggda på liknande sätt och fungerar på nästan samma sätt när det gäller åtkomst för användare.

  • 3.
    Alm, Ia
    et al.
    Kristianstad University, Faculty of Business.
    Lundström, Nicole
    Kristianstad University, Faculty of Business.
    Hur platt kan det vara?: En studie om seniorers förståelse av skeumorfism och platt design inom e-hälsa2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The vast progress of digitization creates problems for the seniors who find it hard to keep up with modern technology development. At the same time, the Swedish government has set itself the goal of digitizing health care by 2025. In connection with the trend of using flat design in digital platforms, the situation of seniors is further complicated and may have a negative effect in expanding the digital divide.

    Previous research shows that the style of the flat design is more difficult to understand than the traditional, skeuomorphic design previously used, as flat design lacks affordances. The aim of this thesis has been to investigate whether flat design is more difficult for seniors to understand than traditional skeuomorphic design, as well as how the design principle affordance could solve the problem of understanding flat design.

    The thesis has been guided by the question: How are seniors' understanding of flat design compared to traditional design in the context of websites and what significance does affordance have to support their understanding? To answer the question, a quantitative questionnaire survey and a qualitative observation study have been conducted to investigate the variables of the question based on previous theories. The result shows that affordance does not seem to affect how seniors understand a design interface. On the other hand, indications suggest that design principles such as visual clues, or signifiers, are important to consider when designing for a senior audience design. 

  • 4.
    al-Rifaie, Fatimah Majid
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    al-Rifaie, Mohammad Majid
    Storbritannien.
    Maximising overlap score in DNA sequence assembly problem by Stochastic Diffusion Search2016In: Intelligent systems and applications: extended and selected results from the SAI Intelligent Systems Conference (IntelliSys) 2015 / [ed] Yaxin Bi,Supriya Kapoor, Rahul Bhatia, Berlin, Heidelberg: Springer Berlin/Heidelberg, 2016, p. 301-321Conference paper (Refereed)
    Abstract [en]

    This paper introduces a novel study on the performance of Stochastic DiffusionSearch (SDS) – a swarm intelligence algorithm – to address DNA sequence assembly problem. This is an NP-hard problem and one of the primary problems in computational molecular biology that requires optimisation methodologies to reconstruct the original DNA sequence. In this work, SDS algorithm is adapted for this purpose and several experiments are run in order to evaluate the performance of the presented technique over several frequently used benchmarks. Given the promising results of the newly proposed algorithm and its success in assembling the input fragments, its behaviour is further analysed, thus shedding light on the process through which the algorithm conducts the task. Additionally, the algorithm is applied to overlap score matrices which are generated from the raw input fragments; the algorithm optimises the overlap score matrices to find better results. In these experiments realworld data are used and the performance of SDS is compared with several other algorithms which are used by other researchers in the field, thus demonstrating its weaknesses and strengths in the experiments presented in the paper.

  • 5.
    Andersson, Anders-Petter
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Hälsovetenskap II. Kristianstad University, Research Platform for Collaboration for Health.
    Cappelen, Birgitta
    The Oslo School of Architecture and Design.
    Musical interaction for health improvement2014In: Oxford handbook of interactive audio / [ed] Karen Collins, Bill Kapralos, Holly Tessler, Oxford: Oxford University Press , 2014, p. 247-262Chapter in book (Refereed)
    Abstract [en]

    During the past decade, tangible sensor technologies have matured and become less expensive and easier to use, leading to an explosion of innovative musical designs within video games, smartphone applications, and interactive art installations. Interactive audio has become an important design quality in commercially successful games like Guitar Hero , and a range of mobile phone applications motivating people to interact, play, dance, and collaborate with music. Parallel to the game, phone, and art scenes, an area of music and health research has grown, showing the positive results of using music to promote health and wellbeing in everyday situations and for a broad range of people, from children and elderly to people with psychological and physiological disabilities. Both quantitative medical and ecological humanistic research show that interaction with music can improve health, through music’s ability to evoke feelings, motivate people to interact, master, and cope with difficult situations, create social relations and experience shared meaning. Only recently, however, the music and health field has started to take interest in interactive audio, based on computer-mediated technologies’ potential for health improvement. Here, we show the potential of using interactive audio in what we call interactive musicking in the computer-based interactive environment Wave. Interactive musicking is based on musicologist Christopher Small’s concept “musicking”, meaning any form of relation-building that occurs between people, and people and things, related to activities that include music. For instance, musicking includes dancing, listening, and playing with music (in professional contexts and in amateur, everyday contexts). We have adapted the concept of "musicking" on the design of computer-based musical devices. The context for this chapter is the research project RHYME. RHYME is a multidisciplinary collaboration between the Centre for Music and Health at the Norwegian Academy of Music, the Oslo School of Architecture and Design (AHO), and Informatics at the University of Oslo. Our target group is families with children with severe disabilities. Our goal is to improve health and wellbeing in the families through everyday musicking activities in interactive environments. Our research approach is to use knowledge from music and health research, musical composition and improvisation, musical action research, musicology, music sociology, and soundscape studies, when designing the tangible interactive environments. Our focus here is interaction design and composition strategies, following research-by-design methodology, creating interactive musicking environments. We describe the research and design of the interactive musicking environment Wave, based on video documentation, during a sequence of actions. Our findings suggest some interactive audio design strategies to improve health. We base the design strategies on musical actions performed while playing an instrument, such as impulsive or iterative hitting, or sustainable stroking of an instrument. Musical actions like these can also be used for musicking in everyday contexts, creating direct sound responses to evoke feelings that create expectations and confirm interactions. In opposition to a more control-oriented, instrument and interface perspective, we argue that musical variation and narrative models can be used to design interactive audio, where the audio is seen as an actor taking many different roles, as instrument, co-musician, toy, etc. In this way, the audio and the interactive musicking environments will change over time, answering with direct response, as well as nose-thumbing and changing response, motivating creation, play, and social interaction. Musical variation can also be used to design musical backgrounds and soundscapes that can be used for creating layers of ambience. These models create a safe environment and contribute to shared meaning.

