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  • 1.
    Abrahamsson, Lisa
    et al.
    Blekinge Institute of Technology.
    Lagerqvist, Amelie
    Blekinge Institute of Technology.
    Att formas och att formge: Normkritisk mönsterformgivning2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Our society is made up of norms that say how we should look, behave and live our lives. Many of these norms focuses on how you as a man or woman should behave in relation to your gender. Gender norms are reflected in design and what we design in products, furniture and buildings. With a gender specified norm critical approach, we examine how gender norms are reflected in design and how we as designers can design with norm criticism. With pattern design as an exploratory approach, we want to highlight and examine how gender norms affect and is repeated in what we design, just like a pattern is defined by lines and shapes that are repeated or experienced to be repeated.

    During our investigation it appears that patterns can contribute with discussion and stance that will work in multiple forums. We examine how unisex and male and female can be embodied in patterns, and how norm criticism works as an approach in a design process.

    Download full text (pdf)
    fulltext
  • 2.
    Ackefjord, Sandra
    et al.
    Blekinge Institute of Technology.
    Tuvesson, Young-Jae Peder
    Blekinge Institute of Technology.
    Urban Sounds: Interactive feel of urbanization2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    To make use of animation and audio as a media to convey a sense of change, was an important aspect when we chose to focus on urbanisation. It is an opportunity that allows the participants to discuss how influenceable we are to the sounds we hear in our surroundings. This bachelor thesis aims to demonstrate and educate about the effects and impact of urbanisation on humans and their well-being. In order to achieve a result, we created an audiovisual interactive installation that will portray the changes that have taken place over a period of 100 years, from the early 1900s into the 2000s. Factors such as urbanization, mental health, audio and images will be treated in-depth in what way they affect human well-being in urban areas. It gave us the knowledge to understand the historical value of the use of sound and images to be able to convey our message, with the cooperation of Blekingearkivet. We chose to start with Nina Hällgrens theories about how we can create auditory sustainable urban environments in order to understand how influenceable we are by noise. Yvonne Eriksson and Anette Göthlund gave us the tools to appreciate the importance of the visual expression. In the survey, we have used methods and techniques specifically suited to support to and complete the design process that has been made.

    Download full text (pdf)
    Urban Sounds: Interactive feel of urbanization
  • 3.
    Anderberg, Ted
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rosén, Joakim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Follow the Raven: A Study of Audio Diegesis within a Game’s Narrative2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Virtual Reality is one of the next big things in gaming, more and more games delivering an immersive VR-experience are popping up. Words such as immersion and presence has quickly become buzzwords that’s often used to describe a VR-game or experience. This interactive simulation of reality is literally turning people’s heads. The crowd pleaser, the ability to look around in 360-degrees, is however casting a shadow on the aural aspect. This study focused on this problem in relation to audio narrative. We examined which differences we could identify between a purely diegetic audio narrative and one utilizing a mix between diegetic and non-diegetic sound. How to grab the player’s attention and guide them to places in order for them to progress in the story. By spatializing audio using HRTF, we tested this dilemma through a game comparison with the help of soundscapes by R. Murray Schafer and auditory hierarchy by David Sonnenschein, as well as inspiration from Actor Network Theory. In our game comparison we found that while the synthesized sound, non-diegetic, ensured that the sound grabs the player’s attention, the risk of breaking the player’s immersion also increases.

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    BTH2017AnderbergT
  • 4.
    Andersson, Oliver
    et al.
    Blekinge Institute of Technology.
    Johansen, Malin
    Blekinge Institute of Technology.
    Hur kan demens illustreras bättre inom film?: En studie om att visualisera det icke-visuella2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this study we explore how dementia can be illustrated within film, in a more complete way in comparison to the current media landscape. Visual storytelling has a big influence on how we perceive and understand new information and it is our goal to encourage filmmakers to be more attentive with how their films can inform people. The resulting illustration created in conjunction with the study is a black and white stop motion animated short film.

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    Hur kan demens illustreras bättre inom film? En studie om att visualisera det icke-visuella
  • 5.
    Andresen, Mario
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Johnsson, Daniel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Analysmetod för designade ljudbilder: Skapandet av nya förhållningssätt för ljuddesign2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med detta kandidatarbete var att framställa en analysmetod för dekonstruktion av ljuddesign i film. Målet med analysmetoden var att skapa ett förhållningssätt för ljuddesigners som gör det enklare att lära sig från ljudläggningar och genom övning eventuellt kunna bidra till ett mer avancerat sätt att tänka på vad ljud kan göra i en filmproduktion.

    Metoden är tänkt som ett stöd för blivande ljuddesigners som lärt sig tekniska kunskaper men kämpar med den kreativa biten där problemen inte har lika konkreta lösningar. Metoden är också tänkt som ett supplement till mer erfarna ljuddesigners för övning på sina kunskaper ellerförbättring av deras egen process.

    Vi tycker metoden nådde upp till de målen, men den visade sig också vara mer flexibel än så. Genom applicering av metoden inför arbete med vår gestaltning där vi ljudlade ett filmklipp blev designprocessen mycket enklare att komma igenom. Vi tror därför att en metod som vår kan vara en viktig del i att få in ljud tidigare i en filmproduktion.

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    fulltext
  • 6.
    Arkenstedt, Elias
    et al.
    Blekinge Institute of Technology.
    Calla Kjellin, Isabella
    Blekinge Institute of Technology.
    Berättarteknikernas kraft i filmskapande: - Long take och one shot2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract

    This Bachelor thesis deals with storytelling techniques such as long take and one shot. The study is about combining these two film techniques that are not used as often in today's films by creating a film in which the action and the meaning of the sound interact with the techniques, which lead to a captivating film experience. 

    We want to use these techniques to show and criticize the importance of storytelling techniques in film, that it becomes a part of the action rather than just an object. To drive the action forward, we have studied the disease schizophrenia to create a story. 

    We used Mats Ödeen’s script methods to build a foundation for the design and Nathalie Ednell's knowledge of schizophrenia. The design consisted of many tests of the techniques and the sound. One of the tests had an actor on site. 

