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  • 1.
    Aarthun, Tobias
    et al.
    Blekinge Institute of Technology.
    Sokolovic, Marko
    Blekinge Institute of Technology.
    Adaptiv musik i digitala spel: dess funktion och inverkan på spelaren2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Adaptive music allows game developers to implement music that responds to other game parameters. Thus, the music can follow the game's narrative in real time, thereby contributing to an immersive experience. In a game with adaptive music, the player has agency and influence on the music, while at the same time the music also has agency and influence on the player. In this bachelor thesis, we have investigated how adaptive music could affect player performance by looking at elements that may influence this issue, such as music features and stress. We have conducted tests as well as combined quantitative with qualitative methods which enabled us to dive deeper in this question and get into the details, while at the same time obtaining broader and more comprehensive knowledge about the role of adaptive music in games. In the text, we describe the practical work with all of  it’s technical ingredients that we performed to create and implement adaptive music in a game. Finally, we also provide an account of the collected data, a methodically conducted analysis, and an in-depth discussion that reflects on the work and suggests how to continue researching this subject.

  • 2.
    Acevedo, Carlos
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Developing Inclusive Innovation Processes and Co-Evolutionary University-Society Approaches in Bolivia2018Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This study is part of a worldwide debate on inclusive innovation systems in developing

    countries and particularly on the co-evolutionary processes taking place, seen from the

    perspective of a public university. The increasing literature that discusses how innovation

    systems and development can foster more inclusive and sustainable societies has

    inspired this thesis work. Thus, the main problem handled in the research concerns the

    question how socially sensitive research practices and policies at a public university in

    Bolivia can be stimulated within emerging innovation system dynamics. In that vein,

    empirical knowledge is developed at the Universidad Mayor de San SimoÅLn (UMSS),

    Cochabamba as a contribution to experience-based learning in the field. Analysis are

    nourished by a dialogue with the work of prominent Latin American scholars and

    practitioners around the idea of a developmental university and the democratization

    of knowledge. The reader will be able to recognize a recursive transit between theory

    and practice, where a number of relevant concepts are contextualized and connected

    in order to enable keys of critical interpretation and paths of practices amplification

    for social inclusion purposes established. The study shows how, based on a previous

    experience, new competences and capacities for the Technology Transfer Unit (UTT)

    at UMSS were produced, in this case transforming itself into a University Innovation

    Centre. Main lessons gained in that experience came from two pilot cluster development

    (food and leather sectors) and a multidisciplinary researchers network (UMSS

    Innovation Team) where insights found can improve future collaborative relations between

    university and society for inclusive innovation processes within the Bolivian

    context.

  • 3. Acevedo Peña, Carlos Gonzalo
    Developing Inclusive Innovation Processes and Co-Evolutionary Approaches in Bolivia2015Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The concept of National Innovation Systems (NIS) has been widely adopted in developing countries, particularly in Latin American countries, for the last two decades. The concept is used mainly as an ex-ante framework to organize and increase the dynamics of those institutions linked to science, technology and innovation, for catching-up processes of development. In the particular case of Bolivia, and after several decades of social and economic crisis, the promise of a national innovation system reconciles a framework for collaboration between the university, the government and the socio-productive sectors. Dynamics of collaboration generated within NIS can be a useful tool for the pursuit of inclusive development ambitions.

     

    This thesis is focused on inclusive innovation processes and the generation of co-evolutionary processes between university, government and socio-productive sectors. This is the result of 8 years of participatory action research influenced by Mode 2 knowledge-production and Technoscientific approaches.

     

    The study explores the policy paths the Bolivian government has followed in the last three decades in order to organize science, technology and innovation. It reveals that Bolivia has an emerging national innovation system, where its demand-pulled innovation model presents an inclusive approach. Innovation policy efforts in Bolivia are led by the Vice-Ministry of Science and Technology (VCyT). Moreover, NIS involves relational and collaborative approaches between institutions, which imply structural and organizational challenges, particularly for public universities, as they concentrate most of the research capabilities in the country. These universities are challenged to participate in NIS within contexts of weak demanding sectors. 

     

    This research focuses on the early empirical approaches and transformations at Universidad Mayor de San Simón (UMSS) in Cochabamba. The aim to strengthen internal innovation capabilities of the university and enhance the relevance of research activities in society by supporting socio-economic development in the framework of innovation systems is led by the Technology Transfer Unit (UTT) at UMSS. UTT has become a recognized innovation facilitator unit, inside and outside the university, by proposing pro-active initiatives to support emerging innovation systems. Because of its complexity, the study focuses particularly on cluster development promoted by UTT. Open clusters are based on linking mechanisms between the university research capabilities, the socio-productive actors and government. Cluster development has shown to be a practical mechanism for the university to meet the demanding sector (government and socio-productive actors) and to develop trust-based inclusive innovation processes. The experiences from cluster activities have inspired the development of new research policies at UMSS, with a strong orientation to foster research activities towards an increased focus on socio-economic development. The experiences gained at UMSS are discussed and presented as a “developmental university” approach.

     

    Inclusive innovation processes with co-evolutionary approaches seem to constitute an alternative path supporting achievement of inclusive development ambitions in Bolivia. 

  • 4.
    Ahlqvist, Robin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Raymond, Djerf
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    En posthumanistisk animerad framtid2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Bachelor Thesis examines how animation and sound design in a design process can illustrate an equal and responsible technological future, based on post-humanist theories and philosophies. During the work we have examined animation methods, participatory design, sound design and technology as well as technological developments. In this thesis, we present the processes and methods we used to create our conformation, which is an animated short film.