  • 6.
    Andersson, Anders-Petter
    et al.
    Kristianstad University, School of Health and Society.
    Cappellen, Birgitta
    The Oslo School of Architecture and Design.
    Same but different: composing for interactivity2008In: Audio Mostly Conference: A Conference on Interaction with Sound, October 22-23 2011, Luleå University, Interactive Institute, Sonic, 2008, p. 80-85Conference paper (Refereed)
    Abstract [en]

    Based on experiences from practical design work, we try to show, what we believe, are the similarities and differences, between composing music for interactive media compared to linear music. In our view, much is the same, built on traditions that have been around for centuries within music and composition. The fact that the composer writes programming code is an essential difference. Instead of writing one linear work, he creates infinite numbers of potential musics that reveal themselves as answers to user interactions in many situations. Therefore, we have to broaden our perspectives. We have to put forward factors that earlier was implicit in the musical and music making situations, no matter if it was the concert hall, the church, or the club. When composing interactive music we have to consider the genre, the potential roles the listener might take, and the user experience in different situations.

  • 7.
    Andersson, Jens A.
    et al.
    Lund University.
    Arvidsson, Ake
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap. Ericsson AB.
    Du, Manxing
    Acreo Swedish ICT AB, Kista, Sweden.
    Zhang, Huimin
    Acreo Swedish ICT AB, Kista, Sweden.
    Kihl, Maria
    Lund University.
    Host, Stefan
    Lund University.
    Lagerstedt, Christina
    Acreo Swedish ICT AB, Kista, Sweden.
    User profiling for pre-fetching or caching in a catch-Up TV network2016In: 2016 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting (BMSB), 2016Conference paper (Refereed)
    Abstract [en]

    We investigate the potential of different pre-fetching and/or caching strategies for different user behaviour with respect to surfing or browsing in a catch-up-TV network. To this end we identify accounts and channels associated with strong or weak surfing or browsing respectively and study the distributions of hold times for the different types of behaviour. Finally we present results from a request prediction model and a caching simulation for the different types of behaviour and find that the results are relatively similar.

  • 8.
    Arvidsson, Daniel
    et al.
    Kristianstad University, School of Health and Society.
    Bergqvist, Joakim
    Kristianstad University, School of Health and Society.
    Bünger, Robin
    Kristianstad University, School of Health and Society.
    IP-telefoni: en teknisk undersökning2011Independent thesis Basic level (university diploma), 5 credits / 7,5 HE creditsStudent thesis
    Abstract [sv]

    Projektet har till syfte att undersöka den revolutionerande tekniken bakom IP-telefoni. Eftersom tekniken är relativt ung så finns det fortfarande mycket att lära om hur det fungerar och hur den används. Projektet behandlar fördelar och nackdelar samt vilka hot som finns och hur man kan känna sig säker när man använder IP-telefoni till vardags. Det primära objektivet med projektet är att få en helhetsbild och förstå hur tekniken verkligen fungerar.

    Vidare behandlas telefonens historia då det är viktigt att se var tekniken har sina rötter och hur den utvecklats sedan dess. Som en röd tråd från telefonens teknologi och det publika telefonnätets rötter görs en jämförelse mellan de två teknologierna för att se skillanderna och förmodade fördelar och nackdelar med de båda systemen. Olika sorters protokoll som har ett nära förhållande till IP-telefoni så som SIP, RTP, UDP och IP behandlas. För att få en sanningsenlig bild över hur vardagliga användare upplever IP-telefoni så har en enkätundersökning angående vanor och möjliga problem gjorts hos de anställda på Region Skåne.

  • 9.
    Atxutegi, Eneko
    et al.
    Spanien.
    Grinnemo, Karl-Johan
    Karlstads universitet.
    Izurza, Andoni
    Spanien.
    Arvidsson, Åke
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    On the move with TCP in current and future mobile networks2017In: Proceedings of the 8th International Conference on the Network of the Future, London, United Kingdom, November 2017, 2017Conference paper (Other academic)
    Abstract [en]

    Mobile wireless networks constitute an indispensable part of the global Internet, and with TCP the dominating transport protocol on the Internet, it is vital that TCP works equally well over these networks as over wired ones. This paper identifies the performance dependencies by analyzing the responsiveness of TCP NewReno and TCP CUBIC when subject to bandwidth variations related to movements in different directions. The presented evaluation complements previous studies on 4G mobile networks in two important ways: It primarily focuses on the behavior of the TCP congestion control in medium- to high-velocity mobility scenarios, and it not only considers the current 4G mobile networks, but also low latency configurations that move towards the overall potential delays in 5G networks. The paper suggests that while both CUBIC and NewReno give similar goodput in scenarios where the radio channel continuously degrades, CUBIC gives a significantly better goodput in scenarios where the radio channel quality continuously increases. This is due to CUBIC probing more aggressively for additional bandwidth. Important for the design of 5G networks, the obtained results also demonstrate that very low latencies are capable of equalizing the goodput performance of different congestion control algorithms. Only in low latency scenarios that combine both large fluctuations of available bandwidths and a mobility pattern in which the radio channel quality continuously increases can some performance differences be noticed.

