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Addressing ambiguity within information security policies in higher education to improve complianceButhelezi, Mokateko Portia 06 1900 (has links)
Information security (InfoSec) policies are widely used by institutions as a form of InfoSec control measure to protect their information assets. InfoSec policies are commonly documented in natural language, which is prone to ambiguity and misinterpretation, thereby making it hard, if not impossible, for users to comply with. These misinterpretations may lead the students or staff members to wrongfully execute the required actions, thereby making institutions vulnerable to InfoSec attacks. According to the literature review conducted in this work, InfoSec policy documents are often not followed or complied with; and the key issues facing InfoSec policy compliance include the lack of management support for InfoSec, organisational cultures of non-compliance, intentional and unintentional policy violation by employees (the insider threat), lack of policy awareness and training as well as the policy being unclear or ambiguous. This study is set in the higher education context and explores the extent to which the non-compliance problem is embedded within the policy documents themselves being affected by ambiguity.
A qualitative method with a case study research strategy was followed in the research, in the form of an inductive approach with a cross-sectional time horizon, whereby a selection case of relevant institutional InfoSec policies were analysed. The data was collected in the form of academic literature and InfoSec policies of higher education institutions to derive themes for data analysis. A qualitative content analysis was performed on the policies, which identified ambiguity problems in the data. The findings indicated the presence of ambiguity within the policy documents, making it possible to misinterpret some of the policy statements. Formal methods were explored as a possible solution to the policy ambiguity. A framework was then proposed to address ambiguity and improve on the clarity of the semantics of policy statements. The framework can be used by policy writers in paying attention to the presence of ambiguity in their policies and address these when drafting or revising their policy documents. / School of Computing
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Towards a Democratisation of Digital FabricationNihlwing, Victor January 2018 (has links)
Digital fabrication technologies such as 3D printing is predicted to have a significant impact on our future society. However, the complexity of current 3D modelling softwares risk deterring novices from engaging with the technology. In this thesis, a series of workshops were conducted to explore the implications for novices to create models out of tangible materials such as clay, paper and LEGO, that were then scanned and printed with a 3D printer. The results show that while the tangible materials create engaging opportunities for novices to engage with digital fabrication technologies such as 3D printing, the materials also provide limitations and constraints depending on their physical properties.
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Gaming and School Langauge : A study of gamers’ use of a second language and attitudes towards English during online gaming and in the classroomForsell, Philip January 2017 (has links)
This research paper investigates the language that is used by upper secondary students both in gaming and in school related situations. The overarching aim is to compare the language that students in upper secondary school use during online gaming and in classroom situations and how one influences the other and what attitudes students have regarding spoken English during online gaming and in the classroom. A questionnaire was used to gather information about the students’ gamer habits and how they perceive the connection between online games and second language learning. The results provided by the questionnaire showed that there is a positive attitude among the students regarding how online games can provide opportunities for expansion of a second language vocabulary. Many of the students felt that the online sphere provided a more secure and more accessible setting for learning than what their school could give them. It also showed that second language learning through online gaming is possible, but at the same that the language provided through online games has limited use in for example a school environment. Words and phrases that the students have picked up from online gaming are in many cases not useful outside of the speech community of gamers. Therefore, the conclusion that was made was that online gaming is a large part of many students’ second language learning and that many students feel that is a more accessible way to learn a second language. Therefore, a didactic implication is that it is important that teachers start to include online gaming language in their education.
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Our body body as an expressive toolAndersson, Isabel January 2017 (has links)
Humans were made to move. Many hours in front of a screen leads to stiff bodies and a diminished bodily awareness. The aim of this project was to explore how technology can serve to increase our body awareness and adapt to our physical conditions in everyday life with focus on office spaces. The study is explorative with a user-centered approach and a focus on embodied prototyping, where the user is a subject of design. Data was collected with recordings, interviews, and workshops. Reflexion-on-action, prototyping and iterations lead to the final outcome. The final concept is a wearable that encourage people to move and stretch out more often and spontaneously throughout the day. It does so by vibration patterns along your spine and shoulders. The idea of this concepts is to make people move often and regularly during the day; to react spontaneously to a reminder from the body, mediated by the vibrations. The system is thought to be self-awarding; if it feels good to stretch out, to extend the arms, to move – then you will want to do it again.
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A Secondary Task Test for Evaluating Cognitive Load of MRP PilotsFarshidi, Azadeh January 2017 (has links)
Remotely-controlled technologies are no longer limited to military applications, such as unmanned military airborne weapons or explosive diffuser robots. Nowadays we can see more and more of remotely controlled devices used as medical equipment, toys, and so forth. One of the most recent areas of interest is robotic telepresence, also known as Mobile Robot Presence (MRP), which provides the ability to interact socially and professionally with other people and even objects in remote locations. One of the known issues with using remotely-controlled devices is the cognitive overload which their operators (pilots) experience and MRP pilots are no exception. However, despite vast research on different ways to address this in military or medical scenarios, little has been done regarding MRPs. This thesis study aims to make a contribution in closing that gap by suggesting a method, developing a prototype implementing it; then conducting an empirical assessment of the method and the prototype as a part of a broader study on MRP, supported by Swedish Research Council. I have suggested a method comprised of a Secondary-task (ST) method and Subjective Rating Scales (SRS), in which the latter act as an evaluation method for the former. Both of them were used in an overarching study in search for the best control device amongst four chosen devices. I collected and analyzed secondary task performance data (e.g. response time, error rates), subjective user ratings, explicit rankings, and observations recordings. My analysis of the collected data shows that using a monitoring and response face recognition secondary task is a plausible method for the assessment of MRP pilot’s cognitive load.