  • 5.
    Akama-kisseh, Jerome
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    EXPLORING COMPUTERIZED TROUBLE TICKETING SYSTEM AND ITS BENEFITS IN VODAFONE GHANA2016Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today more than ever, Computerized Trouble Ticketing System is becoming a booming information technology system that makes the difference between staying in business in a competitive global telecommunication arena.

    This quantitative exploratory survey utilised conveniently selected research subjects to explore computerized trouble ticketing system and its inherent benefits in Vodafone Ghana Plc. Cross section of vital data set collected with the aid of structured questionnaires haven been analyzed using descriptive statistics model.

    The study revealed that, effective and efficient usage of computerized trouble ticketing systems benefit the company in terms of its customer satisfaction, competitive advantage and business intelligence in competitive telecom arena. Nevertheless, the smooth realization of these inherent benefits are constantly challenged by complexity in managing volumes of data generated, intense era of competition, high cost of trouble ticketing system, as well as, rapid technological obsolesce in computerized trouble ticketing applications in telecommunication market.

    The study recommended for the quick and effective adoption of differentiation strategy, cost leadership strategy and customer relationship management, which are customer-centric measures that can build sustainable long-term customer relationship that can create value for the company, as well as, for the customers.

  • 6.
    AKTAR, SHAMIMA
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Urban Public Space: A Case from Developing Country2017Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Cities in developing world are inadequately equipped with public spaces. The increasing urbanizations trend is attracting more people to come to the cities without having proper sustainable plan for public spaces. However, this social public place holds the important function for urban well-being and collective recognition. This is the place where human can participate as fully fledged social subjects in complex civic life. Unfortunately, in most cases the provision of public space in these cities is always neglected or poorly integrated in planning legislations. So, in many cases community people make their own ways of social interaction that gives public space a new definition. Khulna, one of the divisional cities of Bangladesh, is going through the similar developing country situation. Lack of fund and space restricts development agencies to make new public spaces in this city. On the other hand management and coordination challenges between multilevel planning authorities also making existing public spaces malfunctioned. Sustainably planned, created and managed public spaces are hence urged for the cities of developing world to get livable and healthy urban environment.

  • 7.
    Alahmad, Yazan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gender-Bending in Massively Multiplayer Online Role-playing Games: Reasons & Consequences of gender-bending2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 8.
    Albrechtsson, Linnea
    et al.
    Blekinge Institute of Technology.
    Eriksson, Kajsa
    Blekinge Institute of Technology.
    Vardagsfotografier: Inspiration för scenskapande av bilder2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    There is an increasing amount of pictures taken everyday and thus an increase of passive pictures in our personal archives. In order to reactivate the passive pictures this bachelor thesis asks the research question what can inspire the everyday photographer to use their picture archive to create new image scenes? The aim of this analysis is to find an inspiration source to encourage the everyday photographers to use their passive images to create new image scenes. The further aim is also to inform and encourage a discussion about the everyday photography and the growing amount of pictures. As a foundation for our design process we have explored a variety of research within the field of everyday photography, personal archives and pictures as memories. We have during our design process also used a combination of methods to create and evolve ideas, for instance brainstorming, mindmapping and the “why-method”. The methods workshop and crowdsourcing were also used as a way to invite other people into the process. As a whole our process has revolved around the concept of messiness as we encountered a dilemma that turned our previous attitude towards the thesis upside down. Our design and conclusion, BuildBild, emerged through our method creating scenes of transparent images which is based on the idea of pictures printed on plastic. BuildBild is a playful tool which is meant to inspire everyday photographers to reactivate their passive pictures through creative scenes. 

  • 9.
    Alm, Andreas
    et al.
    Blekinge Institute of Technology.
    Larsson, Mattias
    Blekinge Institute of Technology.
    Karaktärsdesign på gott och ont: Ett främmande objekts påverkan av en karaktär2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis describes how a foreign object can affect an observer's perception of a character's relation to good and evil. The thesis explores topics like stereotypes, forms, prejudices and impressions. Various methods are used in the development of the characters, which include shapes that are used to enhance the perception of the character's position between good and evil. The characters were created ​​in two versions, one without the foreign object and one with the foreign object.

    A survey was created and the participants had to score the characters and then justify their choice with comments. The results showed that a foreign object is able to influence the viewer, where the viewer's relationship to the object has a crucial role in how the character is angled towards good or evil.

  • 10.
    Anad, Donya
    et al.
    Blekinge Institute of Technology.
    Gong, Haojue
    Blekinge Institute of Technology.
    Situated Gaming: The story of the past, present and future in women's digital game world.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis we research and discuss a theme that has been the focus for many feminist figures and groups in both older and recent content where they clash together in an effort to find a solution to a problem that has been plaguing our society. The problem being; a lack in diversity inside Game development companies and creation, thus our question becomes; how can We include or encourage more women to enter the digital world and participate in programming and game making. The methods that has been chosen for this thesis range from Critical Design: to design and create a unique game of our own, Interviews: to question women from different backgrounds and ages to find out what they want/wish for regarding games, to Kanban: where we use it to get our project together. All while linking this entire thesis to Situated Knowledge concept where we dive in deeper to what it means in the discussion part and how in our results we discoverer a way that we individually can use to change the gaming industry and its involvement.

