Now showing items 66-85 of 368

    • Baa! A procedural game based on real-time flocking behaviour 

      GRÖNQVIST, OSKAR; MAGNUSSON, ERIK; NABOULSI, IBRAHIM; NORMAN, LUCAS; SJÖBLOM, MATILDA; SUNDQVIST, MY (2020-10-29)
      Simulating the natural movement of large groups of flocking animals has been a growing field of research within computer science since the 1980’s, largely because of its potential in performance optimisation. The purpose ...
    • Backlogs as a Communication Medium in Co-located and Distributed Agile Teams 

      Musco, Nicole; Sanprom, Saipirun (2016-06-27)
      While uncommon, combining multiple forms of backlogs and scaled agile development is a challenge undertaken by some companies. This paper reports a study on communication with agile practices in a global software development ...
    • BB-EMU A Product Virtualizing System Verification of Embedded Hardware 

      Thuccani, Sri Hari; Kabzimalski, Martin L. (2019-11-18)
      The purpose of this study was to examine if there is a time difference when testing software on a physical embedded board and a virtualized version of the same board. This study conducted research on the topic at hand, ...
    • BIAS - A Unity Asset for Procedurally Generating Cities 

      Eriksson, Alma; Hultsten, David; Hall, David; Johnsson, William; Hultqvist, Ludwig; Liljeqvist, Ludvig (2020-10-30)
      Procedural content generation, or PCG, is a method of algorithmically generating, for instance, video game content with a limited amount of user input. The purpose of this project is to explore how PCG may be used in ...
    • Bloxel - Developing a voxel game engine in Java using OpenGL 

      Arnebäck, Eric; Bärring, Felix; Hage, Johan; Lundén, Anton; Löfman, Andreas; Ogeryd, Niclas (2015-06-25)
      The purpose of this thesis is to explore the process of creating a voxel game engine, in which features such as procedural terrain generation and world interaction are essential, inspired by pioneering games in the genre ...
    • BOMI View Types: A Design Science Research Study 

      Vu, Victoria (2023-02-22)
      Large-scale systems engineering companies often have many teams working in distinct ways, whether it be agile, waterfall, or a method falling somewhere in between. Challenges appear when one team’s way of working differs ...
    • Bot or Human: Identifying Bot­Generated Clicks Using Machine Learning 

      BORG, FILIP; BROBECK, AXEL; KORTESAARI, SAGA; SKENDEROVIC, NERMIN; SUNDBOM, ARVID; SUNDSTRÖM, CHARLES (2021-09-14)
      “I’m not a robot” is a common CAPTCHA (Completely Automated Public Turing test to tell Computers and Humans Apart) often shown today upon entering websites. The purpose behind the challenge is to distinguish hu mans from ...
    • Bundle. A Virtual Memory Based Resource System. 

      Hall, Jarryd; Odeh, Taher (2012-08-06)
      Memory related issues such as memory management, limited memory and memory related application crashes, etc. often affect video games. Private game development companies have created solutions t ...
    • Case Based Reasoning in Practice: Investigation of The Practical Importance of Case Based Reasoning 

      Shi, Yang; Wang, Yuechuan (2016-05-30)
      Software products are taking and increasingly important part in everyday life and all kinds of industry. In order to provide a great environment for software development and increase the productivity and effectiveness, ...
    • A Case Study on the Limitations of Automated Duplicate Bug Report Detection 

      Götharsson, Malte; Stahre, Karl (2023-09-26)
      Identifying duplicate bug reports is crucial in software development as it helps streamline the debugging process, reduce redundancy, and enhance overall efficiency. By addressing the challenges associated with existing ...
    • Chalmers oanvända datorkraft - Distribuering av arbete och energihantering med HTCondor 

      Andersson, Oliver; Bergqvist, Daniel; Kalander, Marcus; Johansson Berg, Pontus; Högfeldt, Rurik (2014-10-06)
      Chalmers University of Technology today have numerous computers which are never powered down, at the same time there is a need for more computation power for researchers. Hence, we have investigated the possibility to ...
    • Chalmers University of Technology 

      Ehrenborg, Gustav; Hidstrand, Fredrik; Mathisen, Andreas; Sjöqvist, Magnus; Estelius, Fredrik; Pettersson, Robin (2014-10-03)
      The Division of Language and Communication at Chalmers uses a web-based language tool, named EngOnline, to teach English grammar. The language tool suffers from some shortcomings. These include stability problems and an ...
    • Change Resistance in Continuous Integration: An Exploratory Case Study 

      Lucido Aquino, Adelyn Regine; Lu, Emily (2016-06-27)
      With continuous integration (CI) becoming more and more widely adopted among software organizations, tackling the resistance during the change process becomes an important and inevitable step. This paper attempts to ...
    • Children Learning Object Oriented Programming: A Design Science Study 

      Gunnrup, Hampus; Balavi, Pooriya (2017-06-29)
      The discipline of teaching children is a topic that has been explored extensively throughout history. There are known theories about pedagogy which repeatedly have been proven to be successful, and have been used in ...
    • Clock Synchronization in Android Wi-Fi Direct Network 

      Bai, Fengyuan (2015-03-30)
      Wi-Fi Direct Network is a new type of network and smart-phone devices may utilize this type of network to exchange information, such kind of network is widely replacing Bluetooth as the main communication method among ...
    • A Closer Look Into Traceability Management of Non-Functional Requirements in a DevOps Environment 

      ALTETMEK, ALTUG; LEWENHAGEN, FILIP (2022-10-05)
      Due to DevOps being a fast emerging way of conducting a software development process, there are little to no research covering how the traceability of non-functional requirements is managed in these environments. We ...
    • Cloudifying a legacy batch-processing: A Design Science Study 

      Aronsson, Andreas; Nie, Linhang (2017-06-22)
      Cloud services have become increasingly popular in the past years. The attractiveness of reduced operational costs and elasticity to fluctuating loads are prompting more organizations to migrate to the cloud. However, there ...
    • Clustering and Classification of Time Series in Real-Time Strategy Games - A machine learning approach for mapping StarCraft II games to clusters of game state time series while limited by fog of war 

      Enström, Olof; Hagström, Fredrik; Segerstedt, John; Viberg, Fredrik; Wartenberg, Arvid; Weber Fors, David (2020-10-29)
      Real-time strategy (RTS) games feature vast action spaces and incomplete information, thus requiring lengthy training times for AI-agents to master them at the level of a human expert. Based on the inherent complexity ...
    • Clustering Non-Stationary Data Streams with Online Deep Learning 

      Hontabat, Aurélien; Rising, Magnus (2016-06-30)
      With more devices connected, sensor data logged and people active in social networks, the trend towards working with dynamic data is clear. The number of applications where it becomes essential to perform real time analysis ...
    • Code smells in machine learning pipelines: an MSR sample study 

      Tammen, Johann Henri (2022-12-22)
      As technical debt in software engineering projects continues to negatively impact the development process, this study focuses on technical debt in form of code smells in machine learning pipelines and in code written by ...