    The result of the study was a cinematic experience where all the elements have a meaning and gives a different narrative perspective regarding schizophrenia. There are significantly more storytelling techniques, but we chose to focus on long take and one shot to show their potential in storytelling.

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    Berättarteknikernas kraft i filmskapande - Long take och one shot
  • 7.
    Arvidsson, Cecilia
    et al.
    Blekinge Institute of Technology.
    Henningsson, Izabella
    Blekinge Institute of Technology.
    Nilsson, Linnea
    Blekinge Institute of Technology.
    Levande ytor - Världen är vår canvas: Rumslig upplevelse med Spatial AR2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis we will examine how projection mapping (projection on a surface) can be used as a spatial experience. From our own interpretation of calm technology’s principles, will we create a design perspective that could keep the design calm with respect to the technology, and not be a disturbing moment for the viewer. To guide us through this we have taken Keri Smith’s methods to explore and experiment the environment and different materials. To expand the creativity to find new possibilities in projection mapping, we have used methods like brainstorming, moodboards and sketches. To help our process we based our project on Stolterman and Löwgren’s view of the design process. This led to a result of three figurations where all of them are inspired by the atmosphere of our nature. Through this project we have reached that there’s a lot of ways you can narrate with spaces, it doesn't need to be a physical room where you can stand in. Spaces can transform by manipulating physical artifacts. By adding an extra layer onto these artifacts like an animation it can amplify it’s meaning or give it a new character. Only with simple means like different patterns, colors and light.

    Download full text (pdf)
    fulltext
  • 8. Axelsson, Edgar
    et al.
    Fathallah, Ahmed
    Rin Tohsaka –a Discord Bot for Community Management2018Independent thesis Basic level (Higher Education Diploma (Fine Arts)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Bachelors level thesis in Media Technology that aims to improve an existing concept of community development. The thesis shows how the definition of Community has advanced and changed its meanings with the help of modern technology. It is not always positive with new definitions. New problems arise within the community regarding management, ethics, and maintenance. This thesis analyses these problems and aim to solve them in a modern standard, with help of rhizomatic and participatory design. With the community shifting towards an online definition, the thesis uses the latest tools available in web technology, to build a product that uses situated knowledge as a mindset and combines participatory design and rhizomatic. This to solve the ongoing problems that online communities face with maintainability and ethics.

    Download full text (pdf)
    fulltext
  • 9.
    Ballesteros, Luis Guillermo Martinez
    et al.
    KTH Royal Inst Technol, Radio Syst Lab RSLab, Stockholm, Sweden..
    Ickin, Selim
    Ericsson Res, Stockholm, Sweden..
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Markendahl, Jan
    KTH Royal Inst Technol, Radio Syst Lab RSLab, Stockholm, Sweden..
    Tollmar, Konrad
    KTH Royal Inst Technol, Radio Syst Lab RSLab, Stockholm, Sweden..
    Wac, Katarzyna
    Univ Copenhagen, DK-1168 Copenhagen, Denmark..
    Energy Saving Approaches for Video Streaming on Smartphone based on QoE Modeling2016In: 2016 13TH IEEE ANNUAL CONSUMER COMMUNICATIONS & NETWORKING CONFERENCE (CCNC), IEEE Communications Society, 2016Conference paper (Refereed)
    Abstract [en]

    In this paper, we study the influence of video stalling on QoE. We provide QoE models that are obtained in realistic scenarios on the smartphone, and provide energy-saving approaches for smartphone by leveraging the proposed QoE models in relation to energy. Results show that approximately 5J is saved in a 3 minutes video clip with an acceptable Mean Opinion Score (MOS) level when the video frames are skipped. If the video frames are not skipped, then it is suggested to avoid freezes during a video stream as the freezes highly increase the energy waste on the smartphones.

  • 10.
    Barry, Cecilia
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    ROOTS: What could emerge out of thinking and acting networked roots as design?2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract

    ROOTS – What Could Emerge Out of Thinking and Acting Networked ROOTS as Design?

     

    This bachelor’s thesis uses ROOTS as a method designed to engage in both thinking and acting inside networks, by creating a hydroponic gardening network. As a designer one engages in many different fields of design. The most complicated design is designing networks with function, interlaced and embedded in everyday life. This is known as accountability, to be accountable to ones decisions and to act on many perspectives when designing. Accountability is designing from somewhere, and being aware of where that somewhere stems from. ROOTS visualizes accountability in a network, as accountability entails thinking and acting inside a network, and by doing so one actively engages in thinking about futures and design as a whole. When asking oneself what could emerge out of thinking and acting networked ROOTS as design, one begins to speculate in matters of vast networked complexity. From observation using methods such as ANT, the technologic extension T-ANT and also conducting a study in messiness, information is created and from the information, valuing becomes present, from valuing knowledge grows, from knowledge comes accountability and the network creates another cycle of ROOTS.

     

    Keywords: Design, Network, Accountability, Complexity

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    BTH2017Barry
  • 11.
    Berglund, Jacob
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hiller, Filip
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Information Disorder och COVID-19 Pandemin: En komparativ fallstudie över datorspel som utbildningsverktyg mot mis-/desinformation i samhället.2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This case study is based on Research through Design (Frayling, 1993), i.e. the purpose of the study is to generate new knowledge through analysis and design of computer games. To achieve this an annotated portfolio and its underlying principles are used (Gaver, 2012; Bowers, 2012). The annotated portfolio consists of four selected computer games and one designed by the authors. This portfolio is analysed to define what design features are shared or not shared between the games. After this, arguments are presented as to why the specified features can make educational computer games more effective in the purpose of educating about or to reduce susceptibility to mis-/disinformation in the specific learning context. The danger of mis-/disinformation is illustrated through the context of the work with the designed computer game, which is based on COVID-19 mis-/disinformation and its consequences. Results are achieved after analysis of the four selected computer games has been carried out and data has been generated to enable the development of the authors own game.