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Digital teknik och digital teknikanvändning : Diskursiva perspektiv på vårdnadshavares förhållanden, erfarenheter och förväntningar i relation till förskolan / Digital technology and digital technology use : Discourse perspectives on guardians relationships, experiences and expectations in relation to the preschoolBergdahl, Josefine, Enberg, Caroline January 2018 (has links)
Studien utgick från vårdnadshavares konstruktioner av digital teknik och digital teknikanvändning. Syftet med studien var att synliggöra hur vårdnadshavare konstruerar den digitala tekniken som omger dem och deras barn i vardagen samtidigt som de själva konstrueras av samhället. Syftet var även att diskutera dessa konstruktioner i relation till förskolans uppdrag. Genom att ett social-konstruktionistiskt perspektiv antogs var det vårdnadshavarnas tal som analyserades i studien. För att synliggöra detta användes en kvalitativ semistrukturerad intervju där sex vårdnadshavare deltog. Resultatet visade att det finns många olika konstruktioner bland deltagarna. Övervägande del av vårdnadshavarna var positiva till digital teknik och digital teknikanvändning. I resultatet framgick dock att det bland annat fanns en gemensam oro bland informanterna över att barnen kan stöta på olämpligt innehåll genom digital teknik. En av de slutsatser som kunde dras var att vårdnadshavarnas konstruktion av digital teknik på-verkar barnens erfarenheter om, och tillgänglighet till den. Som förskollärare är det en viktig aspekt att vara medveten om. Förskolans uppgift blir således att komplettera hemmet för att ge alla barn en likvärdig ram för utveckling och lärande.
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The Problem of Objects in Design of Health Care Information Systems / Problemet med objekt i design av infromationssystem för hälso- och omvårdnadsarbeteKyhlbäck, Hans January 2005 (has links)
This thesis is about two different theoretical interpretations of objects and object-orientation in design of health care information systems – the interpretations of Activity Theory/Developmental Work Research and Computer Science respectively. One motive to my interest in objects of work and software, is to better understand the problems and possibilities in an inter¬dis¬ciplinary research project. With an origin in 2001, a Wound Care Project began as a joint R & D endeavour with the initial idea of utili¬zing digital photos. Soon, an information system (“Hedvig”) was developed for the purpose of managing digital photos and related treatment records on wounds. Later, this work expanded in creation of a distributed information system (“Helar”), a digital prototype for support of wound care treatment. Eventually, the thesis is summing up reflections related to the object concepts. AT/DWR has its strength in analysis and design of required change in a work practice but is still weak in method and techniques for support of making specific computa¬tional systems. In a way this shortcoming is thought of to be balanced by the technological CS discipline of which one of its main forces is to develop theory and practice for construction of computational information systems. This thesis suggest, in the inter¬dis¬ciplinary field of Health Care Information Systems Design, a further developed object con¬cept, and related scenarios and use cases, as a way of taking advantage of a combination of those two different strengths. / Avhandlingen handlar om två olika teoretiska tolkningar av objekt och objektorientering i design av informationssystem för hälso- och omvårdnadsarbete - tolkningar utifrån verksamhetsteori/utvecklande arbetsforskning (activity theory/developmental work research: AT/DWR) å ena sidan och datavetenskap (computer science: CS) å den andra. Ett motiv för mitt intresse för objekt i arbete och i programvara, är att bättre förstå problem och möjligheter i ett tvärvetenskapligt forskningsprojekt. Med en början i 2001, startade ett sårvårdsprojekt som ett forsknings- och utvecklingsarbete med den initiala idén att nyttja digitala foton, och snart utvecklades ett informationssystem ("Hedvig") för syftet att hantera digitala foton och annan relaterad behandlingsdokumentation för sårvård. Senare expanderade detta arbetet i skapandet av ett distribuerat informationssystem ("Helar"), en digital prototyp för stöd av sårbehandlingsarbete. Denna avhandling summerar reflektioner relaterade till objektbegreppen. AT/DWR har sin styrka i analys och design av efterfrågad förändring av en arbetspraktik, men är fortfarande svag i metod och tekniker för att stödja skapandet av specifika datorsystem. På ett sätt är det här tillkortakommandet tänkt att balanseras av den teknologiskt datavetenskapliga disciplinen, där en av dess främsta drivkrafter är att utveckla teori och praktik för konstruktion av datoriserade informationssystem. I det tvärvetenskapliga fältet av design av informationssystem för hälso- och omvårdnadsarbete, föreslår denna avhandling fortsatt utveckling av objektkoncepten, och utveckling av de relaterade "scenarios" och "use cases", som ett sätt att dra fördel av en kombination av dessa två olika förtjänster, som de olika disciplinerna står för. objekt, objektorientering, sårvård, digitala foton, verksamhetsteori, datavetenskap, informationssystem
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Från information till interaktion : En studie om hur en visualiserad digital patientjournal kan påverka patientkonsultationen. / From Information to Interaction : A study of how visualization of patient data in the patient’s journal can affect the consultation.Eurenius, Kerstin January 2015 (has links)
