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Publikasjoner (10 av 82) Visa alla publikasjoner
Liu, Y., Tiwari, D., Bogdan, C. M. & Baudry, B. (2025). Detecting and removing bloated dependencies in CommonJS packages. Journal of Systems and Software, 230, Article ID 112509.
Åpne denne publikasjonen i ny fane eller vindu >>Detecting and removing bloated dependencies in CommonJS packages
2025 (engelsk)Inngår i: Journal of Systems and Software, ISSN 0164-1212, E-ISSN 1873-1228, Vol. 230, artikkel-id 112509Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

JavaScript packages are notoriously prone to bloat, a factor that significantly impacts the performance and maintainability of web applications. While web bundlers and tree-shaking can mitigate this issue in client-side applications, state-of-the-art techniques have limitations on the detection and removal of bloat in server-side applications. In this paper, we present the first study to investigate bloated dependencies within server-side JavaScript applications, focusing on those built with the widely used and highly dynamic CommonJS module system. We propose a trace-based dynamic analysis that monitors the OS file system, to determine which dependencies are not accessed during runtime. To evaluate our approach, we curate an original dataset of 91 CommonJS packages with a total of 50,488 dependencies. Compared to the state-of-the-art dynamic and static approaches, our trace-based analysis demonstrates higher accuracy in detecting bloated dependencies. Our analysis identifies 50.6% of the 50,488 dependencies as bloated: 13.8% of direct dependencies and 51.3% of indirect dependencies. Furthermore, removing only the direct bloated dependencies by cleaning the dependency configuration file can remove a significant share of unnecessary bloated indirect dependencies while preserving function correctness.

sted, utgiver, år, opplag, sider
Elsevier BV, 2025
Emneord
CommonJS, Dependency bloat, Dependency management, Node.js, npm
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-366559 (URN)10.1016/j.jss.2025.112509 (DOI)001513620700002 ()2-s2.0-105008213531 (Scopus ID)
Merknad

QC 20250710

Tilgjengelig fra: 2025-07-10 Laget: 2025-07-10 Sist oppdatert: 2025-07-10bibliografisk kontrollert
Viberg, O., Baars, M., Mello, R. F., Weerheim, N., Spikol, D., Bogdan, C. M., . . . Paas, F. (2024). Exploring the nature of peer feedback: An epistemic network analysis approach. Journal of Computer Assisted Learning, 40(6), 2809-2821
Åpne denne publikasjonen i ny fane eller vindu >>Exploring the nature of peer feedback: An epistemic network analysis approach
Vise andre…
2024 (engelsk)Inngår i: Journal of Computer Assisted Learning, ISSN 0266-4909, E-ISSN 1365-2729, Vol. 40, nr 6, s. 2809-2821Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

Background Study: Peer feedback has been used as an effective instructional strategy to enhance students' learning in higher education. Objectives: This paper reports on the findings of an explorative study that aimed to increase our understanding of the nature and role of peer feedback in the students' learning process in a computer-supported collaborative learning (CSCL) setting. Exploring what types of feedback are used, and how they relate to each other and are related to academic performance has important implications for students and teachers. Methods: This study was conducted in the higher education setting. It used a dataset consisting of student peer feedback messages (N = 2444) and grades from 231 students who participated in a large engineering course. Using qualitative methods, peer feedback was coded inductively. Epistemic network analysis (ENA) was used to analyse the relation between peer feedback types and performance. Results: Based on the five types of peer feedback (i.e., ‘management’, ‘cognition’ ‘affect’, ‘interpersonal factors’ and ‘suggestions for improvements’), the results of the ENA showed that student feedback categories ‘management’, ‘cognition’ and ‘affect’ were positively related to student performance at the formative assessment phase. Conclusions: The findings and the ENA visualizations also show that ‘suggestions for improvement’ and ‘interpersonal factors’ were not a significant part of student learning in peer assessment and feedback in the studied context.

sted, utgiver, år, opplag, sider
Wiley, 2024
Emneord
computer-supported collaborative learning settings, epistemic network analysis, learning performance, peer feedback
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-366316 (URN)10.1111/jcal.13035 (DOI)001265567000001 ()2-s2.0-85197820526 (Scopus ID)
Merknad

QC 20250707

Tilgjengelig fra: 2025-07-07 Laget: 2025-07-07 Sist oppdatert: 2025-07-07bibliografisk kontrollert
Vaddadi, B., Hasselqvist, H., Bogdan, C. M., Martinsson, L., Vadman, T., Castor, S. & Thorin, L. (2024). Inclusive On-Demand Public Transport: Exploring user needs & possible solutions. KTH Royal Institute of Technology
Åpne denne publikasjonen i ny fane eller vindu >>Inclusive On-Demand Public Transport: Exploring user needs & possible solutions
Vise andre…
2024 (engelsk)Rapport (Annet (populærvitenskap, debatt, mm))
Abstract [en]

The transport sector is changing significantly as cities grow and technology reshapes travel preferences. Inadequate public transport and rising car ownership present growing challenges, particularly in rural and suburban areas. On-demand public transport offers a promising solution by integrating the latest technologies and user-centric design to deliver flexible, adaptable services that meet diverse and evolving user needs. However, trust and reliability, digital exclusion, car dependency, and limited service availability must be addressed to ensure inclusive, sustainable mobility systems.