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    Information Disorder och COVID-19 Pandemin: En komparativ fallstudie över datorspel som utbildningsverktyg mot mis-/desinformation i samhället.
  • 12.
    Berglund, Jonas
    et al.
    Blekinge Institute of Technology.
    Nilsson, Emil
    Blekinge Institute of Technology.
    The Player’s Agency In Mystery Storytelling2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Many games today lack the player’s agency in storytelling. This can be a sign of bad game design or just that the developers don’t want the player to miss any piece of the story, leading to the unfolding of narrative not being in the hands of the player. In the process the player’s agency is lost through cutscenes that force the player to see the story unfold in front of them instead of being actively involved. This article discusses how mystery storytelling techniques can give the player more agency in the unfolding narrative. This places a lot more responsibility on the player to understand and connect narrative information and in turn converts the player into an important part of the unfolding of the story.

    Download full text (pdf)
    fulltext
  • 13.
    Bergman, Anneli
    et al.
    Blekinge Institute of Technology.
    Stjernqvist, Björn
    Blekinge Institute of Technology.
    Användbara filterbubblor: En undersökning om filterbubblor och ansvarstagande på sociala medier2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I detta kandidatarbete diskuterar vi ansvar hos utvecklare samt användare när det gäller spridningen av media och filtrering på sociala medier. Med sociala mediers ökade popularitet växer utvecklarnas och användarens ansvarstagande. Många användare uppmanas indirekt till att sprida falsk media för en större publicitet. Vi utgår från Donna Haraway’s begrepp situerad kunskap för att utforska hur media samspelar med användare. Vi använder oss även utav Lucy Suchmans begrepp accountability för att diskutera hur vi som webbutvecklare bär ansvar för hur vår plattform används och hur användare är accountable för källkritik och den spridning de utför.

    Vår gestaltning undersöker hur utvecklare och användare inom sociala medier kan fördjupa sin förståelse för olika typer av källor på sociala medier. Gestaltningen är utformad som ett socialt medium och ska ge användarna en tankeställare om filterbubblan. För att utveckla vidare på gestaltningen har vi gjort användartester. Resultatet och diskussionen av användartesterna visar hur bra användare förstår det budskap om filterbubblan och filtrering som sker på sociala medier.

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    BTH2017Bergman
  • 14.
    Billemyr Moström, Simon
    et al.
    Blekinge Institute of Technology.
    Månsson, Philip
    Blekinge Institute of Technology.
    Trollscouts: Det visuella samarbetet2015Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    This work is about how we can make use of the visuals in a game to motivate cooperation and attract community. Our interest was to explore around the idea of not imagining a game only as a passive escape from reality, but as a tool that can be used to motivate cooperation. The game that we have chosen to develop was determined to be suitable for children around the age of 10. We chose to use a method called Layered Elaboration as a way to learn about our target audience more clearly, and also as a tool to get ideas and inspiration on how we can adapt a game for this target group. After we had a workshop with the children at a school, where we let the children draw what they came to think of about different themes they received, we developed a playable prototype we then let the children in the same school test to get an evaluation. After the gaming test was over we found out that the graphics in our game must be clear enough that you should know what the goal is, yet still have a certain ambiguity, within certain limits, to force players to cooperate with each other in order to understand how to proceed in order to reach the goal.

    Download full text (pdf)
    fulltext
  • 15.
    Birgersson, Frida
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Onomatopoesi i skönlitteratur: - gemensamma tolkningar av ljudhärmande ord2016Independent thesis Basic level (university diploma), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Previous and recent studies shows that onomatopoeia is presented in fictionstories but the studies lack valid information within the subject. Moredetailed research can be found within language studies. The purpose of thisstudy is to enlighten onomatopoeia, how it is presented in fictionproductions and if people share a mutual vision of sounds imitating wordsthat might be used in these productions. The study was conducted with aqualitative method and with a phenomenological perspective. 36 individualsparticipated in a questionnaire that was conducted. A number of sounds waspresented to the participants who then had to type the sound in text. BONKand SPLOOSH showed a mutual vision and the result was presented astables. A product was created to unite the previous and recent studies withthe result from the questionnaire. This resulted in an interactive book thatwith help of digital tool create an ordiginal product.

    Download full text (pdf)
    fulltext
  • 16.
    Boldt, Martin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Ickin, Selim
    Ericsson Research, SWE.
    Borg, Anton
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Kulyk, Valentin
    Ericsson Research, SWE.
    Gustafsson, Jörgen
    Ericsson Research, SWE.
    Alarm prediction in cellular base stations using data-driven methods2021In: IEEE Transactions on Network and Service Management, ISSN 1932-4537, E-ISSN 1932-4537, Vol. 18, no 2, p. 1925-1933Article in journal (Refereed)
    Abstract [en]

    The importance of cellular networks continuously increases as we assume ubiquitous connectivity in our daily lives. As a result, the underlying core telecom systems have very high reliability and availability requirements, that are sometimes hard to meet. This study presents a proactive approach that could aid satisfying these high requirements on reliability and availability by predicting future base station alarms. A data set containing 231 internal performance measures from cellular (4G) base stations is correlated with a data set containing base station alarms. Next, two experiments are used to investigate (i) the alarm prediction performance of six machine learning models, and (ii) how different predict-ahead times (ranging from 10 min to 48 hours) affect the predictive performance. A 10-fold cross validation evaluation approach and statistical analysis suggested that the Random Forest models showed best performance. Further, the results indicate the feasibility of predicting severe alarms one hour in advance with a precision of 0.812 (±0.022, 95 % CI), recall of 0.619 (±0.027) and F1-score of 0.702 (±0.022). A model interpretation package, ELI5, was used to identify the most influential features in order to gain model insight. Overall, the results are promising and indicate the potential of an early-warning system that enables a proactive means for achieving high reliability and availability requirements. IEEE

  • 17.
    Boélius, Markus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Persson, Chotima
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Social media Influencers In whom we trust? Kritisk tänkande inom influencer marketing hos generationen Z2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
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    Social media Influencers
  • 18.
    Brask, Jessica
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hedberg, Frida
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Recensera mig du kåta man2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor essay we´ve made an participant observation on a website where sexual services are for sale. This website contains a forum where sexbuyers and sexsellers discuss their thoughts about sex and purchase of sexual services. Sexbuyers often express themselves as victims because of their own extreme sexual cravings. They argue that as long as there is sexual services for sale, there is going to be a demand to buy them. We notice that there is an acceptance for sexbuyers to have an temporary sexual relation in exchange for money. We notice in our studies that these so called “intemperated horny men” tend to protect one another.We consider, in contrast to the sexbuyers, that as long as there is an existing “craving” for sexual services, the phenomenon of sexual trafficking will continue. Much because many victims of sexual trafficking are being sold as if it was by their own free will. Because of this, we will in this bachelor essay problematize sexual trafficking as a consequence of sexbuyers actions.We as mediaproducers would like to, through pictures, shed light on the consequences of sexual trafficking and at the same time emphasize this through provocative internet activism.

