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  • 1.
    Jalali, Amin
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Aspect-Oriented Business Process Management2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Separation of concerns has long been considered an effective and efficient strategy to deal with complexity in information systems.One sort of concern, like security and privacy, crosses over other concerns in a system. Such concerns are called cross-cutting concerns.As a result, the realization of these concerns is scattered through the whole system, which makes their management difficult.

    Aspect Orientation is a paradigm in information systems which aims to modularize cross-cutting concerns.This paradigm is well researched in the programming area, where many aspect-oriented programming languages have been developed, e.g., AspectJ.It has also been investigated in other areas, such as requirement engineering and service composition.In the Business Process Management (BPM) area, Aspect Oriented Business Process Modeling aims to specify how this modularization technique can support encapsulating cross-cutting concerns in process models.However, it is not clear how these models should be supported in the whole BPM lifecycle.In addition, the support for designing these models has only been limited to imperative process models that support rigid business processes.Neither has it been investigated how this modularization technique can be supported through declarative or hybrid models to support the separation of cross-cutting concerns for flexible business processes.

    Therefore, this thesis investigates how aspect orientation can be supported over the whole BPM lifecycle using imperative aspect-oriented business process models. It also investigates how declarative and hybrid aspect-oriented business process models can support the separation of cross-cutting concerns in the BPM area.This thesis has been carried out following the design science framework, and the result is presented as a set of artifacts (in the form of constructs, models, methods, and instantiations) and empirical findings.

    The artifacts support modeling, analysis, implementation/configuration, enactment, monitoring, adjustment, and mining cross-cutting concerns while supporting business processes using Business Process Management Systems. Thus, it covers the support for the management of these concerns over the whole BPM lifecycle. The use of these artifacts and their application shows that they can reduce the complexity of process models by separating different concerns.

  • 2.
    Metere, Alfredo
    et al.
    Stockholm University, Faculty of Science, Department of Materials and Environmental Chemistry (MMK).
    Oppelstrup, Tomas
    Dzugutov, Mikhail
    A new computer program for topological, visual analysis of 3D particle configurations based on visual representation of radial distribution function peaks as bondsIn: Computer Physics Communications, ISSN 0010-4655, E-ISSN 1879-2944Article in journal (Refereed)
    Abstract [en]

    We present a new program able to perform unique visual analysis on generic particle systems: PASYVAT (PArticle SYstem Visual Analysis Tool). More specifically, it can perform a selection of multiple interparticle distance ranges from a radial distribution function (RDF) plot and display them in 3D as bonds. This software can be used with any data set representing a system of particles in 3D. In this manuscript the reader will find a description of the program and its internal structure, with emphasis on its applicability in the study of certain particle configurations, obtained from classical molecular dynamics simulation in condensed matter physics.

  • 3.
    Nevelsteen, Kim J. L.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games2015Book (Refereed)
    Abstract [en]

    This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they: make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common; the major incentive for employing a reusable game engine being reduced development time and cost. If pervasive games are to reap the same benefits, then engines for pervasive games must be available. But, current game engines do not support pervasive games that, move the game beyond the computer screen, out into the physical world, unbound by scheduled play times and possibly involving unknowing bystanders. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and if that architecture can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is two fold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games (see Chapter 2). Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes (see Chapter 3).

    The conclusion of this book is also two fold: the resulting feature set, is verified to coincide with the definition of pervasive games and related work seems to corroborate the set. Second, because the sub-domain of games in question makes use of a persistent virtual world, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time. And, finally, a set of challenges and open issues is summarized (see Chapter 4).

  • 4.
    Nevelsteen, Kim J. L.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Virtual World, a Definition Incorporating Distributed Computing and Instances2016In: Encyclopedia of Computer Graphics and Games / [ed] Newton Lee, Springer, 2016, p. 1-11Chapter in book (Refereed)
    Abstract [en]

    “Virtual World” Definition: A simulated environment where MANY (one or more) agents can virtually interact with each other, act and react to things, phenomena and the environment; agents can be ZERO (exactly zero) or MANY human(s), each represented by MANY (a virtual self is not required to be unique herein) entities called a “virtual self” (an avatar), or MANY software agents; all action/reaction/interaction must happen in a real-time shared spatiotemporal nonpausable virtual environment; the environment may consist of many data spaces, but the collection of data spaces should constitute a shared data space, ONE (one and only one) persistent shard.