This report focuses on X-linjen, an on-demand public transport service operational in Säffle since 2022, studied as part of a project led by KTH Royal Institute of Technology in collaboration with RISE, Nobina, and Värmlandstrafik. The project applies participatory design methods, informed by social practice theories, to engage both users and service providers. The goal is to identify user needs, develop inclusive solutions, and encourage sustainable travel habits, ultimately contributing to societal development. Key findings highlight the need for improvements to app usability, clearer communication about virtual bus stops, and optimized schedules to better serve seniors and other user groups. Integration with existing public transport networks and targeted outreach campaigns are essential for expanding adoption and building trust, particularly among non-users.

Insights from Scandinavian peers—Plustur in Denmark, Kutsuplus in Finland, and Ruter in Norway—offer valuable lessons on balancing innovation, cost-efficiency, and user-centered design. The report provides actionable recommendations to refine X-linjen’s service design, scale it to other regions, and address financial sustainability. By implementing these solutions and overcoming existing barriers, X-linjen can serve as a model for inclusive, flexible, and sustainable rural mobility, bridging critical gaps in access while fostering long-term societal and environmental benefits.

sted, utgiver, år, opplag, sider
KTH Royal Institute of Technology, 2024. s. 36
Serie
TRITA-ITM-RP ; 2024:5
Emneord
inclusive, on demand, public transport, rural
HSV kategori
Forskningsprogram
Transportvetenskap, Transportsystem
Identifikatorer
urn:nbn:se:kth:diva-358295 (URN)
Forskningsfinansiär
Vinnova, 2023-03060
Merknad

QC 20250204

Tilgjengelig fra: 2025-01-08 Laget: 2025-01-08 Sist oppdatert: 2025-02-04bibliografisk kontrollert
Rauh, S. F., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Navigating the Virtuality-Reality Clash: Reflection and Design Paterns for Industrial Mixed Reality Applications. In: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024: . Paper presented at 2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, Jul 1 2024 - Jul 5 2024 (pp. 2247-2266). Association for Computing Machinery (ACM)
Åpne denne publikasjonen i ny fane eller vindu >>Navigating the Virtuality-Reality Clash: Reflection and Design Paterns for Industrial Mixed Reality Applications
2024 (engelsk)Inngår i: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024, Association for Computing Machinery (ACM) , 2024, s. 2247-2266Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Creating Mixed Reality applications poses distinct challenges for development and design. One of the challenges is designing Mixed Reality application-specifc experiences in the wild. In this paper, we present a structured refection approach to revisit projects from the past. In applying this structured refection to the data collected during a nine-month industrial project, we unveiled the Virtuality-Reality Clash. To generate a sufcient data corpus, we structurally analysed git commits, tickets, emails, handwritten notes, and weekly snapshots of the 3D designs. The clash could be narrowed down in our data corpus to the situations in which we were fusing the real environment with the virtual content. Finally, we could fnd fve design patterns for MR experience. With these patterns, we aim to help developers and designers of MR applications identify situations where Virtuality and Reality clash and propose approaches to address them.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2024
Emneord
Augmented Virtuality, Design Patterns, Mixed Reality, Virtuality-Reality Clash
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-351953 (URN)10.1145/3643834.3660700 (DOI)2-s2.0-85200410471 (Scopus ID)
Konferanse
2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, Jul 1 2024 - Jul 5 2024
Merknad

Part of ISBN 9798400705830

QC 20240827

Tilgjengelig fra: 2024-08-19 Laget: 2024-08-19 Sist oppdatert: 2024-08-27bibliografisk kontrollert
Axelsson, A., Vaddadi, B., Bogdan, C. M. & Skantze, G. (2024). Robots in autonomous buses: Who hosts when no human is there?. In: HRI 2024 Companion - Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction: . Paper presented at 19th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2024, Boulder, United States of America, Mar 11 2024 - Mar 15 2024 (pp. 1278-1280). Association for Computing Machinery (ACM)
Åpne denne publikasjonen i ny fane eller vindu >>Robots in autonomous buses: Who hosts when no human is there?
2024 (engelsk)Inngår i: HRI 2024 Companion - Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, Association for Computing Machinery (ACM) , 2024, s. 1278-1280Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