    Download full text (pdf)
    fulltext
  • 19.
    Bredemo, Fredrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hörbarhet i praktiken: En Actor Network analys av arbetet kring hörbarhet2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract

    The television industry is a huge industry that is governed by a few big broadcasting networks. The biggest distributer and producer of television in Sweden is Sveriges Television (SVT) and everyone working with sound will, more likely than not, work for them in a project.

    In this study I’ve analyzed the results of two months of empirical work, I’ve identified the actors that make up the network “God hörbarhet” (good audibility) and the reason this is interesting is for determining a more solid definition for the term “good audibility”.

    I’ve then put this more solid definition up against SVT’s loose definition, this only to expand on their current system and delivery specifications.

    Download full text (pdf)
    fulltext
  • 20. Brik, Bouziane
    et al.
    Lagraa, Nasreddine
    Abderrahmane, Lakas
    Cheddad, Abbas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    DDGP: Distributed Data Gathering Protocol for vehicular networks2016In: Vehicular Communications, ISSN 2214-2096, Vol. 4, p. 15-29Article in journal (Refereed)
    Abstract [en]

    Vehicular Ad-Hoc Network (VANet) is an emerging research area, it offers a wide range of applications including safety, road traffic efficiency, and infotainment applications. Recently researchers are studying the possibility of making use of deployed VANet applications for data collection. In this case, vehicles are considered as mobile collectors that gather both real time and delay tolerant data and deliver them to interested entities. In this paper, we propose a novel Distributed Data Gathering Protocol (DDGP) for the collection of delay tolerant as well as real time data in both urban and highway environments. The main contribution of DDGP is a new medium access technique that enables vehicles to access the channel in a distributed way based on their location information. In addition, DDGP implements a new aggregation scheme, which deletes redundant, expired, and undesired data. We provide an analytical proof of correctness of DDGP, in addition to the performance evaluation through an extensive set of simulation experiments. Our results indicate that DDGP enhances the efficiency and the reliability of the data collection process by outperforming existing schemes in terms of several criteria such as delay and message overhead, aggregation ratio, and data retransmission rate. (C) 2016 Elsevier Inc. All rights reserved.

  • 21. Brik, Bouziane
    et al.
    Lagraa, Nasreddine
    Lakas, Abderrahmane
    Cherroun, Hadda
    Cheddad, Abbas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    ECDGP: extended cluster-based data gathering protocol for vehicular networks2015In: Wireless Communications & Mobile Computing, ISSN 1530-8669, E-ISSN 1530-8677Article in journal (Refereed)
  • 22.
    Brodin, Jacob
    et al.
    Blekinge Institute of Technology.
    Andersson, Joakim
    Blekinge Institute of Technology.
    Click to Add Hero: En Undersökning om Hjältekaraktärer inom Digitala Spel2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this Bachelor thesis we’re trying to analyse the creation of heroes within video games, we’re researching what kind of tropes etched themselves into our industries heroes, problematize them and find out if they still have a place, a reason to still be applied in the creative process.With the help of Diffraction & Critical Design we attempt our own interpretation of the creative process where we challenge what expectations a player may have from a hero within the gaming world to understand if there is a solid reason for these tropes to exist or if you might as well set them aside.Through this designprocess we get a deeper understanding for the creation of characters but also knowledge of how to challenge and what needs challenging when it comes to stereotypes, norms, tropes within the gaming world. An understanding on how to connect with your players and encourage things like inklusion and awareness in general.

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    BTH2018Brodin
  • 23.
    Båth, Peter
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Leitner, Max
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljudmiljö och interaktivitet: Designa och utveckla en audiell AAR-upplevelse2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    AR media or augmented reality has become increasingly prevalent in today's society, and more and more applications leverage the technology's ability to present digital 3D objects in the physical space, particularly in gaming. However, the auditory aspect, also known as audio augmented reality (AAR), has not received much attention despite its presence in various forms in our daily lives. From information systems that announce the arrival of the next train through speakers to museums that provide guided tours through buildings using headphones, AAR surrounds us almost every day. But how would a game be experienced and constructed solely using AAR? This article explores the construction of an interactive auditory gaming experience using Audio Augmented Reality (AAR). The focus is on analyzing the techniques employed to create this gaming experience entirely through AAR. Furthermore, the potential inherent in this medium as an inclusive experience for a broad audience is discussed. By exploring and analyzing the implementation of Dolby Atmos in the interactive auditory game "Ambience," this article contributes to the understanding of AAR as an innovative technology and its potential to create unique and accessible experiences for different users.

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    Ljudmiljö och interaktivitet: Designa och utveckla en audiell AAR-upplevelse
  • 24.
    Bæckström, Henrik
    et al.
    Blekinge Institute of Technology.
    Felixson, Jacob
    Blekinge Institute of Technology.
    Dokumentären och det personliga uttrycket2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
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    fulltext
  • 25.
    Caca, Ajsha
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Nord, Sejke
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Undisplayed BPM for Engaging Exercise: Using Heart Rate Data in a Lower Body VR Exergame2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study has researched the use of undisplayed heart rate data as biofeedback in the contextof a lower body VR exergame using a fitness bike, in collaboration with Ericsson Research.Most of the global population need to exercise more, but describe it as dull and monotonous.By making a VR exergame using heart rate data where the user’s bpm is not displayed, butinstead having a character tell the user when they need to speed up or slow down to reach thedesired heart rate bpm range, the authors believed that the users would be less aware that theywere exercising and be more engaged in the experience. During the study testing was used, aswell as surveys and interviews. The results affirm the authors’ hypothesis. At least half of thetesters of the final iteration were unaware of heart rate data being used during the experience,despite being told of it before the testing started, saying that they were so engaged in theexperience they did not think about much else. All testers of the final iteration preferred usinga fitness bike with the VR exergame, all were willing to use it for longer periods, and all werewilling to use it regularly, describing that they did not view the experience as exercising butas entertainment. The authors conclude from the results that there is a great demand forengaging exergames using undisplayed heart rate data, which could be used in differentsituations, e.g. healthcare.