  • 10.
    Bao, Leiming
    et al.
    Kristianstad University, School of Health and Society.
    Sun, Chunyan
    Kristianstad University, School of Health and Society.
    Human-Computer Interaction in a Smart House2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The quality attribute concerning usability is generally of significant importance to systems. The area of Human Computer Interaction, HCI, especially handles several usability aspects. This degree project emphasizes HCI in a context of, so called, Smart House. The report is divided into three main sections: theory, application, and measurement results. In the theory section we will present about the context of HCI and the content of HCI, such as HCI model and goals of HCI design. In the application section we discuss the use of mobile phones as a device to remotely control devices of smart houses, and present a system developed to support such services. In order to make the system more attractive, we decided to design it for two categories of operations, menu operation and direct-touch operation mode. Finally, we have used questionnaires for reasons of measuring user satisfaction. Through investigation and analysis of the result of this, we come to the conclusion that system usability is good.

  • 11.
    Bengtsson, Sandra
    Kristianstad University, School of Health and Society.
    “Utan sociala medier har jag varit supersocial”: En netnografisk studie av vad som sker när nätgenerationens aktiva användare av sociala medier går offline.2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Much of people's everyday communication is today digital, taking place in a virtual world in which people are often more present than in the actual world. This paper deals with the consequences of active users of the net generation going offline from social media for a week. The results in this paper are based on empirical data gathered through a netnographic study carried out by observing and following 12 participants' experiences on how they were affected by being without social media for a week. Data generated in this study is the result of the participants' personal diaries, 12 completed surveys and two interviews. The purpose of the study is to find out what happens when you go against the grain in today's society and log out: How you will be affected and how it is received by the suroundings. The study shows that the participants found it difficult to be without social media at the beginning, but that they, after the study, could see several positive effects with being offline. The majority of the respondents experienced some relief in not being constantly available online. The results of this study show that the use of social media is mostly a routine habit, which you can manage without. The participants of this study have lacked communication through social media in several job and school contexts, otherwise they don’t believe that they have missed something of greater value online during the time as offline. The result also shows that the majority of the participants felt better to be offline than online, and that they will be more observant of their social media use in the future and try to cut it down. The participants consider it to be much more worthwhile to be present in the real world than in the virtual world, that they has been more social without social media. This study is an important contribution of knowledge for designers in digital technology, as studies addressing non-use is a relatively unexplored area. Mapping this kind of the non-use can be a good method to help designers to design good and user-friendly design in the future. I see this study as a preliminary study for future research of non-use where the study is ongoing for a long time.

  • 12.
    Bergentz, Cornelia
    Kristianstad University, School of Health and Society.
    Gamification och miljö: vägen till miljövänligare transportval via motiverande spelmekanismer2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Former human activities that happened in the past affect the climate change that we see today. An environmentally friendly choice in an urban environment is to use public transport, but cars and buses emit amounts of carbon dioxide and hazardous particles. The ideal would have been to get more people to choose a bike instead of a car or public transport because the use of bicycles does not affect the environment or human health negative. A study was conducted on the gamification mechanics in order to change people’s behavior. The target group belonged mostly to the user category “free spirits” but they were also motivated by game mechanics from every user category. The results from the study conclude that if one should make use of gamification in this area then they need to work in different ways to approach different audiences and to find different groups of gamers. One should also find various game mechanics that motivate the users to be able to develop the most optimal platform for motivation.

  • 13.
    Berntsson, Marcus
    Kristianstad University, School of Health and Society.
    Penetrationstest2014Independent thesis Basic level (university diploma), 5 credits / 7,5 HE creditsStudent thesis
    Abstract [sv]

    Det här arbete behandlar grunderna i penetrationstestning, vilket är en metod föratt kontrollera säkerheten i datorer och nätverk genom att försöka sätta in sig isamma tankesätt och metoder som en potentiell angripare kan ha.Den teoritiska delen går igenom processen för hur ett penetrationstest kan gå tilloch vad som är viktigt att veta och att tänka på under penetrationstestet.Det presenteras även några populära och användbara verktyg som kananvändas för penetrationstestning, nämligen Nmap, Backtack, Nessus ochMetasploit, samt en nogrann beskrivning av några av de mest vanligtvisförekommande allvarliga sårbarheterna.I genomförandedelen utförs ett penetrationstest i en labmiljö, och sätter då deninformation i den teoritiska delen i praktik. De verktygen som används gåsigenom mer detaljerat och olika metoder för att använda dessa verktyg ipenetrationstestningssyfte testas.Penetrationstestet gås igenom stegvis, och börjar med att hitta maskiner pånätverket och även hitta detaljerad information och möjligheter för angrepp. Deninformationen används sedan för att hitta sårbarheter i maskinerna, och slutligenutnyttjas dessa sårbarheter för att installera ett remote-access program och gekontrollen till den angripande datorn.

  • 14.
    Bertilsson, Mattias
    et al.
    Kristianstad University College, School of Engineering.
    Lindberg, Johan
    Kristianstad University College, School of Engineering.
    Affärssystem för Gamersneed Sweden2007Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    This degree project deals with the creation of a business system for Gamersneed Sweden.

    The system is divided into two parts, one windows appliction and one websolution.

  • 15.
    Cappelen, Birgitta
    et al.
    Oslo School of Architecture and Design.
    Andersson, Anders-Petter
    Kristianstad University, School of Health and Society.
    Design for co-creation with interactive montage2011In: Proceedings, 4th Nordic Design Research Conference, Nordes2011, School of Art and Design, Aalto University, Helsinki, Finland
May 29th - June 1st, 2011: Making Design Matter / [ed] Jung-Joo Lee, School of Art and Design, Aalto University, 2011Conference paper (Refereed)
    Abstract [en]

    Montage in cinema means to mount images andsounds from different sources, that are interpreted together and whose oppositions drive the storyfurther. In this paper we develop the montage concept further for co-creation in interactive, tactile, spatial cross-media. As case we use the design of the interactive, tangible, cross-media installation ORFI. ORFI is developed to facilitate collaboration and co-creation between children with severe disabilities and their care persons. In this paper we focus on how we have designed for interactive montage. We present two main types of interactive montage, close and shifted in three dimensions (spatial, temporal and actorial). With the first we mean spatial and temporal closeness, depending on the roles users take and the interpretations they make. With shifted we mean how to use spatial and temporal shifting and distance between the media elements in space and over time, depending on the users’ roles and interpretations. All this to encourage co-creation over time, between a variety of users in different situations.