  • 5.
    Nevelsteen, Kim J. L.
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Kanter, Theo
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Rahmani, Rahim
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Comparing Properties of Massively Multiplayer Online Worlds and the Internet of ThingsArticle in journal (Refereed)
    Abstract [en]

    With the rise of the Internet of Things (IoT), this means recognizing the need for architectures to handle billions of devices and their interactions. A virtual world engine at the massively multiplayer scale is a massively multiplayer online world (MMOW); one thing virtual world engines realized when going into the scale of MMOs, is the cost of maintaining a potentially quadratic number of interactions between a massive number of objects, laid out in a spatial dimension. Research into IoT was fueled by research in wireless sensor networks, but rather than start from a device perspective, this article looks at how architectures deal with interacting entities at large scale. The domain of MMOWs is examined for properties that are affected by scale. Thereafter the domain of IoT is evaluated to see if each of those properties are found and how each is handled. By comparing the current state of the art of MMOWs and IoT, with respect to scalability, the problem of scaling IoT is explicated, as well as the problem of incorporating an MMOW with IoT into a pervasive platform. Three case studies of a MMOW interfacing with IoT are presented in closing.

  • 6. Noriega, Pablo
    et al.
    Sabater-Mir, Jordi
    Verhagen, Harko
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Padget, Julian
    d'Inverno, Mark
    Identifying Affordances for Modelling Second-Order Emergent Phenomena with the WIT Framework2017In: Autonomous Agents and Multiagent Systems: Revised Selected Papers / [ed] Gita Sukthankar, Juan A. Rodriguez-Aguilar, Springer, 2017, p. 208-227Conference paper (Refereed)
    Abstract [en]

    We explore a means to understand second order emergent social phenomena (EP2), that is, phenomena that involve groups of agents who reason and decide, specifically, about actions – theirs or others’ – that may affect the social environment where they interact with other agents. We propose to model such phenomena as socio-cognitive technical systems that involve, on one hand, agents that are imbued with social rationality (thus socio-cognitive) and, on the other hand, a social space where they interact. For that modelling we rely on the WIT framework that defines such socio-cognitive technical systems as a trinity of aspects (the social phenomenon, the simulation model and the implementation of that model). In this paper we centre our attention on the use of affordances as a useful construct to model socio-cognitive technical systems. We use the example of reputation emergence to illustrate our proposal.

  • 7.
    Rahmani, Rahim
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Li, Yuhong
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Kanter, Theo
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    A Scalable Distriubuted Ledger for Internet of Things based on Edge Computing2018In: Proceedings of 2018 Seventh International Conference on Advances in Computing, Communication and Information Technology - CCIT 2018, Institute of Research Engineers and Doctors (IRED) , 2018, p. 41-45Conference paper (Refereed)
    Abstract [en]

    Internet of Things (IoT) is becoming necessities of people’s daily life and establishing itself as an essential part of future Internet. One of the challenges for using IoT is the security of data collected by trillions of IoT devices and used by millions of services. Distributed ledger technology (DLT) provides a distributed security method which can benefit IoT. Yet challenges are put forward when integrating DLT with IoT, such as scalability and heterogeneous capability of IoT devices. In this paper, we propose a mechanism for integrating DLT in IoT by using edge computing technology, taking the scalability and heterogeneous capability of IoT devices into consideration. IoT devices are clustered dynamically into groups based on various proximity context information. A cluster head is used to bridge the IoT devices with the blockchain network where smart contract is deployed. Through this way, the security of the IoT is improved and the scalability and latency are solved. We elaborate our mechanism and discuss issues that should be considered and implemented when using the proposed mechanism.

  • 8.
    Skoglund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Curbing Dependencies in Software Evolution of Object-Oriented Systems2006Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Relationships between classes and objects in object-oriented software are necessary in order for the parts of the systems to provide dynamic behavior. These inherent relationships also create dependencies which can give rise to problems for software evolution of object-oriented software systems. Dependencies in software make systems difficult to understand, reuse, change and verify.

    This thesis presents analytical and empirical investigations of dependency-related problems in software evolution of object-oriented software and on how such problems can be handled with dependency focused techniques, methods and processes.

    The research presented in this thesis includes: Development of a programming language construct for controlling dependencies; formal experiments on code inspection techniques; exploring change strategies' effects on test suites; an industrial case study of regression test selection techniques for object-oriented software; proving the efficiency and defect detection capabilities of a novel regression test selection technique.

    The thesis contributes to increased knowledge on the role of dependencies in software evolution of object-oriented software. Specific contributions are a programming language construct that can control access to dependencies in software. Other main contributions are insights on the efficiency of dependency focused code inspection techniques and contribution to the knowledge on dependency-based regression test selection techniques for large scale software. Another contribution is a novel change-based regression test selection technique.

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