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    Undisplayed BPM for Engaging Exercise Using Heart Rate Data in a Lower Body VR Exergame
  • 26.
    Cardell, Ludvig
    et al.
    Blekinge Institute of Technology.
    Arnback, Simon
    Blekinge Institute of Technology.
    Design av Diegesis för ökad emotionell respons2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis, we investigate whether diegesis has a potential impact on people's emotions, by designing audio plays based on abstract poems. Our challenge is to design examples from the design perspective The vision project of how a shift in diegesis affects a listener's emotions. Pink noise, equalizer, spatialization of sound, and convolution reverb are techniques that are implemented to enhance the feeling of a shift in diegesis. Brainstorming and mindmap, as well as prototyping with iterations, are the methods we use when creating our audio plays. In addition to narrative voices in the audio plays, we fill in with foley and ambience to reinforce the narrative. The answers we get from those interviewed in our survey allow us to get closer to a clear answer. We then discuss the answers and what we could have done better, as well as how we can continue our design.

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    fulltext
  • 27.
    Cheddad, Abbas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    On Box-Cox Transformation for Image Normality and Pattern Classification2020In: IEEE Access, E-ISSN 2169-3536, Vol. 8, p. 154975-154983, article id 9174711Article in journal (Refereed)
    Abstract [en]

    A unique member of the power transformation family is known as the Box-Cox transformation. The latter can be seen as a mathematical operation that leads to finding the optimum lambda (λ) value that maximizes the log-likelihood function to transform a data to a normal distribution and to reduce heteroscedasticity. In data analytics, a normality assumption underlies a variety of statistical test models. This technique, however, is best known in statistical analysis to handle one-dimensional data. Herein, this paper revolves around the utility of such a tool as a pre-processing step to transform two-dimensional data, namely, digital images and to study its effect. Moreover, to reduce time complexity, it suffices to estimate the parameter lambda in real-time for large two-dimensional matrices by merely considering their probability density function as a statistical inference of the underlying data distribution. We compare the effect of this light-weight Box-Cox transformation with well-established state-of-the-art low light image enhancement techniques. We also demonstrate the effectiveness of our approach through several test-bed data sets for generic improvement of visual appearance of images and for ameliorating the performance of a colour pattern classification algorithm as an example application. Results with and without the proposed approach, are compared using the AlexNet (transfer deep learning) pretrained model. To the best of our knowledge, this is the first time that the Box-Cox transformation is extended to digital images by exploiting histogram transformation.

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    fulltext
  • 28.
    Cheddad, Abbas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Structure Preserving Binary Image Morphing using Delaunay Triangulation2017In: Pattern Recognition Letters, ISSN 0167-8655, E-ISSN 1872-7344, Vol. 85, p. 8-14Article in journal (Refereed)
    Abstract [en]

    Mathematical morphology has been of a great significance to several scientific fields. Dilation, as one of the fundamental operations, has been very much reliant on the common methods based on the set theory and on using specific shaped structuring elements to morph binary blobs. We hypothesised that by performing morphological dilation while exploiting geometry relationship between dot patterns, one can gain some advantages. The Delaunay triangulation was our choice to examine the feasibility of such hypothesis due to its favourable geometric properties. We compared our proposed algorithm to existing methods and it becomes apparent that Delaunay based dilation has the potential to emerge as a powerful tool in preserving objects structure and elucidating the influence of noise. Additionally, defining a structuring element is no longer needed in the proposed method and the dilation is adaptive to the topology of the dot patterns. We assessed the property of object structure preservation by using common measurement metrics. We also demonstrated such property through handwritten digit classification using HOG descriptors extracted from dilated images of different approaches and trained using Support Vector Machines. The confusion matrix shows that our algorithm has the best accuracy estimate in 80% of the cases. In both experiments, our approach shows a consistent improved performance over other methods which advocates for the suitability of the proposed method.

  • 29.
    Chu, Thi My Chinh
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Zepernick, Hans-Juergen
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Phan, Hoc
    Channel Reservation for Dynamic Spectrum Access of Cognitive Radio Networks with Prioritized Traffic2015In: 2015 IEEE INTERNATIONAL CONFERENCE ON COMMUNICATION WORKSHOP, IEEE Communications Society, 2015, p. 883-888Conference paper (Refereed)
    Abstract [en]

    In this paper, we propose a strategy to coordinate the dynamic spectrum access (DSA) of different types of traffic. It is assumed that the DSA assigns spectrum bands to three kinds of prioritized traffic, the traffic of the primary network, the Class 1 traffic and Class 2 traffic of the secondary network. Possessing the licensed spectrum, the primary traffic has the highest access priority and can access the spectrum bands at anytime. The secondary Class 1 traffic has higher priority compared to secondary Class 2 traffic. In this system, a channel reservation scheme is deployed to control spectrum access of the traffic. Specifically, the optimal number of reservation channels is applied to minimize the forced termination probability of the secondary traffic while satisfying a predefined blocking probability of the primary network. To investigate the system performance, we model state transitions of the DSA as a multi-dimensional Markov chain with three-state variables representing the number of primary, Class 1, and Class 2 packets in the system. Based on this chain, important performance measures, i.e., blocking probability and forced termination probability are derived for the Class 1 and Class 2 secondary traffic.