  • 16.
    Cappelen, Birgitta
    et al.
    Oslo School of Architecture and Design.
    Andersson, Anders-Petter
    Kristianstad University, School of Health and Society.
    Expanding the role of the instrument2011In: Proceedings of the International Conference on New Interfaces for Musical Expression, 30 May - 1 June 2011, Oslo, Norway / [ed] Alexander Refsum Jensenius, Rolf Inge Godøy, Oslo University, Oslo, 2011, p. 511-514Conference paper (Refereed)
    Abstract [en]

    The traditional role of the musical instrument is to be the working tool of the professional musician. On the instrument the musician performs music for the audience to listen to. In this paper we present an interactive installation, where we expand the role of the instrument to motivate musicking and co-creation between diverse users. We have made an open installation, where users can perform a variety of actions in several situations. By using the abilities of the computer, we have made an installation which can be interpreted to have many roles. It can both be an instrument, a co-musician, a communication partner, a toy, a meeting place and an ambient musical landscape. The users can dynamically shift between roles, based on their abilities, knowledge and motivation.

     

  • 17.
    Cappelen, Birgitta
    et al.
    Oslo School of Architecture and Design.
    Andersson, Anders-Petter
    Malmö högskola.
    From designing objects to designing fields: from control to freedom2003In: Digital Creativity, ISSN 1462-6268, E-ISSN 1744-3806, Vol. 14, no 2, p. 74-90Article in journal (Refereed)
    Abstract [en]

    In this paper we want to explore Field as a concept and as a metaphor for understanding interactive systems. By interactive systems we mean both systems and artworks, where the user by interacting changes the course of events. We intend to show why we need new terms and why we consider Field to be a fruitful concept and term. Further we will show how the Field concept changes both our understanding of what we do as designers and composers and how we acknowledge our audience. We will exemplify the design consequences of the Field concept by going through some design considerations we made when designing the audio tactile installation Mufi.

  • 18.
    Carlsson, Bengt
    et al.
    Blekinge Institute of Technology.
    Jönsson, K. Ingemar
    Lund University.
    Differences between the iterated prisoner's dilemma and the chicken game under noisy conditions2002Conference paper (Other academic)
    Abstract [en]

    The prisoner's dilemma has evolved into a standard game for analyzing the success of cooperative strategies in repeated games. With the aim of investigating the behavior of strategies in some alternative games we analyzed the outcome of iterated games for both the prisoner's dilemma and the chicken game. In the chicken game, mutual defection is punished more strongly than in the prisoner's dilemma, and yields the lowest fitness. We also ran our analyses under different levels of noise. The results reveal a striking difference in the outcome between the games. Iterated chicken game needed more generations to find a winning strategy. It also favored nice, forgiving strategies able to forgive a defection from an opponent. In particular the well-known strategy tit-for-tat has a poor successrate under noisy conditions. The chicken game conditions may be relatively common in other sciences, and therefore we suggest that this game should receive more interest as a cooperative game from researchers within computer science.

  • 19.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    A new iterative computer search algorithm for good quasi-twisted codes2015In: Designs, Codes and Cryptography, ISSN 0925-1022, E-ISSN 1573-7586, Vol. 76, no 2, p. 307-323Article in journal (Refereed)
    Abstract [en]

    As a generalization to cyclic and consta-cyclic codes, quasi-twisted (QT) codes contain many good linear codes. During the last twenty years, a lot of record-breaking codes have been found by computer search for good QT codes. But due to the time complexity, very few QT codes have been reported recently. In this paper, a new iterative, heuristic computer search algorithm is presented, and a lot of new QT codes have been obtained. With these results, a total of 45 entries in the code tables for the best-known codes have been improved. Also, as an example to show the effectiveness of the algorithm, 8 better binary quasi-cyclic codes with dimension 12 and m = 13 than previously best-known results are constructed.

  • 20.
    Chen, Eric Zhi
    Kristianstad University, School of Engineering.
    An explicit construction of 2-generator quasi-twisted codes2008In: IEEE Transactions on Information Theory, ISSN 0018-9448, E-ISSN 1557-9654, Vol. 54, no 12, p. 5770-5773Article in journal (Refereed)
    Abstract [en]

    Quasi-twisted (QT) codes are a generalization of quasi-cyclic (QC) codes. Based on consta-cyclic simplex codes, a new explicit construction of a family of 2-generator quasi-twisted (QT) two-weight codes is presented. It is also shown that many codes in the family meet the Griesmer bound and therefore are length-optimal. New distance-optimal binary QC [195, 8, 96], [210, 8, 104] and [240, 8, 120] codes, and good ternary QC [208, 6, 135] and [221, 6, 144] codes are also obtained by the construction.

  • 21.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society.
    Computer construction of quasi-twisted two-weight codes2009In: Proceedings of the sixth International Workshop on Optimal Codes and Related Topics, Varna, Bulgaria, 2009, p. 62-68Conference paper (Refereed)
    Abstract [en]

    A code is said two-wight if the non-zero codewords have only two different weights w1 and w2. In this paper, it is generalized that a consta-cyclic code of composite length can be put in the quasi-twisted (QT) form. Based on this result, a new computer method of QT two-weight codes is presented. A large amount of QT two-weight codes are found, and several new codes are also constructed.