  • 11.
    Andersson, Anders Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Facial Feature Tracking and Head Pose Tracking as Input for Platform Games2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Modern facial feature tracking techniques can automatically extract and accurately track multiple facial landmark points from faces in video streams in real time. Facial landmark points are defined as points distributed on a face in regards to certain facial features, such as eye corners and face contour. This opens up for using facial feature movements as a handsfree human-computer interaction technique. These alternatives to traditional input devices can give a more interesting gaming experience. They also open up for more intuitive controls and can possibly give greater access to computers and video game consoles for certain disabled users with difficulties using their arms and/or fingers.

    This research explores using facial feature tracking to control a character's movements in a platform game. The aim is to interpret facial feature tracker data and convert facial feature movements to game input controls. The facial feature input is compared with other handsfree inputmethods, as well as traditional keyboard input. The other handsfree input methods that are explored are head pose estimation and a hybrid between the facial feature and head pose estimation input. Head pose estimation is a method where the application is extracting the angles in which the user's head is tilted. The hybrid input method utilises both head pose estimation and facial feature tracking.

    The input methods are evaluated by user performance and subjective ratings from voluntary participants playing a platform game using the input methods. Performance is measured by the time, the amount of jumps and the amount of turns it takes for a user to complete a platform level. Jumping is an essential part of platform games. To reach the goal, the player has to jump between platforms. An inefficient input method might make this a difficult task. Turning is the action of changing the direction of the player character from facing left to facing right or vice versa. This measurement is intended to pick up difficulties in controling the character's movements. If the player makes many turns, it is an indication that it is difficult to use the input method to control the character movements efficiently.

    The results suggest that keyboard input is the most effective input method, while it is also the least entertaining of the input methods. There is no significant difference in performance between facial feature input and head pose input. The hybrid input version has the best results overall of the alternative input methods. The hybrid input method got significantly better performance results than the head pose input and facial feature input methods, while it got results that were of no statistically significant difference from the keyboard input method.

    Keywords: Computer Vision, Facial Feature Tracking, Head Pose Tracking, Game Control

  • 12.
    Andrén, Emma
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Davidsson, Sara
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ego formatae: En studie i designprocessens agentiella perspektiv och påverkan på dess designer2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I denna undersökning tar vi upp hur en designprocess kan ses ur ett agentiellt perspektiv. Detagentiella perspektivet är framtaget av Karen Barad som i sin forskning i kvantfysik börjadeundersöka hur olika fenomen kunde ta olika former, som till exempel hur ljus kunde ta bådepartikel- och vågform (2003). Genom att applicera detta perspektiv på hur man uppfattar

    verklighet och situationer utifrån olika håll ges möjlighet till en bredare bild av hur verklighets-skapande blir till. Vi ville därmed undersöka detta i relation till designprocess och hur

    verkligheten formas om man ser designprocessen ur dess eget perspektiv istället för designerns,samt hur designern blir formad av processen. Vi har valt att analysera faktorerna tid,informationshantering, process, designperspektiv, Psykofysiologi och medietekniskinstallationskonst. Vi har även valt att studera Chions (1994) begrepp audiovisuella kontraktet,som har varit en grund till vår valda design, genom agentiell realism.Vår design är byggd på intra-aktion, som förklarar mötet mellan olika faktorer som påverkar ensituation (agenser), och audiovisuella kontraktet, som förklarar samspelet mellan ljud, bild ochåskådare, där vi valt att utgå ifrån medieteknisk installationskonst. Med dessa somutgångspunkt skapades en design av en interaktiv Projection mapping, som kan förklaras somen projektion i flera lager, som samspelar med en ljudbild.

    Vi har under processens gång funnit fler exempel på hur vi som designers och individer harformats och förändrat olika ställningstaganden till både processen och vår verklighet, som viresonerat och diskuterat kring. Valet av vår undersökning är grundat på att ge ännu enkunskapsbas för vad som händer under en designprocess och för att medvetandegöra perspektivsom kan underlätta arbetsflödet. Vad händer egentligen med oss i en designprocess, och hurpåverkas designen?

  • 13.
    Andrén, Sebastian
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Sahyouni, Mohamad
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Exploring the Impact of the Project Management Office on Project Performance, A Quantitative Study2019Independent thesis Advanced level (degree of Master (Two Years)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose - The purpose of this study is to explore the relationship between the establishment of a Project Management Office and project performance. Particularly, whether or not the establishment of a Project Management Office leads to enhanced project performance in project based organizations.

     

    Framework - The framework developed for the purpose of this study is made out of the different categories of Project Management Office services and functions on the one side and the different dimensions of project performance on the other. The model created tests the individual relationships between the constructs on each side.

     

    Methodology- The study employs a quantitative research design. Project Management Offices in organizations from across the globe and operating in a range of industries and industry segments are investigated. The data for the study is collected using an online questionnaire.

     

    Findings - The findings of this study lead to the belief that the establishment of a Project Management Office and the implementation of a certain set of its services and function will indeed lead to enhanced project performance

     

    Managerial Implications - Managers are made aware of the impact of the Project Management Office on project performance. Moreover, they are given guidelines as to what services and functions to adopt if there were only interested in seeing results on the project level.

    Limitations - The approach to exploring the subject in hand, the choice of participating organizations, the size of the sample tested, and the framework chosen for the evaluation of project performance are all seen as limitations for this study.

