4 research outputs found
Förbättrad användbarhet i mjukvaruutvecklingsprocesser inom flygindustrin genom spelifiering
This thesis explores the integration of gamification into the Software Development Process (SDP) at Saab, a defense and aerospace company. The thesis aims to address some of the complexities of the SDP standard used in the industry, DO-178C. The research primarily focuses on how gamification principles can enhance the usability of software development processes in aerospace. The method includes a pre-study, an inception phase, and two sprints, where a gamified tool is designed, implemented, and revised based on feedback from developers at Saab. The results of interviews after these sprints, along with insights from the inception phase, are discussed to evaluate the effectiveness and impact of the gamified tool. The findings indicate that gamification can make the SDP more approachable and engaging for developers, with elements like real-time progress tracking, quizzes, and certificates being well-received. However, the effectiveness of these gamification elements varies among individuals, underscoring the importance of tailoring these elements to user preferences and the specific context of aerospace software development. This research contributes to the understanding of gamification's role in improving SDP usability in the aerospace industry, highlighting the need for careful customization of gamification to individuals and the context. Although the study provides valuable insights, it also acknowledges limitations, including the hypothetical nature of the gamified tool used and the reliance on user feedback, suggesting future research should involve more practical implementations and a focus on long-term impacts on productivity and user satisfaction
Förbättrad användbarhet i mjukvaruutvecklingsprocesser inom flygindustrin genom spelifiering
This thesis explores the integration of gamification into the Software Development Process (SDP) at Saab, a defense and aerospace company. The thesis aims to address some of the complexities of the SDP standard used in the industry, DO-178C. The research primarily focuses on how gamification principles can enhance the usability of software development processes in aerospace. The method includes a pre-study, an inception phase, and two sprints, where a gamified tool is designed, implemented, and revised based on feedback from developers at Saab. The results of interviews after these sprints, along with insights from the inception phase, are discussed to evaluate the effectiveness and impact of the gamified tool. The findings indicate that gamification can make the SDP more approachable and engaging for developers, with elements like real-time progress tracking, quizzes, and certificates being well-received. However, the effectiveness of these gamification elements varies among individuals, underscoring the importance of tailoring these elements to user preferences and the specific context of aerospace software development. This research contributes to the understanding of gamification's role in improving SDP usability in the aerospace industry, highlighting the need for careful customization of gamification to individuals and the context. Although the study provides valuable insights, it also acknowledges limitations, including the hypothetical nature of the gamified tool used and the reliance on user feedback, suggesting future research should involve more practical implementations and a focus on long-term impacts on productivity and user satisfaction
Simulera beteende av stridsflygplan med hjälp av AI : Simulating behavior of combat aircraft with AI
I denna rapport beskrivs ett kandidatarbete som utfördes på beställning av Saab. Det kunden var intresserad av var att simulera beteende av stridsflygplan med hjälp av AI-tekniker. Projektgruppen använde maskininlärningsalgoritmen Q-inlärning för att försöka uppnå detta. Utöver detta utvecklade gruppen en egen simulator som en miljö för kurvstrider mellan simulerade stridsflygplan. Projektet utfördes av sju studenter på programmen civilingenjör inom datateknik och civilingenjör inom mjukvaruteknik vid Linköpings universitet. Resultatet av projektet blev att ett tillfredsställande beteende för det AI-styrda stridsflygplanet ej kunde uppnås, dock kunde ett förbättrat beteende observeras. Mer forskning på området behövs dock för att åstadkomma mer tillfredsställande resultat. Förstärkningsinlärning visar sig vara lovande som metod för att lösa problemet inför framtiden. Diskussioner och insikter om vad som kan göras för att vidareutveckla AI:n för en bättre prestation hos det simulerade planet dokumenterades. I slutet av rapporten finns även individuella bidrag skrivna av var och en av medlemmarna i projektgruppen. De ämnena som valdes berörde projektet, antingen som en del av utvecklingsprocessen eller som en del av temat till projektet