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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

SOFTWARE TEST AUTOMATION : Implementation of End-to-End testing in web application

Björkman, Maria January 2024 (has links)
Today’s software applications are often scattered in many layers, suchas connected to cloud services or third-party solutions. This makes itimportant to ensure that a software application works as intended ina real-world setting, especially when changes are made to the codebase. End-to-End (E2E) tests are made to ensure the software has theexpected behavior from an end-user’s viewpoint. Automation of thesoftware testing process is often implemented since it has the potentialto be more time-efficient than manually inspecting the behavior of thesoftware application. This thesis describes the work of implementing automated E2E tests foran e-learning application. The first step in the project was to identifywhich automated testing tool would best suit the criteria laid out for theproject. The criteria were that the testing tool needed to have supportfor testing in the Chrome browser, support for using JavaScript as theprogramming language, and to be open-source and possible to be usedfree of charge. A literature review and a comparison of the most popu-lar E2E testing tools yielded the result that Playwright was best suitedas the automated testing tool because it has good documentation and isspecifically a tool for implementing End-to-End tests. After that, a testsuite consisting of 11 test cases was implemented in Playwright. Thetest cases were evaluated and improved in an iterative process con-cerning robustness and performance. This project supports previousobservations that automation of the test process is time-consuming inthe initial stage. This thesis concluded that Playwright is a suitable tool to use withinE2E testing, with a low learning curve. Furthermore, it concluded thatthe robustness of the tests is an important factor for the tests to be use-ful in the testing process. Tests that unexpectedly fail on occasion needto be properly investigated. It would be important to have a proper testenvironment where test data can be reset, so all the desired user flowscan get a test case. Developers and testers benefit from working closelytogether. The collaborative company can take the findings from this re-search for future reference, in case they decide to update the company’scurrent testing process.
2

Analog Computer Prototyping for the Future

Ahlqvist, Carl Oskar, Ahlgren, Måns January 2022 (has links)
This research paper focuses on analog computers and creating a modular low-cost analog computer system in a single board computer form factor. The single-board analog computer will have the capacity to solve second-order differential equations. The capabilities and possibilities of the single board Analog computer will be explored as well as analog computing in general. The paper follows design science research methodology (DSRM) with the goal of creating and evaluating a working artifact. The artifacts' functionality is evaluated based on a demonstration of its ability to solve Mathieu’s differential equation as well as simulate a spring-mass dampening system. This paper proves that it is possible to create a low-cost analog computer in a modern form factor. The artifact is also placed in a larger contextual setting based on the empirical material provided where its value of it in a digital society is presented. For the world to continue its progression in computational power, but still, limit the already high energy usage, a drastic change is needed. This paper suggests adapting to analog/hybrid technology. To further the progression of analog/hybrid technology it must be made accessible to a wider group of people compared to today. The artifact in this paper offers a solution to this.
3

Förbättra läkemedelsföljsamhet med hjälp av positionering.

Ekfeldt, Karl, Hemlin, Kristoffer January 2018 (has links)
Rapporten handlar om icke följsamhet i samband med medicinering och de stora problem som medföljer om en patient inte följer sin medicinska rådgivning. Icke följsamhet är ett stort problem i dag, både för samhället och individen. För samhället är det mycket kostsamt att hantera alla felmedicineringar och för individen kan det handla om liv eller död. Syftet med detta arbetet är att utveckla en IT-artefakt med ändamålet att förbättra följsamheten för patienter som dagligen tar medicin. Detta med hjälp av en mobilapplikation som använder Bluetooth för positionering av medicinen. IT-artefakten ska fungerar som ett stöd och hjälpmedel genom att underlätta för en patient i samband med medicinering. Denna forskning använder sig av Design Science Research Methodology (DSRM). Medverkande företag i detta arbete har varit konsultföretaget Knowit Luleå. Arbetet resulterade i en IT-artefakt, samt sex stycken designprinciper, samtliga utifrån problemet icke följsamhet i syfte att bidra till förbättrad följsamhet. / The thesis deals with non-adherence in connection with medication and the major problems that arise if a patient does not follow the medical advice. Non-adherence is a major problem today, both for society and for the individual. For society is is very costly to handle all medication errors and for the individual it can be about life or death. The purpose of this thesis is to develop an IT artifact with the purpose of improving adherence for patients taking medication daily. This is done by using a mobile application that uses Bluetooth for positioning the medicine. The artifact will serve as a support and aid by facilitating a patient that is taking medication. This research uses Design Science Research Methodology (DSRM). Contributing company in this work have been Knowit Luleå. The work resulted in an IT artifact, as well as six design principles, all based on the problem of non-adherence in order to contribute to improved adherence.
4