  • 14.
    APPELQVIST, ALBIN
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    TIMALM, DANIEL
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljuddesign i andrapersonsperspektivet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Med det här kandidatarbetet vill vi utforska hur spelvärldens ljuddesign kan användas och anpassas för att skapa ljuddesign i andrapersonsperspektivet. Eftersom andrapersonsperspektivet främst framkommer i spel vill vi bilda oss en uppfattning om hur ljudbilden kan se ut utifrån andrapersonsperspektivet för audiovisuella medier. Med hjälp av Michael Pauens kriterier för första, andra och tredjepersonsperspektivet bildar vi oss en förståelse för den filosofiska aspekten på de olika perspektiven. Pauens kriterier förandrapersonsperspektivet utgår ifrån distinktionen och förståelsen mellan ens egna medvetande och den andra personens medvetande. Andra viktiga begrepp som använts i vår undersökning är Syncresis, vår förmåga att koppla ljud till bild och Diegesis, det som avgör vilka element som finns i en films egna värld. Begreppen Diffraktion och Situerad kunskap har hjälpt oss att använda den kunskap som vi redan besitter och fokusera på alla aspekter av ljuddesignen och göra det möjligt för oss att utforska olika synvinklar på hur andrapersonsperspektivet kan gestaltas. Därefter nyttjas denna kunskap och appliceras på tekniker som ljudinspelning, sound mapping, foley och mixning. Våra experiment med inspelning och ljudläggning för olika vyer har resulterat i en audiovisuell gestaltning som visar hur andrapersonsperspektivet kan se ut och hur ljudbilden skulle kunna vara. Vad vi har kommit fram till är att skiftet mellan protagonisten och andrapersonen i den narrativa aspekten måste framgå tydligt i det audiovisuella mediet och även att det hade varit tydligare för åskådaren att se att det är andrapersonsperspektivet om det hade gestaltats i längre narrativa ark. Vi har som utforskare blivit mer medvetna om hur andrapersonsperspektivet kan gestaltas.

  • 15.
    Arlock, Jonatan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digitala Hantverk: Kunskapstraditioner i informationssamhället2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 16.
    Asp, Jesper
    et al.
    Blekinge Institute of Technology.
    Henling, Oskar
    Blekinge Institute of Technology.
    Mozart, gör mig smartare!: En alternativ aspekt kring Mozarteffekten2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    There are a lot of different opinions regarding the Mozart Effect; which is based on you getting smarter by listening to his music. Some studies claim there is a connection between Mozart and learning, while some studies claim the opposite. By conducting our own study, incoperated with the theories Agential Realism and Situated Knowledge, a new approach emerges enabling a glimpse of the complex nature we are a part of - a glimpse which can aggrevate the standpoint on determine information as an absolute truth. Our findings suggest that infinite amounts of factors are involved regarding the evaluation of your results and findings - which also illustrates the possible outcomes that could have occurred, in addition to the current one. We also illustrate the importance of subjective experiences, as they are crucial to how the results are processed - the same results can be perceived differently, depending on how you as an individual or a group choose to interpret the data. Our findings suggest that we can not achieve the complete truth - only a part of it.

  • 17.
    Bengtsson, Daniel
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Melin, Johan
    Constrained procedural floor plan generation for game environments2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background: Procedural content generation (PCG) has become an important subject as the demand for content in modern games has increased. Paradox Arctic is a game development studio that aims to be at the forefront of technological solutions and is therefore interested in furthering their knowledge in PCG. To this end, Paradox Arctic has expressed their interest in a collaborative effort to further explore the subject of procedural floor plan generation.

    Objective: The main goal of this work is to test whether a solution based on growth, subdivision or a combination thereof, can be used to procedurally generate believable and varied floor plans for game environments, while also conforming to predefined constraints.

    Method: A solution capable of generating floor plans with the use of growth, subdivision and a combination of both has been implemented and a survey testing the believability and variation of the generated layouts has been conducted.

    Results & Conclusions: While the results of the subdivision and combined solutions show that more work is necessary before the generated content can be considered believable, the growth based solution presents promising results in terms of believability when generating smaller to medium sized layouts. This believability does however come at the cost of variation.

  • 18.
    Bengtsson, Filip
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Undin, Philip
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Moderna progression system, en kooperativ regress2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Digitala spel är ett av dagens största digitala medier där det dagligen släpps nya spel. En av de största spel-genrerna är multiplayer First-Person Shooter (FPS) spel. Inom multiplayer FPS-spel, där kooperativt lagsamarbete spelar stor roll, har det på senare år uppkommit en trend där de flesta av dessa spel innehåller progression system som kan vara direkt skadande för spelets kooperativa upplevelse. Genom att undersöka frågeställningen “Hur kan vi med hjälp av progression system göra moderna FPS-spel mer kooperativa?” har vi försökt ta fram hur spelutvecklare istället kan öka den kooperativa upplevelsen i sina spel. Genom att ha undersökt och diskuterat områden som system, mänsklig motivation samt kooperativ spelteori har vi fått fram belöningspåverkan av en spelares beteende. Med hjälp av vår tidigare forskning har vi grundligt analyserat och brutit ner två av marknadens största titlar inom multiplayer FPS-spel, vi kom fram till att med hjälp av ett genomtänkt progression system kan bidra med ökad fokus på den kooperativa aspekten av dessa spel.

  • 19.
    Berg, Linda
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Communication tools’ impact on project communication efficiency: An evaluation of traditional communication tools and Social Media2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
  • 20.
    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.

