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BLOCKCHAIN FÖR EXAMENSBEVIS En studie om EU:s projekt att utnyttja blockchain för hanteringen av examensbevis
(2023-02-01)
Vid examen från en utbildning utfärdar universitet ett bevis på att studenten klarat
sin utbildning. Historiskt har detta delats ut som ett diplom i pappersform vid tillfälle
av en examensceremoni eller liknande. ...
LET’S LEVEL UP OUR COMMUNICATION A Study of Communication Challenges in Game Development Teams
(2023-02-01)
Video games are growing fast in popularity, and while gaming has been primarily an entertainment medium, educators have also realized its benefits as a learning tool. However, little research is done on the complexity of ...
HUR SKILJER SIG LÄSUPPLEVELSEN MELLAN EN E-BOK PÅ LÄSPLATTA OCH EN PAPPERSBOK?
(2023-02-01)
Undersökningen i denna uppsats har syftet att ta reda på hur digital läsupplevelse graderad i upplevelsen av flow skiljer ifrån en pappersbok. Med e-bokens ökande popularitet har en intressant och viktig fråga uppstått om ...
TRUST ONLINE: Visual Cues for Trustworthy News
(2023-02-01)
This study was born in the light of the Swedish Civil Contingencies Agency’s (MSB) release of a handbook on how to counter information influence activities, along with a growing distrust placed upon media outlets by the ...
Open standards and interoperability within the automotive domain and smart cities
(2023-02-01)
Vehicle signals are today in highly heterogeneous formats which leads to difficulties for third-party developers to access, understand and integrate with these signals. Thus, the automotive domain needs to find a way to ...
A REVIEW OF PHYSICAL ACTIVITY’S EFFECT ON MOOD Through the Lens of the HPA Axis
(2023-02-01)
Engagement in physical activity (PA) has been said to trigger a chain reaction of events which can alter our mood state. One recently implicated component is the hypothalamic-pituitary-adrenal (HPA) axis, involved in the ...
DIFFERENTIAL OUTCOME TRAINING AND HUMANOID ROBOT FEEDBACK ON A VISUOSPATIAL GAMIFIED TASK: An experimental study investigating learning, affective social engagement cues and cognitive learning strategies
(2023-02-01)
By combining Differential Outcome Training (DOT), the usage of unique stimulus-response pairings, and feedback from a humanoid simulated robot (SDK) this study aims to improve learning performance of subjects on a visuospatial ...
COMPLEXITY & RANDOMNESS Exploring the Limits of Pattern Perception
(2023-02-01)
Pattern perception is a core part of human cognition, however, our capacity to process
patterns is limited. If a pattern is too complex to process, we no longer perceive it as a
pattern but rather as noise, thus we ...
OPTIMISATION AND UNDERSTANDING OF TECHNOLOGICAL ARTEFACTS An Experimental Study Investigating the Role of Causal Cognition and Social Learning in Micro-society Paradigms
(2023-02-01)
Cumulative technological culture - how humans can build upon and improve the technology
and tools of earlier generations - has been regarded as a main contributing factor for Homo
sapiens' success as a species. In this ...
DRIVER ENGAGEMENT User experience of static & dynamic interaction and engagement in Non-Driving Related Activities in Automated Vehicles - An experimental study
(2023-05-19)
The rapid development of automation in vehicles is reshaping the role of the driver
and consequently changing driver behavior. This study is based on the SAE level 4
of automation, i.e the autonomous vehicle (AV) can ...