In mid-2023, we performed an experiment in autonomous buses in Stockholm, Sweden, to evaluate the role that social robots might have in such settings, and their effects on passengers' feeling of safety and security, given the absence of human drivers or clerks. To address the situations that may occur in autonomous public transit (APT), we compared an embodied agent to a disembodied agent. In this video publication, we showcase some of the things that worked with the interactions we created, and some problematic issues that we had not anticipated.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2024
Emneord
APT, assistant, autonomous, bus, clerk, guide, passenger, public transit, public transport, robot, self-driving, shuttle, wizard
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-344811 (URN)10.1145/3610978.3641115 (DOI)001255070800272 ()2-s2.0-85188117955 (Scopus ID)
Konferanse
19th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2024, Boulder, United States of America, Mar 11 2024 - Mar 15 2024
Prosjekter
tmh_robohost
Merknad

QC 20240402

 Part of ISBN 9798400703232

Tilgjengelig fra: 2024-03-28 Laget: 2024-03-28 Sist oppdatert: 2024-10-24bibliografisk kontrollert
Hedlund, M., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments. In: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems: . Paper presented at 2024 CHI Conference on Human Factors in Computing Sytems, CHI EA 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024. Association for Computing Machinery (ACM), Article ID 413.
Åpne denne publikasjonen i ny fane eller vindu >>Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments
2024 (engelsk)Inngår i: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery (ACM) , 2024, artikkel-id 413Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2024
Emneord
exergame, locomotion, rowing, steering, virtual reality
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-347324 (URN)10.1145/3613905.3648643 (DOI)001227587701069 ()2-s2.0-85194180339 (Scopus ID)
Konferanse
2024 CHI Conference on Human Factors in Computing Sytems, CHI EA 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024
Merknad

QC 20240610

Part of ISBN 979-840070331-7

Tilgjengelig fra: 2024-06-10 Laget: 2024-06-10 Sist oppdatert: 2024-10-30bibliografisk kontrollert
Hedlund, M., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments. In: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems: . Paper presented at 2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, May 11-16, 2024, Honolulu, United States of America. Association for Computing Machinery, Article ID 631.
Åpne denne publikasjonen i ny fane eller vindu >>Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments
2024 (engelsk)Inngår i: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery , 2024, artikkel-id 631Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments. To investigate these methods, we conducted a controlled experiment (N = 24) to assess the user performance, experience and VR sickness. We found that head steering leads to fast and precise steering in 2D and 3D, and hand steering is the most realistic. Feet steering had the largest performance difference between 2D and 3D but comparable precision to hands in 2D. Lastly, head steering is the least mentally demanding, and all methods had comparable VR sickness.

sted, utgiver, år, opplag, sider
Association for Computing Machinery, 2024
Emneord
exergame, locomotion, rowing, steering, virtual reality
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-347649 (URN)10.1145/3613904.3642192 (DOI)001255317905035 ()2-s2.0-85194817975 (Scopus ID)
Konferanse
2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, May 11-16, 2024, Honolulu, United States of America
Merknad

Part of ISBN 979-840070330-0

QC 20241014

Tilgjengelig fra: 2024-06-12 Laget: 2024-06-12 Sist oppdatert: 2025-02-14bibliografisk kontrollert
Hedlund, M., Jonsson, A., Bogdan, C. M., Meixner, G., Ekblom Bak, E. & Matviienko, A. (2023). BlocklyVR: Exploring Block-based Programming in Virtual Reality. In: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia: . Paper presented at 2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023 (pp. 251-263). Association for Computing Machinery (ACM)
Åpne denne publikasjonen i ny fane eller vindu >>BlocklyVR: Exploring Block-based Programming in Virtual Reality
Vise andre…
2023 (engelsk)Inngår i: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2023, s. 251-263Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

As programming is typically a static activity in front of a screen, we perform an initial exploration around the capabilities of block-based programming in the immersive space using Virtual Reality (VR) to make an early charting on how programming could involve moving the programmer's body. We created a block-based programming interface in a VR space called BlocklyVR based on the existing Blockly programming environment. To investigate programmer performance and experience in BlocklyVR, we conducted a controlled lab experiment (N = 20) with eight programming tasks that covered mathematical operations, if-statements, and function creation. Our initial exploration contributes by classifying movement types made by BlocklyVR programmers and reflecting on how these movements are related to the programming tasks. Additionally, our data suggests that participant performance in BlocklyVR was not affected compared to the 2D Blockly, even if participants were physically moving in VR space. We also found that the virtual reality sickness was marginal. Lastly, we identified four types of interaction that can potentially be employed by VR designers and developers aiming to convert a static task, like programming at a desk, into a "mobile"immersive experience.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2023
Emneord
blockly, physical movement, programming, virtual reality
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-341678 (URN)10.1145/3626705.3627779 (DOI)2-s2.0-85180124461 (Scopus ID)
Konferanse
2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023
Merknad