Ett digitalt spel för inlagda patienter

Andersson, Andreas January 2018 (has links)
Digitala spel har tidigare utvecklats för att på olika sätt stödja rehabilitering av patienter både fysiskt och psykiskt. För att lyckas med dessa spel krävs specifika element för att skapa en spelupplevelse. Dessutom krävs anpassning av det grafiska gränssnittet för att patienten ska ha möjlighet att använda spelet trots sina begränsningar. Dessa spel har dock haft fokus på specifika fall eller sjukdomar, exempelvis rehabilitering efter stroke. Problemet denna studie ämnar att lösa är det faktum att sjukhuspatienter får för lite motion. Då det blir vanligare att patienterna har egna rum blir de bekväma och isolerar sig, något som resulterar i minskad social interaktion. För att adressera detta problem utvecklade studien en spelprototyp för sjukhuspatienter. Studien genomförde åtta användartester som observerades och följdes upp med intervjuer för att utvärdera den slutgiltiga prototypen. Resultatet sammanställdes till en lista med riktlinjer för hur spel kan designas för att motivera patienter till rörelse / Video games is a proven solution to your website to support patients rehabilitation, both physically and mentally. A numbered I was a great of elements are required to create a successful game for the specific audience. The game needs a combination of components to create a game experience and customization to the graphical user interface to support the user's limitations. These games are usually created for a specific kind of rehabilitation, i.e rehabilitation for stroke patients. This paper aims to study the issue with hospitalized patients not getting enough exercise during their stay. Since more and more patients receive separate rooms they also get less social interaction due to isolation. The study will develop a digital game prototype for hospitalized patients with the aim to solve this problem. The study performed eight user tests for the final prototype. The tests consisted of observations followed by interviews. The test results were then compiled into a list with design guidelines about how to create a digital, motivational, exercise game for hospitalized patients.
5

Balancing Interoperability and Data Sensitivity: A Design Science approach to building a zero-knowledge API for Healthcare Data

Gunawardana, Suranga Ruwan Sampath January 2023 (has links)
The aim of the study was to develop a platform to monitor and evaluate care homes using heterogeneous data sources for a French startup company. The study found that there was no current system to supervise healthcare resources in these facilities with live data. To address this, a digital platform was proposed that would integrate information from various sources, including IoT devices, existing software systems and digital documents. The proposed platform, which would be built from scratch, includes a data collection and processing system, and a blockchain to store the processed data. The platform would also include a dashboard with features, Key Performance Indicators (KPIs), and graphs for stakeholders to access.   The research would focus on the first two objectives of the proposed platform, which are design a platform for real time access to heterogeneous data sources and generate derivative dataset (generate transformed data set from the primary raw data set) with access but not visibility of the accessible zero knowledge heterogeneous data in secured way. Zero knowledge refers to fetching data from primary data sources and present it to users of in another format which can be understand easily, while hiding actual data and transforming mechanism (Goldreich, 2004). The proposed solution should be versatile and extensible to incorporate additional data sources and generate derivative datasets in a scalable manner. The study concludes that utilizing the Design Science Research Methodology (DSRM) to investigate and identify an ideal solution to the research topics is both challenging and stimulating. Additionally, the findings can be applied by other researchers working in related fields.   In summary, the proposed solution involves the development of a digital platform based on information system theories and technologies that will enrich the area of Information Systems for similar problems. The thesis will evaluate existing research on these theories and technologies and recommend the best solution by integrating the most suitable set of theories and technologies for the given problem. This will provide a practical solution for the immediate needs of the startup company and contribute to future research on similar problems.
6

cARcassonne for Hololens 2 - Improving UX through UI

Wilken, Kevin Bjørn Roulund January 2023 (has links)
This paper aims to improve the UX of the AR game cARcassonne for the Hololens 2 by making changes to its UI. Previous research and existing games are analyzed to determine the changes to the UI. A questionnaire is developed using said research as well as research of other UX measuring methods such as the GEQ and UPEQ. The results show an increase in UX, but also that the AR game has problems for new users. It is discussed that UI is actually not the main problem in the UX, but rather the technology of the Hololens 2.
7

Digital Twin-Based Simulation Model for Electricity Usage Optimization for E-Buses Using Z Notation: Case of Arlanda Airport

Thalpe Guruge, Induni Udayangi January 2024 (has links)
The development of Digital Twin Technology, with a focus on addressing environmental concerns, has elevated the priority of Industry 4.0-based solutions. The study aimed to design a simulation model to optimize the electricity consumption of the electric bus fleet at Arlanda Airport as a subproject of the main Digital Twin project. The study found that there was no current model designed to simulate electricity consumption by formal methods, Z notation.  The research is guided by four primary objectives find power management strategies for e-buses, identify critical parameters affecting their energy consumption, create a Z Notation simulation model, and assess this model. Through a thorough review of the literature and methodical application, power management strategies were defined, and significant energy consumption parameters were identified. The model's usefulness in modelling and optimizing electricity usage was demonstrated by its careful construction using Z Notation and evaluation with Spivey's Fuzz Checker. The paper demonstrates the use of Design Science Research in creating a digital twin-based simulation, which has important implications for transportation systems as well as theoretical advances in simulation methodologies. Throughout the developed Z notations, it provide a proper insight into operational efficiency and sustainability in energy consumption.  The study also emphasizes the drawbacks of using Z Notation, such as its steep learning curve and limited community assistance. To improve the accuracy of electricity consumption forecasts, future research should use predictive analytics and fine-tune the model granularity. The thesis demonstrates how design science can be applied for preparing specification of services but not only in software development. This work lays the groundwork for more extensive applications in digital twin technologies and energy optimization, in addition to contributing to our understanding of e-bus power management at Arlanda Airport.
8

