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1,116 results on '"Computer and Information Sciences"'

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1. User perception of Context-Based Micro-Training – a method for cybersecurity training

2. Benchmarking usability of patient portals in Estonia, Finland, Norway, and Sweden

3. Spelforskning i Sverige : LevelUp projektrapport

4. Controlled Chain of Thought : Eliciting Role-Play Understanding in LLM Through Prompts

5. The Observer Lens : Characterizing Visuospatial Features in Multimodal Interactions

6. How privacy concerns impact Swedish citizens’ willingness to report crimes : a quantitative mobile phone survey

7. Kartläggning av cybersäkerheten på uppkopplade bilar : Sårbarheter

8. Effects of AI-Generated Content (AIGC) in the Game Development : From traditional PCG to AIGC

9. Improved Decision Support for Product Returns using Probabilistic Prediction

10. Avoiding lock-in effects through obtaining all necessary licences before use of a SaaS solution in a public sector organisation

11. Implementing the HEVC standard in software : Challenges and Recommendations for organisations planning development and deployment of software

12. Envisioning an Architecture of Metaverse Intensive Learning Experience (MiLEx) : Career Readiness in the 21st Century and Collective Intelligence Development Scenario

13. Vanliga problem och lösningar för onlinespel

14. Du kan inte bygga världen ensam : En fallstudie om kollaborativt berättande i rollspel

15. TRENDER I DIALOGVERKTYG FÖR SPELUTVECKLING : En metaundersökning

16. Using Artificial Intelligence to Create Tension Inducing Experiences in Horror Games

17. Defining a new Game Genre : Ontological approach to identify and define a new genre of games

18. User Profiling in Game Development : A comparison of theory and practice

19. How does the perceived personality traits affect a player's choice of non-player characters?

20. On availability of Open Source Software reference implementations for standards issued by different standards setting organisations

22. Common problems and solutions for online games

23. User perception of Context-Based Micro-Training – a method for cybersecurity training

24. Conducting Threat Analysis and Risk Assessment (TARA) in a Scaled Agile Framework (SAFe) : Challenges During Vehicle Product Lifecycle

25. Cancer patients' information seeking behaviour related to online electronic healthcare records

26. Being Local in a Global Industry : Game Localization from an Indie Game Development Perspective

27. Patients’ Access to Their Psychiatric Records - A Comparison of Four Countries

28. Virtuellt simulerad utbildning för räddningstjänsten: Intryck och observationer från övningsverksamhet i Skaraborg

29. Spatialized navigation in first person: 3D based audio and the navigational benefits

30. Interpretation of UI icon design : A case study how people interpret GUI icons in video games

31. How privacy concerns impact Swedish citizens' willingness to report crimes : A quantitative mobile phone survey

32. Analysis of the design aesthetics and player emotions of horror games : Take ‘Little Nightmares’ as a case

33. How can unguided instruction in a puzzle game affect the player's perception of the game? : A case study

34. Cyberthreats in modern cars – the responsibility and readiness of auto workshops : A qualitative interview study

35. Queer representation in digital games : A textual analysis of of The Last of Us Part II

36. How cybercrime has evolved in Sweden over the last ten years : A literature review

37. LGBT gamers’ perceptions of LGBT content in games : Based on young gamers in China and Sweden

38. Player types and emotional attachments to NPCs : A methodological approach to identifying preferences regarding emotional attachments for an interactive narrative game target audience

39. Perspektiv och erfarenheter kring spelifiering bland User Experience Designers - En kvalitativ studie

41. The User Experience Design Program : Applying Situated and Embodied Cognition Together With Reflective Teaching

42. Bringing Game Analytics to Indie Game Publishing : Method and Tool Support for Indie Mobile Game Publishing

43. Technological and informational frames : explaining age-related variation in the use of patient accessible electronic health records as technology and information

44. Varianter av Occupancy-Regulated Extension : Tekniker för iterativ generering av tätt packade rum i en dungeon

45. Player consumption psychology : Constructing user profiles for game developers

46. Moral Measurement Stick : Moral philosophy in games

47. Information Asset Accountability in practice: information owner’s perspective : A qualitative case study

48. Visualisering av schackdata med heatmaps : Jämförelse mellan utritningstid för visualisering av schackdata mellan Heatmap.js och D3.js

49. Icke-verbal kommunikation och animation : Animation av oärlighet för ansiktslösa karaktärer

50. Många samtidiga bokningar på en e-handelswebbsida : Jämförelse mellan MySQL och PostgreSQL prestanda

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