Part of ISBN 9798400709210

QC 20231229

Tilgjengelig fra: 2023-12-29 Laget: 2023-12-29 Sist oppdatert: 2025-02-18bibliografisk kontrollert
El Tom, A., Bogdan, C. M., Majchrzak, T. A. & Grønli, T. M. (2023). Criteria Based Evaluation of Cross-Platform Development Frameworks. In: Proceedings of the 56th Annual Hawaii International Conference on System Sciences, HICSS 2023: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, HICSS 2023, Virtual, Online, United States of America, Jan 3 2023 - Jan 6 2023 (pp. 6944-6953). IEEE Computer Society
Åpne denne publikasjonen i ny fane eller vindu >>Criteria Based Evaluation of Cross-Platform Development Frameworks
2023 (engelsk)Inngår i: Proceedings of the 56th Annual Hawaii International Conference on System Sciences, HICSS 2023, IEEE Computer Society , 2023, s. 6944-6953Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Cross-platform development frameworks continue to play an important role in developing of mobile applications. There are a plethora of possible frameworks to choose between, and all claim to give developers an advantage in one or more aspects of the development cycle. To further shed light on this area, our research investigates the selection of mobile cross-platform frameworks by investigating criteria and methods for choosing the best suitable framework for the development context. Our study confirm previous research findings and with that anchor the categorisation for a cross-platform comparison taxonomy. Our research further contribute with a criteria check-list to apply for cross-platform framework selection and showcase its use through a comparative study of a cross-platform application implemented in two frameworks. Although showcasing novelty in the criteria checklist, further research is needed to make the checklist robust and streamlined for public use.

sted, utgiver, år, opplag, sider
IEEE Computer Society, 2023
Emneord
app, Cross-platform, cross-platform development, React Native, Xamarin
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-333358 (URN)2-s2.0-85152121974 (Scopus ID)
Konferanse
56th Annual Hawaii International Conference on System Sciences, HICSS 2023, Virtual, Online, United States of America, Jan 3 2023 - Jan 6 2023
Merknad

Part of ISBN 9780998133164

QC 20230801

Tilgjengelig fra: 2023-08-01 Laget: 2023-08-01 Sist oppdatert: 2023-08-01bibliografisk kontrollert
Hedlund, M., Lundström, A., Bogdan, C. M. & Matviienko, A. (2023). Jogging-in-Place: Exploring Body-Steering Methods for Jogging in Virtual Environments. In: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia: . Paper presented at 2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023 (pp. 371-379). Association for Computing Machinery (ACM)
Åpne denne publikasjonen i ny fane eller vindu >>Jogging-in-Place: Exploring Body-Steering Methods for Jogging in Virtual Environments
2023 (engelsk)Inngår i: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2023, s. 371-379Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Walk-in-Place is an established locomotion technique for walking in virtual environments, as it incorporates body motion similar to regular walking. Although there is extensive research on the performance and experience of walking in virtual reality spaces, it typically requires minimal-to-moderate physical movement, e.g., stepping forward and turning around, to explore virtual spaces. Therefore, the question we ask ourselves in this work is how user experience and performance are affected when the user is actively moving in place. In this paper, we explored three body-steering methods for jogging-in-place in virtual environments: (1) head-, (2) hand-, and (3) torso-based. To investigate the performance of the proposed body-steering methods for jogging in virtual reality, we conducted a controlled lab experiment (N = 12) to assess task completion time, number of steps, and VR sickness. We discovered that hand- and torso-based methods require fewer steps than the head-based method, and the torso-based is slower than the other two. Moreover, the number of collisions and virtual reality sickness were comparable among the methods.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2023
Emneord
jogging, physical movement, steering, virtual reality
HSV kategori
Identifikatorer
urn:nbn:se:kth:diva-341672 (URN)10.1145/3626705.3627778 (DOI)2-s2.0-85180131965 (Scopus ID)
Konferanse
2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023
Merknad

Part of ISBN 9798400709210

QC 20231229

Tilgjengelig fra: 2023-12-29 Laget: 2023-12-29 Sist oppdatert: 2023-12-29bibliografisk kontrollert
Organisasjoner
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0001-7549-1797