  • 21.
    Bertoni, Marco
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Rondini, Alice
    University of Bergamo, ITA.
    Pezzotta, Giuditta
    University of Bergamo, ITA.
    A systematic review of value metrics for PSS design2017In: Procedia CIRP, 2017, Vol. 64, p. 289-294Conference paper (Refereed)
    Abstract [en]

    The notion of ‘value’ has become pivotal in the PSS domain, with a plethora of ‘indicators’, ‘drivers’ and ‘measurements’ proposed to guide the assessment of PSS concepts across the design process. This paper presents the results of a systematic literature review that maps existing contributions dealing with metrics for PSS value in early design. The findings reveal the lack of a common taxonomy to define what PSS value is, as well as differences in terms of granularity of the applied metrics, which span from very generic to highly case-study specific. This mapping aims at validating a proposed classification framework for such metrics, which balances customer and provider value perspectives in early stage PSS concept assessment activities. Its goal is to raise the cross-functional design team awareness on the multiple value types impacted by early stage design decisions when working with MADM matrixes; hence to highlight opportunities for improvement, recombination and refinement. 

  • 22.
    Bigun, Christopher
    et al.
    Blekinge Institute of Technology.
    Sjöstrand, Erik
    Blekinge Institute of Technology.
    Den ljudlösa bilen: En undersökning om buller, bång och brummande bilar2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This degree project will examine active sound design for quiet vehicles. Based on former research wether electric cars expose humans living in urban areas to danger due to the absence of auditive information, we will develop suggestions for dynamic eninge sounds which are related to traffic safety, design and reduced noise pollution. Cities’ overall noise levels are far beyond recommended, and the consequences causes health issues in bigger cities. This paper will therefore discuss the problems with noise pollution in cities, and wether the electric car is capable of reducing the overall sound levels while maintaining pedestrians’ and cyclists’ awareness in traffic by auditive information. Our interpretation resulted in engine sounds which not only contains a causionary effect on it’s surroundings, but also could contribute to the reduction of noise pollution in comparison to combustion engines. 

  • 23.
    Bihl, Erik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    The captivating use of silence in film: How silence affects the emotional aspect of cinema2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis I use both Dense Clarity - Clear Density as well as qualitative interviewing as methods to guide me through this examination of sound design. Through studying other works and executing personal tests I try to find out if there is a need to use sound and silence in a creative way to evoke emotion. I examine films as well as literature from the 1960s all the way to the 2000s, to see how the use of silence has unfolded over the years. I also create a visual production that strengthens my theory that silence affects narrative more than its credited for. But the essay isn’t just about silence, it’s revolved around sound too, expanding into how sound correlates with emotion and how one can apply it to their production.  

  • 24.
    Björklund, Johanna
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Thorburn, Kyle
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Miljö som berättar: En karaktärs berättelse genom Environmental Storytelling2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study aims to explore and gain new insight into how one could tell a game-character's story through Environmental Storytelling. By doing this we hope to make game characters feel more real and alive, while at the same time furthering the game’s narrative. Before delving into the creation and examining of our game, we establish that it’s really important let the players come to their own conclusion regarding perceived story, even if they are inaccurate. After having created a game in an attempt to answer our question at issue we let other people play the game. We believe this is important as we, the creators of the game, already know everything there is to know about the character in question. The research uses Actor Network Theory as its methodology, as we believe it can help us understand relationships to why something works or doesn’t work. This research concludes that it’s all the small details that adds up, enriching a character's story.

  • 25.
    Björneskog, Amanda
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Goniband Shoshtari, Nima
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Comparison of Security and Risk awareness between different age groups2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The Internet have become a 'necessity' in the everyday life of just below 50\% of the world population. With the growth of the Internet and it creating a great platform to help people and making life easier, it has also brought a lot of malicious situations. Now a days people hack or uses social engineering on other people for a living, scamming and fraud is part of their daily life. Therefore security awareness is truly important and sometimes vital.We wanted to look at the difference in security awareness depending on which year you were born, in relation to the IT-boom and growth of the Internet. Does it matter if you lived through the earlier stages of the Internet or not? We found that the security awareness did increase with age, but if it was due to the candidates growing up before or after the IT-boom or due to the fact that younger people tend to be more inattentive is hard to tell. Our result is that the age group, 16-19, were more prone to security risks, due to an indifferent mindset regarding their data and information.

  • 26.
    Boer, de, Wiebe Douwe
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Participatory Design Ideals2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Swedish academic discipline Informatics has roots in the Scandinavian design approach Participatory Design (PD). PD’s point of departure is to design ICT and the new environment it becomes part of together with the future users driven by the ideal to bring more democracy to the workplace. PD builds further on the Action Research and industrial democracy tradition already starting in the 1960s in Scandinavia, in which the powerful Scandinavian trade unions have a central role. The aim of the unions is to prepare the workers and have influence on the introduction of new technologies that (are expected to) change the work and work environment of the workers. In the 1970s, when more computers emerge in the work place, this leads to the development of PD. Important difference with AR is that the aim of PD is to actually design new ICT and the new environment it becomes part of.

    During the in PD literature much referred to project UTOPIA in the first half of the 1980s, led by project leader and PD pioneer Pelle Ehn, it is discovered that bringing the different expertise of designers/researchers and workers together in design-by-doing processes also result in more appropriate ICT.

     

    With ICT being ubiquitous nowadays, influencing most aspects of our lives, inside and outside the workplace, and another role of trade unions in (Scandinavian) society, a question is how PD should further develop. PD pioneer Morten Kyng (also a UTOPIA designer/researcher) proposes a framework for next PD practices in a discussion paper. The first element he mentions in the framework is ideals; The designer/researcher should as a first step consider what ideals to pursue as a person and for the project, and then to consider how to discuss the goals of the project partners, for which Kyng does no further suggestions how to approach this.