  • 30.
    Eliasson, Ocean
    Blekinge Institute of Technology.
    Musik som stöd för karaktärsskapande: En studie om att skapa karaktärer med hjälp av instrumentalmusik2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    I think when it comes to overall creation, it's a lot about getting ideas. When it comes to finding ideas, I think it’s about paying attention to your everyday meetings and surroundings to find useful materials that can be inspiring and create motivation to design. From architects who draw houses, to technicians who create in media technology, so have many ideas been inspired for some kind of basic. In my case, I have been inspired by Walt Disney’s Fantasia (1940) and got the idea of ​​trying to create a method about how characters can be produced with help from instrumental music. When it comes to movies, games or literatures, characters have a enormous importance in all kinds of stories. There are surely a variety of ways in how characters can be created, and my goal in this bachelor thesis have been to create an usable method for those who are in need or have interest in creating characters. In this bachelor thesis, my approach will be presented, about how I’ve created three different characters with help of using three different instrumental songs. In this bachelor thesis will research be presented on how we can experience music, useful information about character creation, and the methods that have been used in my character process. In the end, three different basic characters will be presented with various personalities and a design will introduce proposals on how the characters might look like.

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    fulltext
  • 31.
    Elmér, Jack Oliver
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sandberg, Dick Jörgen Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    EdTech i Skolan: En undersökning om det sociala2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this Bachelor Thesis we consider EdTechs possibilities in influencing children’s social abilities in a positive way, to prevent repetitive bullying behavior. By the methods of Future Workshop and Participatory Design we develop, together with students on a local secondary school, a concept for an application with the potential of increased friendships.We analyze the student’s opinions about functionalities and visual design, and then present a prototype of the concept to experts in the field of Educational Technology. Their validation of our prototype is seen as a direct result of the research question, and a possible solution to the issue at hand.

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    BTH2018Elmér
  • 32.
    Elvin, Kliff
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Nordness, Kristian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den konstanta jakten efter att vara unik och nyskapande inom film-narrativ.2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 33.
    Emelie, Mattsson
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visualizing hyperobjects: a co-operative play with nature2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Based on Timothy Mortons notion of hyperobject, this material-discursive practice is a cooperative play of forces and intra-active agencies between nature and the technical world. This research reflects especially a paradigmatic shift from the traditional model to one of an interrelated and performative network, in which all of the non-human entities are seen with the same existence and considered to view as operative agents. From Karen Barads agential-realistic perspective and Timothy Mortons theory of hyperobjects, this article importantly examines how to enter into advantageous relationships in a posthumanist designpurpose. What this article contributes are theories and methods that are rooted in an ethical approach to include and explore non-human actors, especially with the starting point of repositioning oneself as a designer and collaborating with the material environment for the outcome for new perspectives. The study has thereof taken its final form into a design where its operational and performative actors, non-human and human agencies, have interacted to produce an audio-reactive installation. 

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    Visualizing hyperobjects: a co-operative play with nature
  • 34.
    Enlund, Linus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Funke, Alex
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    AWE-STHETIC - Sublima intra-aktioner & medietekniskt uttryck2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
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    BTH2018Enlund
  • 35.
    Erlandsson, Fredrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    On social interaction metrics: social network crawling based on interestingness2014Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    With the high use of online social networks we are entering the era of big data. With limited resources it is important to evaluate and prioritize interesting data. This thesis addresses the following aspects of social network analysis: efficient data collection, social interaction evaluation and user privacy concerns. It is possible to collect data from online social networks via their open APIs. However, a systematic and efficient collection of online social networks data is still challenging. To improve the quality of the data collection process, prioritizing methods are statistically evaluated. Results suggest that the collection time can be reduced by up to 48% by prioritizing the collection of posts. Evaluation of social interactions also require data that covers all the interactions in a given domain. This has previously been hard to do, but the proposed crawler is capable of extracting all social interactions from a given page. With the extracted data it is for instance possible to illustrate indirect interactions between different users that do not necessarily have to be connected. Methods using the same data to identify and cluster different opinions in online communities have been developed. These methods are evaluated with the too Linguistic Inquiry and Word Count. The privacy of the content produced; and the users’ private information provided on social networks is important to protect. Users must be aware of the consequence of posting in online social networks in terms of privacy. Methods to protect user privacy are presented. The proposed crawler in this thesis has, over the period of 20 months, collected over 38 million posts from public pages on Facebook covering: 4 billion likes and 340 million comments from over 280 million users. The performed data collection yielded one of the largest research dataset of social interactions on Facebook today, enabling qualitative research in form of social network analysis.

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    FULLTEXT01
  • 36.
    Estemyr, Isac
    et al.
    Blekinge Institute of Technology.
    Karén, Johan Fredrik
    Blekinge Institute of Technology.
    Designers bemötande av spelarens förväntningar: Interaktion2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This article investigates how expectations among players before an interaction with a game design could influence the subjective experience. This article shows the influence a player’s expectation has on the subjective experience with a specific design context through the prototype accompanied by this paper. This investigation aims to give the term “Player’s Expectation” a definition, as well as a demonstration of using said term with the goal of understanding the individual player. While simultaneously focusing on the player’s political-, ethical- and cultural values.

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    Designers bemötande av spelarens förväntningar: Interaktion
  • 37.
    FAGER, MATTIAS
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    LARSSON, NIKLAS
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Medieteknisk Dans: Samspelet mellan dans, trans, teknik, och flow2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We have seen a connection between the ritual dances us humans have been engaging in for a huge part of our evolution and the rave-culture of today. How they both use music and the moving body as a vehicle to access states of being beyond the everyday life. By diving head first in the world of dance and trance we have discovered even more similarities that we today share with the humans 10.000 years ago than we ever could have imagined. We have with the help of interviews and our personal experience tried to capture what the trance means for the human today, and with our research we want to illustrate the similarities and differences between in digital world we live in today compared to the world we have lived in for thousands of years before the digital technology’s advance. This text has been our vehicle to analyse and discuss the things we still hold on to as humans even though the world around us has changed.

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    BTH2017Fager
  • 38.
    Fajardo, Nathalie
    et al.
    Blekinge Institute of Technology.
    Söderlind, Fredric
    Blekinge Institute of Technology.
    Karaktärsdesign i 2D spel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis adresses the subject character design in 2D games. Research about what visualchoices can been made in the creation of a character, as well as how a sounddesign looks like incharacter design. The bachelor thesis includes past & current research that examines how shapesfollows functions in a character and how colors can affect the visual image of a character. Theresearch chapter also includes how to bring out the personality in a character. The chapter aboutsounddesign contains sound effects, voices and immersion relative to character design.In the bachelor thesis includes the production of characters in a 2D game, how they could look likeand their sounddesign. The characters are finalized through sketches of bodies and faces. Thechoices in the creation of the characters are based out of own preferences, but primarily based onthe research that has been done. The result of the bachelor thesis will contain research that has beenexplored about what to consider when creating a character in a 2D game. The discussion containsour critcal opinions of the result of our thesis and our own thoughts.