  • 22.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Constructions of 2-generator quasi-cyclic codes2006In: Proceedings of the tenth International Workshop on Algebraic and Combinatorial Coding Theory, Zvenigorod: Institute of Information Transmission Problems of Russian Academy of Sciences , 2006, p. 60-63Conference paper (Refereed)
  • 23.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Constructions of quasi-cyclic two-weigh codes2006In: Proc. of the tenth International Workshop on Algebraic and Combinatorial Coding Theory (ACCT-10), 2006, p. 56-59Conference paper (Refereed)
    Abstract [en]

    As a generalization of cyclic codes, quasi-cyclic (QC) codes contain many good linear codes. But quasi-cyclic codes studied so far are mainly limited to one generator (1-generator) QC codes. In this paper, 2-generator QC codes are studied, and many good 2-generator QC codes are constructed using simplex codes. A computer algorithm is given, and used to find the best possible 2-generator QC codes. Among those 2-generator QC codes constructed, some codes are two-weight codes.

  • 24.
    Chen, Eric Zhi
    Linköping university.
    Further results on difference triangle sets1994In: IEEE Transactions on Information Theory, ISSN 0018-9448, E-ISSN 1557-9654, Vol. 40, no 4, p. 1268-1270Article in journal (Refereed)
    Abstract [en]

    Further results on the upper bounds for difference tri8nglesets (DTS) are derived from disjoint difference sets and additive sequencesof permutations, whit3 greatly improve the known bounds.

  • 25.
    Chen, Eric Zhi
    Kristianstad University, School of Engineering.
    Good quasi-cyclic codes derived from irreducible cyclic codes2005In: Proceedings of Optimal Codes and Related Topics (OC2005), 2005, p. 74-81Conference paper (Refereed)
    Abstract [en]

    As a generalization of cyclic codes, quasi-cyclic codes contain many good linear codes. Extensive search is made and lots of good quasi-cyclic codes are obtained from irreducible cyclic codes. A new binary [95, 13, 40] code which improves the lower bound on the minimum distance, is also constructed.

  • 26.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    New binary h-generator quasi-cyclic codes by augmentation and new minimum distance bounds2016In: Designs, Codes and Cryptography, ISSN 0925-1022, E-ISSN 1573-7586, Vol. 80, no 1, p. 1-10Article in journal (Refereed)
    Abstract [en]

    An [n, k, d] code is a binary linear code of block length n, dimension k and minimum Hamming distance d. Since the minimum distance determines the error detection or correction capability, it is desired that d is as large as possible for the given block length n and dimension k. One of the most fundamental problems in coding theory is to construct codes with best possible minimum distances. This problem is very difficult in both theory and practice. During the last decades, it has proved that the class of quasi-cyclic (QC) codes contain many such codes. In this paper, augmentation of binary QC codes is studied. A new augmentation algorithm is presented, and 10 new h-generator QC codes that are better than previously known code have been constructed. Furthermore, Construction X has been applied to obtain another 18 new improved binary linear codes.With the standard construction techniques, a total of 124 new binary linear codes that improve the lower bound on the minimum distance have been obtained.

  • 27.
    Chen, Eric Zhi
    Kristianstad University, School of Engineering.
    New constructions of a family of 2-generator quasi-cyclic two-weight codes and related codes2007In: Proc. of 2007 IEEE Internat. Symp. on Inform. Theory, Piscataway, NJ: IEEE , 2007, p. 2191-2195Conference paper (Refereed)
    Abstract [en]

    Based on cyclic simplex codes, a new construction of a family of two-weight codes is given. These two-weight codes are in a simple 2-generator quasi-cyclic form. Based on this construction, new optimal binary quasi-cyclic [195, 8, 96], [210, 8, 104] and [240, 8, 120] codes, good QC ternary  [195, 6, 126], [208, 6, 135], [221, 6, 144] codes are thus obtained. It was also shown that some codes that meet the Griesmer bound and thus are optimal. Furthermre, binary  self-complementary codes in a 3-generator quasi-cyclic form,  are also constructed.

  • 28.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    New constructions of combinatorial designs and related codes2002In: Proceedings of the 8th International Workshop on Algebraic coding and Combinatorial Theory (ACCT-VIII), 2002, p. 264-267Conference paper (Refereed)
    Abstract [en]

    New constructions of Steiner systems, majority logic decodable codes, and constant weight codes are presented. Comparisons with known results as well as examples are also given.

  • 29.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    New results on binary quasi-cyclic codes2000In: 2000 Ieee International Symposium on Information Theory: Proceedings, IEEE conference proceedings, 2000, p. 197-Conference paper (Refereed)
    Abstract [en]

    Twelve new binary quasi-cyclic codes, which improve the lower bounds on minimum distances for binary linear codes, are presented, and a Web database on best-known binary quasi-cyclic codes is constructed for public access.

  • 30.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Quasi-cyclic codes derived from cyclic codes2004In: Proceedings of Int. Symp. on Information Theory and its Applications (ISITA2004), Parma, Italy, 2004, p. 162-165Conference paper (Refereed)
  • 31.
    Chen, Eric Zhi
    Linköping university.
    Six new binary quasi-cyclic codes1994In: IEEE Transactions on Information Theory, ISSN 0018-9448, E-ISSN 1557-9654, Vol. 40, no 5, p. 1666-1667Article in journal (Refereed)
    Abstract [en]

    Six new quasi-cyclic codes are presented, which improve thelower bounds on the minimum distance for a binary code. A localexhaustive search is used to find these codes and many other quasi-cycliccodes which attain the lower bounds.