    This design and research thesis has as aim to design and propose some PD processes to come at the beginning of a PD/design project to shared ideals to pursue, based on a better understanding of the political and philosophical background of PD, including design as a discipline in its own right.

     

    For a better understanding of the political and philosophical roots of PD, and design as a discipline in its own right, Pelle Ehns’s early (PD research) work and (PD) influences and supporting theories are explored, next to Kyng’s discussion paper (framework) and reactions from his debate partners on this. Find out is that politics and what ideals to pursue in PD are sensitive and (still) important subjects in PD, and in a broader sense also for design in general one could argue. In relation to this also related disciplines like Computer Ethics, Value Sensitive Design, and more recent formulated ideals for PD and its relation to ethics are explored. As a result a proposal for a redesigned framework for next PD practices as a design artefact is designed, in which the element ideals is most elaborated.

    Before the understanding of design as a discipline in its own right is further explored by exploring a selection of different models and quotes from related (design) literature, on which is reflected also in relation to PD, and which are used as reminders in a design process to come to a proposal for a model that tries to reframe the relation between design, practice and research.

     

    Finally some methods, processes and techniques used in PD, design, AR and related literature that can contribute to design proposals for design processes that enable the design of ideals using a PD approach, are explored. These are used as reminders in design-by-doing processes, in which suggestions for techniques and processes to design ideals together with participants are tried out in real live situations, reflected on and iteratively further developed. Trying to avoid framing as much as possible, (semi-) anonymity and silence seem to be important ingredients in these processes to stimulate the generation of idea(l)s as much as possible free from bias and dominance patterns. An additional design artefact developed in this context is a template for an annotated portfolio used to describe and reflect on the different processes. 

  • 27.
    Boivie, Joakim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digital Wanderlust: Med digital materia som följeslagare i skapandet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis I aim to bring to light the role of the computer in digital creative work. This is accomplished by treating the code that make up digital objects as a form of matter, and with Karen Barad’s agential realism and other research into digital materiality as a point of reference this matter is invited to the creative process as an actor. I’ve been striving for a glimpse of how digital matter comes to life when it’s allowed an active part in the creative process, to see how it expresses itself. By engaging with the digital matter through diffraction and remix as methods I’ve been given an insight into the core of it, and through the process I’ve been working alongside digital matter in intra action.

    Ultimately I can see how digital matter won’t appear alone, I myself and the computer are both entangled together with the digital matter as a result of the intra actions we’ve been engaging in. My intervention in digital matter becomes visible as glitches, traces of decay that give the digital matter, which can be so fleeting, more concrete and material characteristics. The unintelligible complexity of digital matter also comes to light when it’s allowed influence, as it appears visually. With this knowledge I’ve gained the awareness that digital matter does not have an absolute appearance, and this thesis can be seen as an investigation into how digital matter can appear.

  • 28.
    Bond, David
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Nyblom, Madelein
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Evaluation of four different virtual locomotion techniques in an interactive environment2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even though modern VR Head Mounted Displays (HMD) allow the user to walk in real life, it still limits the user to the space of the room they are playing in and the player will need virtual locomotion in games where the environment size exceeds that of the real life play area. Evaluations of multiple VR locomotion techniques have already been done, usually evaluating motion sickness or usability. A common theme in many of these is that the task is search based, in an environment with low focus on interaction. Therefore in this thesis, four VR locomotion techniques are evaluated in an environment with focus on interaction, to see if a difference exists and whether one technique is optimal. The VR locomotion techniques are: Arm-Swinging, Point-Tugging, Teleportation, and Trackpad.

    Objectives: A VR environment is created with focus on interaction in this thesis. In this environment the user has to grab and hold onto objects while using a locomotion technique. This study then evaluates which VR locomotion technique is preferred in the environment. This study also evaluates whether there is a difference in preference and motion sickness, in an environment with high focus in interaction compared to one with low focus.

    Methods: A user study was conducted with 15 participants. Every participant performed a task with every VR locomotion technique, which involved interaction. After each technique, the participant answered a simulator sickness questionnaire, and an overall usability questionnaire.

    Results: The results achieved in this thesis indicated that Arm-Swinging was the most enjoyed locomotion technique in the overall usability questionnaire. But it also showed that Teleportation had the best rating in tiredness and overwhelment. Teleportation also did not cause motion sickness, while the rest of the locomotion techniques did.

    Conclusions: As a conclusion, a difference can be seen for VR locomotion techniques between an environment with low focus on interaction, to an environment with high focus. This difference was seen in both the overall usability questionnaire and the motion sickness questionnaire. It was concluded that Arm-Swinging could be the most fitting VR locomotion technique for an interactive environment, however Teleportation could be more optimal for longer sessions.

  • 29.
    Borén, Sven
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Electric buses' sustainability effects, noise, energy use, and costs2019In: International Journal of Sustainable Transportation, ISSN 1556-8318, E-ISSN 1556-8334, Vol. 10, no 3, p. 1-16Article in journal (Refereed)
    Abstract [en]

    Electric buses are growing in numbers in Sweden, which contributes to the development of a fossil fuel free society and a reduction of emissions. Earlier studies of bus systems have identified a need to further investigate societal costs, total cost of ownership, energy use on a yearly basis to account for seasonal variations, and noise during acceleration. Addressing those needs was the purpose of this study. 

    Investigations were made in five cities in Sweden that have recently implemented different electric buses in their respective public transport system. Based on results from these investigations and earlier studies, updated and new calculations were made for electric buses on route 1 in Karlskrona, as a representative example. It was found that there were significant savings in societal costs and total cost of ownership when compared to diesel and biogas powered buses, mainly due to decreased noise, no emissions in the use phase, and decreased energy use.