Swedish healthcare are in need of radical changes to meet the requirements from both the government and the patients to create organisational working methods that better support the patients through their healthcare processes. Digitalization of patient data has been going on for decades in order to increase participation and understanding among patients in their care processes. However, availability of information does not ensure understanding. Therefore, resources should be devoted to create conditions to enable participation. The purpose of this study is to explore how visualization of patient data in the patient’s journal can affect the consultation in the encounter between the doctor and the patient. Qualitative interviews were conducted with both patients and doctors. The study suggests that a visualized digital journal could represent a educational tool and contribute to a greater understanding between the patient and the doctor, required that it’s features correspond rather comlex visualization. According to this study, greater understanding in the patient would reasonably generate more and different questions than today, which would not necessarily improve the efficiency in the konsultation. According to the study, greater understanding in the patient would reasonably generate more and different questions than today, which would not necessarily improve the efficiency in the konsultation. Furthermore, a visualized patient's journal may influence the salutogenic effect in the care process why demands regarding the way the resource should be used has to be established.
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Designing for Usable Privacy and Transparency in Digital Transactions / Designing for Usable Privacy and Transparency in Digital Transactions : Exploring and enhancing the usability and user experience aspects of selected privacy and transparency technologiesAngulo, Julio January 2015 (has links)
People engage with multiple online services and carry out a range of different digital transactions with these services. Registering an account, sharing content in social networks, or requesting products or services online are a few examples of such digital transactions. With every transaction, people take decisions and make disclosures of personal data. Despite the possible benefits of collecting data about a person or a group of people, massive collection and aggregation of personal data carries a series of privacy and security implications which can ultimately result in a threat to people's dignity, their finances, and many other aspects of their lives. For this reason, privacy and transparency enhancing technologies are being developed to help people protect their privacy and personal data online. However, some of these technologies are usually hard to understand, difficult to use, and get in the way of people's momentary goals. The objective of this thesis is to explore, and iteratively improve, the usability and user experience provided by novel privacy and transparency technologies. To this end, it compiles a series of case studies that address identified issues of usable privacy and transparency at four stages of a digital transaction, namely the information, agreement, fulfilment and after-sales stages. These studies contribute with a better understanding of the human-factors and design requirements that are necessary for creating user-friendly tools that can help people to protect their privacy and to control their personal information on the Internet. / People engage with multiple online services and carry out a range of different digital transactions with these services. Registering an account, sharing content in social networks, or requesting products or services online are a few examples of such digital transactions. With every transaction, people take decisions and make disclosures of personal data. Despite the possible benefits of collecting data about a person or a group of people, massive collection and aggregation of personal data carries a series of privacy and security implications which can ultimately result in a threat to people's dignity, their finances, and many other aspects of their lives. For this reason, privacy and transparency enhancing technologies are being developed to help people protect their privacy and personal data online. However, some of these technologies are usually hard to understand, difficult to use, and get in the way of people's momentary goals. The objective of this thesis is to explore, and iteratively improve, the usability and user experience provided by novel privacy and transparency technologies. To this end, it compiles a series of case studies that address identified issues of usable privacy and transparency at four stages of a digital transaction, namely the information, agreement, fulfilment and after-sales stages. These studies contribute with a better understanding of the human-factors and design requirements that are necessary for creating user-friendly tools that can help people to protect their privacy and to control their personal information on the Internet.
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Knowing and the art of IT management : an inquiry into work practices in one-stop shopsEriksén, Sara January 1998 (has links)
New information technology is developing faster than the models, metaphors and methods in use for conceptualizing the sharing and managing of information in organizations, in communities and in society in general. The way we utilize information technology today does not seem to succeed in supporting the everyday work practices through which organizations accomplish their work. In this PhD dissertation, the results of a research project about skill, cooperation and computer support in public service one-stop shops are presented and discussed. Based on these results, alternative metaphors are presented for understanding the constructive aspects of front office work practices, One hypothesis is, that there is added value in not only being aware of multiperspectivity as an issue, but of making use of it in design. A problem here is that many traditional research methods, as well as most methods for systems development, are designed to diminish rather than make use of ambiguity and diversity. The metaphor of inverted indexicality of language is introduced in order to conceptualize the construction of meaning in action. New ways of conceptualizing IT management on the shop floor - including design issues - are proposed. Metaphors like the art of IT management, gardening and caring for are indicative of the issues at stake. / <p>This book is for sale! The Hardcopy-version of this thesis is available for 200 SEK, not including postage. Please contact the author if you are interested! mailto:sara.eriksen@bth.se</p>
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