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    fulltext
  • 39.
    Farash, Mohammad Sabzinejad
    et al.
    Kharazmi Univ., IRN.
    Nawaz, Omer
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Mahmood, Khalid
    nt Islamic Univ., PAK.
    Chaudhry, Shehzad Ashraf
    Kharazmi Univ., IRN.
    Khan, Muhammad Khurram
    King Saud Univ., SAU.
    A Provably Secure RFID Authentication Protocol Based on Elliptic Curve for Healthcare Environments2016In: Journal of medical systems, ISSN 0148-5598, E-ISSN 1573-689X, Vol. 40, no 7, article id 165Article in journal (Refereed)
    Abstract [en]

    To enhance the quality of healthcare in the management of chronic disease, telecare medical information systems have increasingly been used. Very recently, Zhang and Qi (J. Med. Syst. 38(5):47, 32), and Zhao (J. Med. Syst. 38(5):46, 33) separately proposed two authentication schemes for telecare medical information systems using radio frequency identification (RFID) technology. They claimed that their protocols achieve all security requirements including forward secrecy. However, this paper demonstrates that both Zhang and Qi’s scheme, and Zhao’s scheme could not provide forward secrecy. To augment the security, we propose an efficient RFID authentication scheme using elliptic curves for healthcare environments. The proposed RFID scheme is secure under common random oracle model.

  • 40.
    Fiedler, Markus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Popescu, Adrian
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Yao, Yong
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    QoE-aware sustainable throughput for energy-efficient video streaming2016In: Proceedings - 2016 IEEE International Conferences on Big Data and Cloud Computing, BDCloud 2016, Social Computing and Networking, SocialCom 2016 and Sustainable Computing and Communications, SustainCom 2016 / [ed] Cai Z.,Luo G.,Cheng L.,Angryk R.,Li Y.,Bourgeois A.,Song W.,Cao X.,Krishnamachari B., IEEE, 2016, p. 493-500Conference paper (Refereed)
    Abstract [en]

    This work motivates and details the concept of QoE-aware sustainable throughput in the area of video streaming. Sustainable throughput serves as a mean to compare video streaming solutions in terms of Quality of Experience (QoE) and energy efficiency (EE). It builds upon the QoE Provisioning-Delivery Hysteresis (PDH) and denotes the maximal throughput at which QoE deteriorations can be kept below a quantifiable level, which in turn allows to compare the EE of different video streaming solutions on QoE-fair grounds. In this work, we particularly focus on delivery problems stemming from outage-prone links, as they are typical for mobile systems. Well-adapted to the nature of the video-associated data streams and disturbances, a stochastic fluid flow model is used that allows for straightforward calculation of sustainable throughput values. We also discuss the application of the sustainable throughput for comparisons among different streaming solutions and their offered QoE and EE, respectively.

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  • 41.
    Forsse, Viktor
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Anderberg, Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Osynliga Processer: En audiell utforskning av det osynliga2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis our aim to establish a connection between our listening and the invisible processes that surrounds us inside the digital technology we use on a daily basis. With the unconventional views of Salomé Voegelin on how we listen to our surroundings together with the theory of AlgoRHYTHMS as a starting point we have undergone a in-depth exploration of this relation.By applying Critical Making in an experimental creative process with the ambition to find a materiality in the subliminal we instead found an interaction between two invisible mediums which together forms a digital materiality.

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    BTH2017Anderberg
  • 42.
    Fortea, Richard
    et al.
    Blekinge Institute of Technology.
    Vennberg, Nils
    Blekinge Institute of Technology.
    Ljudbilders Mättnad i Film: Hur tjocka och tunna ljudbilder byggs upp2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta kandidatarbete undersöker ljudbilder i film och vad som påverkar ljudbildens mättnad. Med stort fokus på Walter Murchs Dense Clarity, Clear Density (2005) bryter vi ner uppbyggnaden av en ljudbild för att få bättre förståelse kring detta. Med en egenframtagen analysmetod som fokuserar på filmers ljudbild analyserar vi scener ifrån flertalet filmer och tv-program, hittar mönster kring deras ljudläggning och hur det påverkar ljudbilden. Därefter bygger vi upp en lista med förhållningspunkter för olika typer av ljudbilder. Resultatet av undersökningen blir en förklaring av hur man uppnår olika former av ljudbilder i film och varför det blir så.

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    Ljudbilders Mättnad i Film: Hur tjocka och tunna ljudbilder byggs upp
  • 43.
    Fransson, Axel
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Börjesson, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Virtuell verklighet för kommunikation och interaktion: Interaktiva rum som kommunikationsverktyg2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The bachelor thesis investigates virtual reality as a spatial and interactive real-time medium for the architectural domain. Media is usually used in the brokerage, visualization and design industry to represent objects in an understandable and compelling manner through images or animated films. The starting problem has been the usability of high-detailed architectural visualization represented in 2D. Studies show that 2D fits for some abstract information like chronological sequence or data trends, but for complex information such as location and spatial relationships, 2D is too abstract. The goal is to create a prototype in the form of a virtual space whose purpose serves as communication tools with stakeholders or within the organization for patent decision-making. The focus was on usability to evaluate the prototypes design aspects navigation, selection / manipulation, and indirect controls. A pragmatic philosophy was employed with the use of mixed methods to reach deeper insights into the prototype. With the help of texturing and 3D modeling programs and the Unreal Engine 4 game engine, a virtual room has been constructed. Thereafter, three usability tests were formatted and evaluated using system usability scale. This is expanded with a qualitative interview where reasoning about usability, cost-effectiveness and appropriateness emerges. The evaluation indicates that the users are satisfied, but targeted evaluation of the interaction techniques had created insights into specific pitfalls of the system's design areas.