  • 32.
    Chen, Eric Zhi
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Aydin, Nuh
    USA.
    New databases of linear codes over GF(11) and GF(13)2014In: Proceedings of Karatekin mathematics days 2014: international mathematics symposium, 2014, p. 22-22Conference paper (Refereed)
    Abstract [en]

    One central problem in coding theory is to optimize the parameters of a linear code and construct codes with best possible parameters. There are tables of best-known linear codes over nite elds of sizes up to 9. Recently, there has been a growing interest in codes over GF(11), over GF(13) and other elds of size greater than 9. The main purpose of this work is to present new databases of best-known linear codes over the elds GF(11) and GF(13) together with upper bounds on the minimum distances. To nd good linear codes to establish lower bounds on minimum distances, an iterative heuristic computer search algorithm is employed to construct quasi-twisted (QT) codes over these elds with high minimum distances. A large number of new linear codes have been found, improving previously best-known results. Tables of [pm, m] QT codes over the two elds with best-known minimum distances as well as a table of lower and upper bounds on the minimum distances for linear codes of length up to 150 and dimension up to 6 are presented.

  • 33.
    Chen, Eric Zhi
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Aydın, Nuh
    USA.
    A database of linear codes over F13 with minimum distance bounds and new quasi-twisted codes from a heuristic search algorithm2015In: Journal of Algebra Combinatorics Discrete Structures and Application, ISSN 2148-838X, Vol. 2, no 1, p. 1-18Article in journal (Refereed)
    Abstract [en]

    Error control codes have been widely used in data communications and storage systems. One centralproblem in coding theory is to optimize the parameters of a linear code and construct codes withbest possible parameters. There are tables of best-known linear codes over finite fields of sizes up to9. Recently, there has been a growing interest in codes over F13 and other fields of size greater than9. The main purpose of this work is to present a database of best-known linear codes over the fieldF13 together with upper bounds on the minimum distances. To find good linear codes to establishlower bounds on minimum distances, an iterative heuristic computer search algorithm is employed toconstruct quasi-twisted (QT) codes over the field F13 with high minimum distances. A large numberof new linear codes have been found, improving previously best-known results. Tables of [pm;m] QTcodes over F13 with best-known minimum distances as well as a table of lower and upper bounds onthe minimum distances for linear codes of length up to 150 and dimension up to 6 are presented.

  • 34.
    Chen, Eric Zhi
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Nuh, Aydin
    USA.
    New quasi-twisted codes over F11— minimum distance bounds and a new database2015In: Journal of Information and Optimization Sciences, ISSN 0252-2667, E-ISSN 2169-0103, Vol. 36, no 1-2, p. 129-157Article in journal (Refereed)
    Abstract [en]

    One fundamental and challenging problem in coding theory is to optimize the parameters [nk,d] of a linear code over the finite field Fq and construct codes with best possible parameters. There are tables and databases of best-known linear codes over the finite fields of size up to 9 together with upper bounds on the minimum distances. Motivated by recent works on codes over F11, we present a table of best-known linear codes over F11 together with upper bounds on minimum distances. Our table covers the range n ≤ 150 for the length, and 3 ≤ k ≤ 7 for the dimension. To the best of our knowledge, this is the first time such a table is presented in the literature. For the construction of the best-known codes, we employed an iterative heuristic search algorithm to search for new linear codes in the class of quasi-twisted (QT) codes. The search yielded many new codes with better parameters than previously known codes. In many cases, optimal codes are obtained. In addition to presenting a comprehensive table of best-known codes over F11 of dimensions up to 7 with upper bounds on the minimum distances, we also present separate tables for the optimal codes and new QT codes over F11. We hope that this work will be a useful source for further study on codes over F11.

  • 35.
    Chen, Qinqing
    et al.
    Kristianstad University, Faculty of Natural Science.
    Su, Xiao
    Kristianstad University, Faculty of Natural Science.
    Improve Improper Load Distribution with Backpack2018Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    This article focuses on the distribution of backpack pressure on human body. We have noticed two interesting situations: whether the length of different backpack shoulder straps will change the pressure distribution of the backpack on the human body and whether different positions of the backpack load will change the pressure distribution of the backpack on the human body. To find the answer, we designed a backpack pressure detection system to collect data and use engineering software to analyse the data.We got the range that best fits the human body and the healthiest backpack: when the distance from the top of the backpack to the shoulder is about 1/5 of the length of the shoulder and the weight of the backpack is at the bottom of the backpack. At this time, the force of the three parts of the human body (shoulders, back) is the most uniform and relatively minimal. If the user wants to minimize the pressure on the shoulder, the shoulder strap of the backpack should be as short as possible. If the user only wants the pressure on the back to be minimal, the weight in the backpack is closer to the back, which is better for the back.

  • 36.
    Chen, Wende
    et al.
    Academia Sinica and Key State Lab. of Information Security, Graduate School of Academia Sinica, Institute of Systems Science, Beijing.
    Chen, Eric Zhi
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Klove, Torleiv
    Department of Informatics, University of Bergen.
    New constructions of disjoint distinct difference sets1998In: Designs, Codes and Cryptography, ISSN 0925-1022, E-ISSN 1573-7586, Vol. 15, no 2, p. 157-165Article in journal (Refereed)
    Abstract [en]

    New constructions of regular disjoint distinct difference sets (DDDS) are presented. In particular,multiplicative and additive DDDS are considered.

  • 37.
    ChenReddy, Suresh Reddy
    et al.
    Kristianstad University College, School of Engineering.
    Mirza, Akbar Ali Baig
    Kristianstad University College, School of Engineering.
    SMS Based Pull Campaign Processing System2007Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    SMS based pull campaign processing system is a new model of directory service provided in mobile infrastructure basically to enable SMS based directory services Mobile directory services is a brand new phenomenon, which hold strong promises to become the best targeting advertising medium delivering new means of services to users with message other than traditional channels (e.g.: print, television, radio and email etc).The main purpose of this system is to bring customers and business organizations closer .It enables SMS based directory services. It not only acts as directory services but also as an advertising medium between the user and the business organizations.

