Blekinge Institute of Technology

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    1855 research outputs found

    FoU vid MAM (3). I närkamp med "tredje uppgiften".

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    Ur förordet: Högskolans ”tredje uppgift” är att samverka med aktörer utanför högskolan och göra det som ett nytt sätt att bedriva undervisning och forskning och inte som någon extra pålagd vid-sidan-uppgift. De tre artiklarna i detta nummer av FoU vid MAM har vi samlat under titeln I närkamp med den ”tredje uppgiften”. De är exempel på hur samverkan med utomakademiska aktörer kan se ut i praktiken. Denna praktik är förstås olikartad. Här i förordet lyfter jag fram två teman i artiklarna. Ett tema är vad för slags samverkan det är fråga om. Det andra temat är att samverkan kan vara konfliktfylld. Sammantaget säger dessa teman något viktigt om samverkansuppgiften: Vilka samhällsaktörer är inblandade och hur ska de olika intressen de representerar hanteras produktivt när nya utvecklingsgrupperingar skapas i FoU-arbetet

    Breed and ”Booze”, naval demand and early modern production

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    This investigation discusses the connection between military supply needs, or more specific the navy capability to supply, primarily bread and alcohol, and the transformation from small-scale to large-scale production during the early modern period. Three questions are addressed: the significance of the relationship between burghers and military representatives to this transformation; the significance of military experience, including military techniques, to this transformation; and finally, whether or not early modern military production can be linked to modern industrialization. Together these questions can begin to answer the question about the connection between the nations military past and the shape of the modern industrial and political landscape. The period after the founding of the naval base Karlskrona in the south east of Sweden in the 1680´s was marked by repeated negotiations, disputes and severe production problems. The burghers could not always meet the growing demands of the Navy. This situation is investigated as an incentive for the Navy to begin the production of foodstuffs. In 1752, a Crown bakery could produce 100 000 pieces of so-called “succarie-breds” a day. The creation of a Crown distillery is another example of a state-operated manufacture at the time. Some of the ventures could be described as more successful than others. The Success and failures of these examples is studied in relation to the experience of military administration, the technical skills developed at the Naval base, as well as the importance of an “institution” that could mobilize labour forces and economic resources, to early modern Swedish production. At another level those questions is related to the Navy as a modernization force in confrontation with older forms of production in the hands of the guilds – and the Naval city as a possible “nod” for modernization in general. The connection between the early modern military production pattern and the long-term impact for the modern industrial landscape in the region is discussed in relation to the fact that this region became the leading industrial producer of alcohol and the leading grower of potatoes needed for this industry. Later on the potatoes became the base for the modern starch industry in the region

    Beacon-Enabled Cognitive Access for Dynamic Spectrum Access

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    In dynamic spectrum access networks, the unused licensed spectrum used by primary users (PU) is opened to unlicensed secondary users (SU) for improving spectrum efficiency. We design a simple time-based threshold policy for collective protection of PUs, enabled by an out-of-band channel. In particular, multiple SUs may be widely distributed in a geographic location. The interference that collocated SUs cause to each other, termed self-interference, becomes a major source that may degrade the SUs communication performance. We establish an analytical framework for carrier sense multiple access (CSMA) based coexistence mechanisms when integrated into a family of time based threshold policies, and study its performance though theoretical analysis

    Pedagogical Approaches and Design Aspects To Enable Leadership for Sustainable Development

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    Various sets of skills for dealing with sustainability and the complexity of the modern world have been put forward by different actors in the field of Education for Sustainable Development (ESD). In connection with these skills, pedagogical methods such as lifelong learning, social learning, problem-based learning, dialogue education, and empowerment for ESD have been discussed. This paper looks at how these theories and methods can be put into practice by examining a real-world example of a sustainability master’s program at Blekinge Institute of Technology (BTH) in Sweden. In 2004, BTH launched the international transdisciplinary master’s program Strategic Leadership towards Sustainability, which aims to develop leaders who will be able to address the ever-increasing sustainability challenge. The program combines a robust scientific framework for planning and decision making toward sustainability, with the leadership skills needed to energize large-scale societal change. In 2009, the Engineering Education for Sustainable Development (EESD) observatory awarded BTH the ranking of No. 1 in Sweden and third in Europe for demonstrating success in EESD. This paper describes the specific pedagogical approaches and design elements that were implemented to train and develop the skills and expertise surrounding leadership for sustainable development. It further presents and analyzes survey data taken from program alumni reflecting on the success of the program. The results of the survey clearly show that while there is room for improvement, overall the program design is extremely successful in equipping its graduates with the skills necessary to address the sustainability challenge. Finally, the authors offer reflections on the lessons learned after six years of continual improvements

    Cognitive Radio Networks with Elastic Traffic

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    We model and evaluate an infrastructure based cognitive radio network where impatient unlicensed or secondary users (SUs) offer elastic traffic. The interference created by SUs to the licensed users is analyzed when the secondary network uses two different spectrum access schemes, the conventional random access scheme and a new scheme we refer to as access with preference. To further control the interference, a limit is set to the number of channels SUs have access to. With this new constraint, the abandonment probability, the mean delay and throughput of the SUs degrades significantly. To improve the QoS perceived by the active SUs, we define and evaluate an admission control scheme for the SUs