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    BTH2017Börjesson
  • 44.
    Franzén, Erik
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Juhlin, Rasmus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Identitet i syntetiska röster: Individualitet kontra mänsklighet i framställningen av röstgränssnitt2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    It has become increasingly commonplace that technology uses speech to communicate with people and everyday life has started to resemble a reality that previously only existed in fiction. They speak using so-called voice interface systems that allow computers to interpret and/or convey information through speech. This essay questions the pursuit to make these interfaces human and examines how interfaces can be granted a unique individuality. The analysis is based upon earlier research that examines human-interface relations. Through film analysis it is examined how the man-machine relationship is portrayed in fiction and what lessons about non-human characters are applicable to the development of voice interface systems. Earlier, voice interfaces have been adapted to the people who will be in contact with them. However, the analysis indicates that a identity-promoting view on the voice interface development, giving the voice an individuality with a clear personality and history, might improve the relationship between human and interface.

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    fulltext
  • 45.
    Garro, Valeria
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Sundstedt, Veronica
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience2022In: Extended Reality: First International Conference, Part II / [ed] De Paolis, L.T., Arpaia, P., Sacco, M., Springer Science+Business Media B.V., 2022, Vol. 13446, p. 360-372Conference paper (Refereed)
    Abstract [en]

    Augmented Reality (AR) and 3D printing have increasingly been used in archaeological and cultural heritage to make artifacts and environments accessible to the general public. This paper presents the case study of the Ljungaviken dog, an archaeological find of dog skeleton remains dated around 8000 years ago. The dog remains have been digitized using 3D scanning and displayed in an AR application. A physical replica has also been created with 3D printing. Both the AR application and the 3D printed copy have been shown in a temporary museum exhibition. In this paper, we present the visitors’ experience evaluation based on a study with 42 participants. Aspects being evaluated are related to the realism, enjoyment, and easiness of use of the AR application. Moreover, the two media are compared in terms of understanding, visual quality, and experience satisfaction. The results show an overall positive experience for both the display solutions, with slightly higher scores for the AR application in the comparison. When asked about overall preference, the participants reported similar results between both media. Due to issues of displaying fragile objects in a museum setting, as well as recent restrictions following pandemic closures and availability, the results presented in this paper show a positive alternative towards using digital artifacts to showcase our cultural heritage. © 2022, Springer Nature Switzerland AG.

  • 46.
    Goswami, Prashant
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Eliasson, André
    Franzén, Pontus
    Implicit Incompressible SPH on the GPU2015In: Proceedings of Workshop on Virtual Reality Interaction and Physical Simulation (VRIPHYS), Eurographics - European Association for Computer Graphics, 2015Conference paper (Refereed)
    Abstract [en]

    This paper presents CUDA-based parallelization of implicit incompressible SPH (IISPH) on the GPU. Along with the detailed exposition of our implementation, we analyze various components involved for their costs. We show that our CUDA version achieves near linear scaling with the number of particles and is faster than the multi-core parallelized IISPH on the CPU. We also present a basic comparison of IISPH with the standard SPH on GPU.

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    fulltext
  • 47.
    Govasli, Jan-Mikael
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Maktstrukturernas rötter I musikindustrin2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We operate in a music industry where the ones with power get more power and those with  less power gets even less of it. Musicians and producers are reckless in their co-creation of the industry by hunting attention and fame which have created loopholes for businesses to make ethical decisions if they want to exploit it or not. These social-cultural norms and moral structures floats to the surface by questioning, among other things, when a musician have “succeded” and what we define as a musician. In that way we explore the grey areas in our cultural values. Since the music industry grows rhizomatically, I will map and highlight what constitutes the power structures that exist, therefore I will use rhizomatics and experimental design as methods by exploring lines of flight in the form of a music production where we move through power structures in all of its forms.

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    BTH2017Govasli
  • 48.
    Grahn, Mikael
    et al.
    Blekinge Institute of Technology.
    Karlsson, Niklas
    Blekinge Institute of Technology.
    A World of Our Own: Mimesis as Relatability2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
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    fulltext
  • 49.
    Gullbo, Lucas
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Albrecht, Elias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Minimalism i Spel, en djupare förståelse för begränsningar2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Games like Journey (Thatgamecompany, 2012)  and ICO (Team Ico, 2001) have been emphasized as minimalist games and have managed to create a sense of minimalism. At the same time, they contradict what Towards Minimalist Game Design (Nealen & Saltsman & Boxerman, 2011) consider minimalism within game design and therefore cannot be interpreted as minimalist. Since this way of thinking is perceived as strict, we seek to create a more open way of thinking about minimalism in game design.

    This study is about looking at minimalism as a concept and exploring different perspectives of minimalism. This is done with the goal of leading to new ways of applying minimalism within game design, without aiming for total minimalism. By looking at minimalism within different areas: art, design and lifestyle; a better understanding of minimalism and limitations can be achieved. Limitations are a common theme in minimalism and have been highlighted in our chosen areas of minimalism. During the digitalization, minimalism gained a new way of thinking when it was adapted to: reduce complexity to end users; instead of how it used to be: to reduce excessive complexity.

     Through brainstorming and the MDA framework, a game idea has been created. This game idea has evolved into a game by using minimalist limitations on both design and work method. The result shows traces from a mix of different versions of minimalism and manages to demonstrate how diversely the concept can be applied. With this we motivate our new approach to minimalism in game design, where we divide it into two larger categories that we name Total Minimalism and Smart Minimalism.

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  • 50.
    Guo, Yang
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Yao, Yong
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Bai, Guohua
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    On Enhancement of Inter-Activity for Knowledge Sharing in eHealth2016In: 2016 INTERNATIONAL CONFERENCE ON COMMUNICATIONS (COMM 2016), IEEE, 2016, p. 247-250Conference paper (Refereed)
    Abstract [en]

    Today, knowledge sharing raises as an important issue that challenges for the eHealth management system. It becomes one of the most demanding applications with references to the dynamic inter-activities among different health actors and the complex data structures involved in this application. In this paper, we suggest an activity theory based ontology model to scientifically represent various health actors in the eHealth system. The goal of the suggest model is to enhance the inter activities among these health actors for the efficient knowledge sharing purposes. We also develop a prototype software system based on the suggested ontology model. The survey results collected from the system users show the feasibility of the developed software system.

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