  • 38.
    Davidsson, Paul
    et al.
    School of Engineering, Blekinge Institute of Technology.
    Holmgren, Johan
    School of Engineering, Blekinge Institute of Technology.
    Kyhlbäck, Hans
    School of Engineering, Blekinge Institute of Technology.
    Mengistu, Dawit
    School of Engineering, Blekinge Institute of Technology.
    Persson, Marie
    School of Engineering, Blekinge Institute of Technology.
    Applications of agent based simulation2007In: Multi-agent-based simulation VII: International workshop, MABS 2006, Hakodate, Japan, May 8, 2006, revised and invited papers / [ed] Luis Antunes & Keiki Takadama, Berlin: Springer Berlin/Heidelberg, 2007, p. 15-27Conference paper (Refereed)
    Abstract [en]

    This paper provides a survey and analysis of applications of Agent Based Simulation (ABS). A framework for describing and assessing the applications is presented and systematically applied. A general conclusion from the study is that even if ABS seems a promising approach to many problems involving simulation of complex systems of interacting entities, it seems as the full potential of the agent concept and previous research and development within ABS often is not utilized. We illustrate this by providing some concrete examples. Another conclusion is that important information of the applications, in particular concerning the implementation of the simulator, was missing in many papers. As an attempt to encourage improvements we provide some guidelines for writing ABS application papers.

  • 39.
    Dewangga, Brian
    Kristianstad University, School of Health and Society.
    Inspirational Filter Application for Fashion E-Commerce2012Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Electronic commerce is becoming a growing industry as information technology has been gradually diversifying the business industry. As a result, there is greater competition between online businesses to attract and retain customers. To overcome this challenge, it is proposed that by implementing a new Inspirational Filter Application to a company’s web store’s filter will increase the growth of returning costumers. This new application is based on loose filters, which goes beyond traditional sorting mechanisms based on color and size. This technology expands searches into inspirational categories such as occasion, material and style, allowing the customer to online shop with greater variety and efficiency. By developing this application alongside with Scandinavian web shop, Boozt Fashion AB, the success rate is tracked after the establishment of this application.

  • 40.
    Dittrich, Yvonne
    et al.
    Danmark.
    Rönkkö, Kari
    Blekinge Institute of Technology.
    Eriksson, Jeanette
    Blekinge Institute of Technology.
    Hansson, Christina
    Blekinge Institute of Technology.
    Lindeberg, Olle
    Blekinge Institute of Technology.
    Cooperative method development: combining qualitative empirical research with method, technique and process improvement2008In: EMPIRICAL SOFTWARE ENGINEERING, ISSN 1382-3256, Vol. 13, no 3, p. 231-260Article in journal (Refereed)
    Abstract [en]

    The development of methods tools and process improvements is best to be based on the understanding of the development practice to be supported. Qualitative research has been proposed as a method for understanding the social and cooperative aspects of software development. However, qualitative research is not easily combined with the improvement orientation of an engineering discipline. During the last 6 years, we have applied an approach we call 'cooperative method development', which combines qualitative social science fieldwork, with problem-oriented method, technique and process improvement. The action research based approach focusing on shop floor software development practices allows an understanding of how contextual contingencies influence the deployment and applicability of methods, processes and techniques. This article summarizes the experiences and discusses the further development of this approach based on several research projects in cooperation with industrial partners.

  • 41.
    Dyba, Tore
    et al.
    Norge.
    Prikladnicki, Rafael
    Brasilien.
    Rönkkö, Kari
    Blekinge Institute of Technology.
    Seaman, Carolyn
    USA.
    Sillito, Jonathan
    Canada.
    Qualitative research in software engineering2011In: EMPIRICAL SOFTWARE ENGINEERING, ISSN 1382-3256, Vol. 16, no 4, p. 425-429Article in journal (Refereed)
  • 42.
    Einarson, Daniel
    Kristianstad University, Faculty of Natural Science, Avdelningen för datavetenskap. Kristianstad University, Faculty of Natural Science, Research environment of Computer science (RECS).
    A communication framework in a multi-threaded environment2000In: Proceedings of NWPER'2000, 2000Conference paper (Other academic)
  • 43.
    Einarson, Daniel
    Kristianstad University, Faculty of Natural Science, Avdelningen för datavetenskap. Kristianstad University, Faculty of Natural Science, Research environment of Computer science (RECS).
    Active vs passive entities2002Conference paper (Other academic)
  • 44.
    Einarson, Daniel
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Approaching CMM to an educational CDIO based software engineering process2012In: Proceedings of the 8th International CDIO Conference, Queensland University of Technology, Brisbane, July 1 - 4, 2012, 2012Conference paper (Refereed)
    Abstract [en]

    Software Engineering is probably one of the most recent engineering disciplines. As such there have been major requirements put on that discipline to undergo appropriate transformations from immaturity to higher levels of maturity. This does not only relate to matters of evolution of techniques, and usability, but also the process of developing the software of concern.

    The ability to succeed in a large scaled Software Engineering project is probably highly dependent on the ways of working, that is, on the working process that fulfils the project. The Capability Maturity Model aims to assess the maturity of a software process, and serves as a guidance to improve such processes. Maturity here relates to degrees of formality and optimization, from ad hoc driven processes, via defined process structures, to active process optimization.

    Seen in a perspective of Software Engineering education we can see that it is of high importance that students get exhaustive practice in project based work. Several working process models of that are proposed in the context of Software Engineering research. Following such models may increase the probability of project success, both in industry and in educational projects. Still, a process with inherent self-reflecting mechanisms may increase such probability even further, with effect on quality of both work and product.