    Developing Secure Software - in an Agile Process

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    Background: Software developers are facing increased pressure to lower development time, release new software versions more frequent to customers and to adapt to a faster market. This new environment forces developers and companies to move from a plan based waterfall development process to a flexible agile process. By minimizing the pre development planning and instead increasing the communication between customers and developers, the agile process tries to create a new, more flexible way of working. This new way of working allows developers to focus their efforts on the features that customers want. With increased connectability and the faster feature release, the security of the software product is stressed. To develop secure software, many companies use security engineering processes that are plan heavy and inflexible. These two approaches are each others opposites and they directly contradict each other. Objective: The objective of the thesis is to evaluate how to develop secure software in an agile process. In particular, what existing best practices can be incorporated into an agile project and still provide the same benefit if the project was using a waterfall process. How the best practices can be incorporated and adapted to fit the process while still measuring the improvement. Some security engineering concepts are useful but the best practice is not agile compatible and would require extensive adaptation to integrate with an agile project. Method: The primary research method used throughout the thesis is case studies conducted in a real industry setting. As secondary methods for data collection a variety of approaches have been used, such as semi-structured interviews, workshops, study of literature, and use of historical data from the industry. Results: The security engineering best practices were investigated though a series of case studies. The base agile and security engineering compatibility was assessed in literature, by developers and in practical studies. The security engineering best practices were group based on their purpose and their compatibility with the agile process. One well known and popular best practice, automated static code analysis, was toughly investigated for its usefulness, deployment and risks of using as part of the process. For the risk analysis practices, a novel approach was introduced and improved. As such, a way of adapting existing practices to agile is proposed. Conclusion: With regard of agile and security engineering we did not find that any of the investigated processes was agile compatible. Agile is reaction driven that adapts to change, while the security engineering processes are proactive and try to prevent threats before they happen. To develop secure software in an agile process the developers should adopt and adapt key concepts from security engineering. These changes will affect the flexibility of the agile process but it is a necessity if developers want the same software security state as security engineering processes can provide

    Effect of primary network on performance of spectrum sharing AF relaying

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    Most of the research in spectrum sharing has neglected the effect of interference from primary users. In this reported work, the performance of spectrum sharing amplify-and-forward relay networks under interference-limited environment, where the interference induced by the transmission of primary networks is taken into account, is investigated. In particular, a closed-form expression tight lower bound of outage probability is derived. To reveal additional insights into the effect of primary networks on the diversity and array gains, an asymptotic expression is also obtained

    FOU vid MAM (2) Pedagogisk praktik, teoribildning och forskning

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    A variety of texts showing/promoting several pedagogical themes ranging from the very practical on composing an application to an experimental text combining a literary/narrative approch with a general activity perspective

    Coordination and Monitoring Services Based on Service Level Agreements in Smart Grids

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    The EU Climate and Energy package, setting the 20-20-20 targets of future energy systems by 2020 will change the landscape of future energy system in Europe and worldwide. A transition from monopolised controlled Power network to customer oriented Smart Grids operating in deregulated energy markets poses several regulatory, organizational and technical challenges. To that end several international Smart Grid projects have been launched worldwide in EU, the US and China. To cope with the inherent complexity of Smart grid systems the systemic property of Interoperability has been proposed by organisations such as NIST and GridWise in the US and is also adopted by EU. Interoperability of smart grids entails design, implementation, validation and maintenance of systems ensuring technical, information, and organizational interoperability. In order to address Quality of Service (QoS) in this setting, the tool of Service Level Agreements (SLAs) has been proposed. A SLA set up the coordination between stakeholders in a business case and relevant services with set-points and agreements to be monitored. A challenge is to identify relevant (new) stakeholders, their competences and roles in the business case. In the thesis we specifically address the following issues: • Empowerment of end-users • Trustworthy integration of DER- Distributed Energy Resources in delivered services • Validation (Interoperability) of SLAs To those ends, we have implemented an experimental test bed based on Multi-agent systems and sensor technologies. The thesis concludes with assessments of our findings and some pointers to future work. Our work is validated scientifically and industrially by participating in the two EU project INTEGRAL and SEESGEN-ICT , both ended in late spring 2011

    Multi-Agent Potential Field Based Architectures for Real-Time Strategy Game Bots

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    Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically in a war setting. The player use workers to gather resources, which in turn is used for creating new buildings, training combat units and build upgrades and research. The game is won when all buildings of the opponents have been destroyed. The numerous tasks that need to be handled in real-time can be very demanding for a player. Computer players (bots) for RTS games face the same challenges, and also have to navigate units in highly dynamic game worlds and deal with other low-level tasks such as attacking enemy units within fire range. This thesis is a compilation of nine papers. The first four papers deal with navigation in dynamic game worlds, which can be very complex and resource demanding. Typically it is solved by using pathfinding algorithms. We investigate an alternative approach based on Artificial Potential Fields and show how a PF based navigation system can be used without any need of pathfinding algorithms. In RTS games players usually have a limited visibility of the game world, known as Fog of War. Bots on the other hand often have complete visibility to aid the AI in making better decisions. In a paper we show that a Multi-Agent PF based bot with limited visibility can match and even surpass bots with complete visibility in some RTS scenarios. In the sixth paper we show how the bot can be extended and used in a full RTS scenario with base building and unit construction. This is followed by a paper where we propose a flexible and expandable RTS game architecture that can be modified at several levels of abstraction to test different techniques and ideas. The proposed architecture is implemented in the famous RTS game StarCraft, and we show how the high-level architecture goals of flexibility and expandability can be achieved. The last two papers present two studies related to gameplay experience in RTS games. In games players usually have to select a static difficulty level when playing against computer opponents. In the first study we use a bot that during runtime can adapt the difficulty level depending on the skills of the opponent, and study how it affects the perceived enjoyment and variation in playing against the bot. To create bots that are interesting and challenging for human players a goal is often to create bots that play more human-like. In the second study we asked participants to watch replays of recorded RTS games between bots and human players. The participants were asked to guess and motivate if a player was controlled by a human or a bot. This information was then used to identify human-like and bot-like characteristics for RTS game players

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