  • 30.
    Borén, Sven
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Sustainable Personal Road Transport: The Role of Electric Vehicles2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Electric vehicles can play an important role in a future sustainable road transport system and many Swedish politicians would like to see them implemented faster. This is likely desirable to reach the target of a fossil independent vehicle fleet in Sweden by 2030 and a greenhouse gas neutral Swedish society no later than 2050. However, to reach both these targets, and certainly to support the full scope of sustainability, it is important to consider the whole life-cycle of the vehicles and also the interaction between the transport sector and other sectors. So far, there are no plans for transitions towards a sustainable transport system applying a sufficiently wide systems perspective, in Sweden or elsewhere. This implies a great risk for sub-optimizations.

    The overall aim of this work is to elaborate methodological support for development of sustainable personal road transport systems that is informed by a strategic sustainable development perspective.

    The Framework for Strategic Sustainable Development (FSSD) is used as a foundation for the work to ensure a sufficiently wide systems perspective and coordinated collaboration across disciplines and sectors, both in the research and application. Maxwell’s Qualitative Research Design and the Design Research Methodology are used as overall guides for the research approach. Specific research methods and techniques include literature studies, action research seminars, interviews, and measurements of energy use, costs, and noise. Moreover, a case study on the conditions for a breakthrough for vehicles in southeast Sweden has been used as a test and development platform.

    Specific results include a preliminary vision for electrical vehicles in southeast Sweden, framed by the principled sustainability definition of the FSSD, an assessment of the current reality in relation to that vision, and proposed solutions to bridge the gap, organized into a preliminary roadmap. The studies show that electric vehicles have several sustainability advantages even when their whole life-cycle is considered, provided that they are charged with electricity from new renewable sources. Electrical vehicles also imply a low total cost of ownership and could promote new local ‘green jobs’ under certain conditions. Particularly promising results are seen for electric buses in public transport. As a general result, partly based on the experiences from the specific case, a generic community planning process model is proposed and its usefulness for sustainable transport system development is discussed.

    The strategic sustainable development perspective of this thesis broadens the analysis beyond the more common focus on climate change issues and reduces the risk of sub-optimizations in community and transport system development. The generic support for multi-stakeholder collaboration could potentially also promote a more participatory democratic approach to community development, grounded in a scientific foundation. Future research will explore specific decision support systems for sustainable transport development based on the generic planning process model.

  • 31.
    Borén, Sven
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Towards sustainable personal mobility with electric cars and buses2018Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The aim of this thesis was to explore if, and then how, electric cars and buses can contribute to sustainable personal mobility. Electric vehicles have increasingly been seen as a potential sustainable solution for the transport sector due to their high energy efficiency, close to zero emissions in the use phase, and the possibility to be powered by electricity from renewable resources. However, there are concerns about future scarcity of resources (e.g. lithium and cobalt for batteries), vehicle range, costs, high energy use in the production of batteries, as well as insufficient scientific support for how electric vehicles could be a part of a transition towards sustainability regarding personal mobility.  

    The challenges for a fast transition towards sustainability are large and many. The transport sector is not contributing to such development, mainly due to emissions, use of fossil energy, and use of materials mined and recycled under unacceptable conditions. Furthermore, existing societal goals (e.g. fossil-fuel independent vehicle fleet by 2030 in Sweden, UN Agenda 2030, and the Paris agreement) are insufficient for sustainability and are not complemented by concrete plans or an approach for how to engage stakeholders and achieve coordinated actions for sustainability. The Framework for Strategic Sustainable Development includes a principled definition of sustainability that is necessary and sufficient for sustainability and procedural support for collaborative innovation for a strategic transition to fulfillment of that definition, which is why it has been used as an overarching methodology in this thesis. 

    The research verified through several studies conditions for how electric vehicles can play a vital role in a strategic transition of personal mobility towards sustainability. Through stakeholder collaboration (e.g. interviews and workshops), a vision for sustainable transport with a focus on electric vehicles and an initial development plan towards that vision were designed. Several life cycle focused studies investigated (through calculations and data collection from literature, life cycle databases, interviews and workshops) about environmental and social impacts and costs for electric cars and buses. The stakeholder collaboration, combined with conceptual modelling, also resulted in models for generic support for multi-stakeholder collaboration and planning for strategic sustainable development of transport systems and communities, and for how to include electric buses in the procurement model of public transport.

    The strategic sustainable development perspective of this thesis broadens the analysis beyond the more common focus on climate change issues and should be able to reduce the risk of sub-optimizations in community and transport system development when applied in that context. The generic support for multi-stakeholder collaboration could potentially also promote a more participatory democratic approach to community development, grounded in a scientific foundation.

  • 32.
    Borén, Sven
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Grauers, Anders
    Chalmers, SWE.
    Stakeholder collaboration models for public transport procurement of electric bus systems2019In: The International Journal of Sustainability Policy and Practice, ISSN 2325-1166, Vol. 15, no 1, p. 19-29Article in journal (Refereed)
    Abstract [en]

    Earlier studies have mainly focused on technology, economy and advantages of electric buses, and they have largely shown that electric buses could be one of the solutions for sustainable public transport. Despite this, the present procurement process for public transport in Sweden is not suitable for including support systems for electric buses. This study was aimed to find a stakeholder collaboration model that would allow electric bus systems to be more effectively included in the procurement process for public transport. The results were achieved by several multi-stakeholder collaboration seminars and meetings that included representatives from regional public transport authorities, bus operators, bus manufacturers, energy companies, municipalities, and experts involved in bus transport. The study primarily developed two stakeholder collaboration models, suggesting that charging infrastructure should be designed separately from the common procurement process. In these models, energy companies, electric grid owners, charging infrastructure operators, regional public transport authorities, and municipalities need to collaborate. The first model is designed for a system that includes chargers at certain locations along a route and/or stakeholders with a low level of experience of electric bus systems, while the second is designed for a system that includes bus charging at the depot and/or stakeholders with a high level of experience of electric bus systems.

