Elin A. Topp
https://www.ai.lu.se/elin-topp - 2026-07-01
Filetype
https://www.ai.lu.se/elin-topp - 2026-07-01
This study investigates how the volume and flow of passengers affect dwell times, using data from commuter trains in Stockholm. We show that dwell times often take longer than scheduled and that most station stops involve rather limited numbers of passengers. Improving the performance at these stops with small volumes can thus have a sizeable impact on the overall on-time performance. We find a qu
Lund University Library offers support in the use and interpretation of bibliometric data, indicators and analyses for monitoring, evaluation and strategic development, with a focus on responsible and context-sensitive use. Our activitiesThe University Library’s work in bibliometrics can be divided into two parts: information and advisory services, and bibliometric analyses.Information and advisor
https://www.ub.lu.se/en/publish/bibliometrics - 2026-07-01
https://www.ai.lu.se/volker-krueger - 2026-07-01
Internship/prao | Vattenhallen Hoppa till huvudinnehåll Den här webbplatsen använder cookies för att förbättra användarupplevelsen. Genom att fortsätta använda webbplatsen samtycker du till att cookies används enligt vår cookie-policy (på LTH:s webbplats) . Absolut nödvändiga cookies Dessa cookies är nödvändiga för att webbplatsen ska fungera och kan inte stängas av i våra system. Dessa cookies la
https://www.vattenhallen.lu.se/skola/praktikplatser/working-experienceprao/ - 2026-06-29
All parking zones at Lund University are subject to fees, 24 hours a day, year-round. On this page, you will find information about different payment solutions. Ticket machineIn the larger parking areas, there are ticket machines. The fee varies depending on which zone you are in. At Campus Helsingborg, the parking machine must be activated with an LU card before it can be used.Cashless and paperl
https://www.staff.lu.se/support-and-tools/premises-and-parking/parking-lund-university/parking-fees - 2026-07-02
Does method matter? … 1 Does method matter? Collecting and understanding experience data with different techniques Abstract When collecting data on experiences, respondents’ reports change as time goes by. Therefore, it is vital to collect data on experiences close to where and when they take place. In this study, GPS devices combined with questionnaires were compared to smartphones to collect exp
https://www.ses.lu.se/en/sites/ses.lu.se.en/files/cbts2014_ertr_28_zillinger.pdf - 2026-07-02
Here you will find instructions on how to configure basic settings for your website. The settings you make here usually only need to be done once, for example when you set up a completely new website, but may also be relevant for you if you have taken over responsibility for an existing one. You can always go back and make changes if necessary. The settings you are given instructions for on this p
https://www.webbpublicering.lu.se/guides-english/basic-website-settings - 2026-07-01
Application performance on these processor array platforms is highly sensitive to how functionality is physically placed on the device, as this choice crucially determines communication latencies and congestion patterns of the on-chip inter-core communication. The problem of identifying the best, or just a good enough, partitioning and placement does not, in general, admit to an analytic solution,
https://www.innovation.lu.se/en/christine-widstrand - 2026-07-01
This paper presents work done within the EU project STARR. Within the framework of the project technologies to empower and support stroke survivors are developed. We report on the iterative development of an outdoor activity game for stroke survivors, and discuss design choices, experiences from the initial testing and outline potential future developments.This paper presents work done within the EU project STARR. Within the framework of the project technologies to empower and support stroke survivors are developed. We report on the iterative development of an outdoor activity game for stroke survivors, and discuss design choices, experiences from the initial testing and outline potential future developments.
Pokémon Go is a Pokémon theme smartphone game released in July, 2016. The game surprisingly created a global boom of ‘Pokémon Go gaming engagement’ during the second half of 2016. This thesis is interested in the phenomenon, and wants to investigate how the factors including the technology of augmented reality (AR) impact the gaming experience and drive the gaming engagement in this case. The rese