    This contribution will shed light on the working process of students, where self-reflection, self-motivation, and process improvement are put in focus. A model for this has been the Capability Maturity Model where reflecting over working processes aims to increase grades of process maturity and quality.

  • 45.
    Einarson, Daniel
    Kristianstad University, Faculty of Natural Science, Avdelningen för datavetenskap. Kristianstad University, Faculty of Natural Science, Research environment of Computer science (RECS).
    Aspects of transparent time concepts2000Conference paper (Other academic)
  • 46.
    Einarson, Daniel
    Kristianstad University, Faculty of Natural Science, Avdelningen för datavetenskap. Kristianstad University, Faculty of Natural Science, Research environment of Computer science (RECS).
    Aspects on communication and models vs processes in a model oriented language1997In: Proceedings of the 23rd conference of the ASU, 1997Conference paper (Other academic)
  • 47.
    Einarson, Daniel
    Kristianstad University, Faculty of Natural Science, Avdelningen för datavetenskap. Kristianstad University, Faculty of Natural Science, Research environment of Computer science (RECS).
    Communication and hierarchical modelling in Model Oriented Programming1999In: Proceedings of the 25th conference of the ASU, 1999Conference paper (Other academic)
  • 48.
    Einarson, Daniel
    Kristianstad University, Faculty of Natural Science, Avdelningen för datavetenskap. Kristianstad University, Faculty of Natural Science, Research environment of Computer science (RECS).
    Discussion on "An exercise for SIMULA users"1997In: ASU Newsletter, Vol. 24, no 1, p. 1-9Article in journal (Other academic)
  • 49.
    Einarson, Daniel
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Ethics and responsibilities in a CDIO based software engineering process2013In: Proceedings of the 9th International CDIO Conference, Massachusetts Institute of Technology and Harvard University School of Engineering and Applied Sciences, Cambridge, Massachusetts, June 9 – 13, 2013, 2013Conference paper (Refereed)
    Abstract [en]

    The great impact that Software Engineering has had on society during the latest decades has put demands on that discipline to become a mature, as well as a trustworthy engineering discipline. Here, the so called, software engineering Code of Ethics has been introduced to encourage such development.

    The Code of Ethics has a prime focus on the Public, and a secondary focus on co-operation and development. While the Code of Ethics in first place concerns Software Engineers in professional work, it is interesting to see how this concept influences maturity and trustworthiness also to students in educational project based work.

    This contribution will cover on-going experiments in project based courses where students reflect on the Code of Ethics. Such reflections should have impact on team work, as well as on views on Software Engineering for the common public. The main question concerns how student’s project work may be improved through such reflections, to meet previously observed cases of low self-responsibility and effort. The contribution covers case studies of CDIO based projects, as well as the concept of the Code of Ethics of Software Engineering in itself.

    According CDIO, using the Code of Ethics in education should have relevance to several points of the CDIO syllabus, such as, 2.4 Attitudes, Thought and Learning, and 2.5 Ethics, Equity and Other responsibilities. The case studies as such, furthermore relate to aspects such as team work and communication, besides the core of the CDIO intension of driving student projects.

  • 50.
    Einarson, Daniel
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Hierarchical concurrent systems from a model-oriented perspective2002Doctoral thesis, monograph (Other academic)
    Abstract [en]

    Real world systems are normally considered as hierarchically organized, for example, we see those as hierarchies of systems including subsystems. Examples on this can be seen in organizations where people act in environments and carry within themselves their own internal subsystem of thinking processes. Another example relates to robotics where robots may be seen as hierarchical constructions, both physically and logically. As in the case of human actors, we can see robots as autonomous entities that need to perform internal reasoning and planning to conform well to the environment in which they act. Furthermore, actions on different levels are often inherently parallel and may be more or less independent. Object-Oriented (OO) technologies have proved to be appropriate tools in software development. Programming these kinds of hierarchical concurrent systems should therefore be gained by suitable Object-Oriented software support that reflects system level-dependent behavior. For instance, actions in a robot control system should relate to real time, while a robotÕs planning system actions relate to simulated time. However, existing OO software support mainly reflects one-level sequential systems which only by exhaustive work may conform to such hierarchically organized systems. Existing architectural design proposals that address hierarchical compositions often cover ways of collecting objects, but do normally not address issues such as concurrency and different time semantics. We have developed concepts and software support to meet the need for modeling and implementing hierarchically organized systems with concurrent level-dependent autonomous entities. We have approached the problem from two directions, i.e., on one hand from a conceptual and principle perspective, and on the other hand from a software engineering perspective. Concepts and principles are mainly treated in the context of the, so called, Model-Orientated Programming project. Model-Orientation (MO), can be seen as an extension to Object-Orientation to support concurrent models especially. We use the term model for a software representation of an autonomous entity. A model may define its own view upon matters such as time and communication, and may furthermore include further models to represent hierarchical system compositions. Within the project of Model-Oriented Programming we also develop programming language elements relating to the developed concepts. Software engineering aspects are mainly studied within the project of Hierarchical Concurrent Systems. A developed Java-based framework especially reflects hierarchical properties of systems. A general concept of timebase may be specified as either based on a real time or a simulated time concept. This implies that software of one hierarchical level may act in real-time in a control system, while an internal hierarchical level may reason about future state based on a simulated time axis. Furthermore, within the framework we also regard communication, distribution and process management as hierarchical level-dependent properties. This impels ways of software components to flexibly adjust themselves to the context they are intended to act within. Our approach, based on investigations on both modeling and implementation, has been experimented on in several case studies. Those show that encapsulating our concepts and solutions within well defined software units provide software that is both flexible and scalable.

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