Geospatialt beslutsstöd - nyckeln till strategiska beslut

Jones, Julia, Nordström, Fredrik January 2022 (has links)
Tillståndsprocessen för att bedriva miljöfarlig verksamhet är manuell och ineffektiv vilket hämmar svenska företag i deras klimatarbete. Geospatial information har till följd av lokaliseringsprincipen i miljöbalken en central roll inom samhällsbyggnad och dess planering för placering av investeringar. Det finns i dagsläget inget geospatialt beslutsstödsystem (SDSS) som ämnar att underlätta för verksamhetsutövare i tillståndsprocessen vid beslut som rör placering av nya investeringar i industri. Syftet med studien var att utveckla en IT-artefakt med intentionen att stödja processen samt beslutsfattande för industriföretag i skapandet av en tillståndsansökan för miljöfarlig verksamhet. Detta genom att ta fram en webbapplikation som ska fungera som ett processtöd för användaren genom att redogöra de nödvändiga stegen som ingår i en miljötillståndsansökan med fokus på de aspekter som inkluderar geospatial data och information. Målet är att artefakten i dessa steg ska fungera som ett hjälpmedel för verksamhetsutövaren att fatta strategiska beslut kring geografisk plats för nya investeringar i industri. Studien använder sig av Design Science Research Methodology (DSRM) och har hämtat in empiri genom fokusgruppsintervjuer. Arbetet resulterade i en IT-artefakt som visar att det är möjligt att implementera denna typ av lösning på problemet samt de identifierade designprinciperna som implementerades. / The permit process for conducting environmentally hazardous activities is manual and inefficient, which impedes Swedish companies in their climate action. As a result of the “location principle” in the Swedish Environmental Code, spatial information has a central role in community building and its planning for location of investments. There is currently no spatial decision support system (SDSS) that aims to make it easier for operators to make decisions regarding the location of new investments in industry during the permit process. The purpose of the study was to develop an IT artefact with the intention to support the process and decision making for industrial companies in the creation of permit applications for environmentally hazardous activities. This by developing a web application that will function as a process support for the user by describing the necessary steps that are included in an environmental permit application with a focus on the aspects that include spatial data and information. The aim is that the artifact in these steps should function as an aid for the operator to make strategic decisions about the geographical location for new investments in industry. This research uses Design Science Research Methodology (DSRM) and has obtained empirical data through focus group interviews. The work resulted in an IT artifact that proves that it is possible to implement this kind of solution to the problem and the identified design principles that were implemented.
9

User Experience Engineering Adoption and Practice: A Longitudinal Case Study

Redfearn, Brady Edwin 09 August 2013 (has links) (PDF)
User Experience Engineering (UxE) incorporates subject areas like usability, HCI, interaction experience, interaction design, "human factors", ergonomics", cognitive psychology", behavioral psychology and psychometrics", systems engineering", [and] "computer science," (Hartson, 1998). It has been suggested that UxE will be the main success factor in organizations as we enter the "loyalty decade" of software development, where the repeat usage of a product by a single customer will be the metric of product success (Alghamdi, 2010; Law & van Schaik, 2010, p. 313; Nielsen, 2008; Van Schaik & Ling, 2011). What is relatively unknown in the current academic literature is whether existing UxE methodologies are effective or not when placed in a longitudinal research context (Law & van Schaik, 2010). There is room for the exploration of the effects of long-term UxE practices in a real-world case study scenario. The problem, addressed in this study, is that a lack of the application of UxE-related processes and practices with an industrial partner had resulted in customer dissatisfaction and a loss of market share. A three-year case study was performed during which 10 UxE-related metrics were gathered and analyzed to measure the improvements in the design of the customer's experience that long-term UxE practices could bring to a small corporate enterprise. The changes that occurred from the corporate and customer's point of view were analyzed as the customer's experience evolved throughout this long-term UxE study. Finally, an analysis of the problems and issues that arose in the implementation of UxE principles during the application of long-term UxE processes was performed. First-hand training between the research team and company employees proved essential to the success of this project. Although a long-term UxE process was difficult to implement within the existing development practices of the industrial partner, a dramatic increase in customer satisfaction and customer engagement with the company system was found. UxE processes led to increased sales rates and decreased development costs in the long-term. All 10 metrics gathered throughout this study showed measurable improvements after long-term UxE processes and practices were adopted by the industrial partner.

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