  • 33.
    Bowin, Hampus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Johansson, Daniel
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Scalability of the Bitcoin and Nano protocols: a comparative analysis2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In the past year cryptocurrencies have gained a lot of attention because of the increase in price. This attention has increased the number of people trading and investing in different cryptocurrencies which has lead to an increased number of transactions flowing through the different networks. This has revealed scalability issues in some of them, especially in the most popular cryptocurrency, Bitcoin. Many people are working on solutions to this problem. One proposed solution replaces the blockchain with a DAG structure. In this report the scalability of Bitcoin’s protocol will be compared to the scalability of the protocol used in the newer cryptocurrency, Nano. The comparison is conducted in terms of throughput and latency. To perform this comparison, an experiment was conducted where tests were run with an increasing number of nodes and each test sent different number of transactions per second from every node. Our results show that Nano’s protocol scales better regarding both throughput and latency, and we argue that the reason for this is that the Bitcoin protocol uses a blockchain as a global data-structure unlike Nano that uses a block-lattice structure where each node has their own local blockchain.

  • 34.
    Broman, Göran
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Robèrt, Karl-Henrik
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    A framework for strategic sustainable development2017In: Journal of Cleaner Production, ISSN 0959-6526, E-ISSN 1879-1786, Vol. 140, no Part 1, p. 17-31Article in journal (Refereed)
    Abstract [en]

    The purpose of this paper is to give a comprehensive and cohesive description of the most recent version of the Framework for Strategic Sustainable Development (FSSD), and also to describe and discuss the overall method for developing the FSSD, elaborate on the general rational for and general benefits of a framework of this type, and Validate benefits of the FSSD through examples of its application. The purpose is also to point to pertinent future work. In preparation of this paper, we have reviewed previous publications and other documents related to the FSSD and reflected on the 25-year learning process between scientists and practitioners. We conclude that the FSSD has proven to aid organizations in thoroughly understanding and putting themselves in context of the global sustainability challenge, and to move themselves strategically towards sustainability, i.e., to stepwise reduce their negative impacts on ecological and social systems at large while strengthening the own organization through capturing of innovation opportunities, including new business models, exploration of new markets and winning of new market shares, and through reduced risks and operation costs. Specifically, we conclude that the FSSD aids more effective management of system boundaries and trade-offs, makes it possible to model and assess sustainable potentials for various materials and practices before investments are made, and offers the possibility for more effective collaboration across disciplines and sectors, regions, value-chains and stakeholder groups. We also conclude that the FSSD makes it possible to prevent damages, even from yet unknown problems, and not the least, to guide selection, development and combination of supplementary methods, tools, and other forms of support, which makes it possible to increase their utility for strategic sustainable development. Finally, we have shown that the FSSD is useful for structuring transdisciplinary academic education and research. Several examples of ongoing FSSD related research, as well as ideas for future work, are given. (C) 2015 Elsevier Ltd. All rights reserved.

  • 35.
    Bron, Mikael
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Hantering av fysiska säkerhetsrisker – en kunskapsöversikt2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The competence to manage risks related to health, security, fire and safety is a sought-after skill.This is especially noticeable in both business and public administration job postings for therecruitment process of managers, administrators or coordinators to security departments. At thesame time there is little specialist literature available in Swedish on the subject of risk managementin the context of protecting assets and people from physical security threats. The lack of literatureaffects the study of risk management from a physical and procedural security perspective,particularly at an academic level where this is a relatively new topic. To move forward and expandthe field of knowledge is an important step, not only for the scientific community but also for theindustry. This bachelor thesis attempts to be an initial but significant contribution to a topic thatis likely to grow. By mapping what has already been published on the subject in English as wellas summing up and analyzing the scientific knowledge from similar disciplines the thesis has alsohad an additional goal: to reach out with knowledge to those dealing with risk management inpractice, and thus raising their awareness and developing their professional skills.The purpose of this study is to present the current state of knowledge and at the same time toshow the width and depth of the risk management process. This is done by identifying similaritiesand differences in definitions, process descriptions, problems and best practice of the studied areaswhile at the same time account for any criticism offered against risk management as a concept.The results show that there are more similarities than differences in the risk management processand methods regardless of whether the purpose is to protect people and assets from healthhazards, crime, fire or accidents.The paper has been conducted as a descriptive literature study and a comparative textual analysis.The risk management process has been described with reference to the generic ISO standard(31000:2009, Risk management - Principles and guidelines). Also, ten common risk analysismethods that cover all steps in the risk assessment process have been described. The narrative andrelated analysis follow the same order as the ISO-standard process description.The material has been supplemented and compared with guidelines and scientific papers from threetypes of risks management contexts: (1) health hazards, (2) fire and safety, and (3) security.The paper also provides examples of the inconsistent use of terms and definitions both between andwithin different disciplines involved in risk management. One of the conclusions of the report is thatcreating a unified, universal terminology to be used in the security context probably is impossibleas well as being not necessary. Instead, certain terminological misunderstandings can be avoided byproviding clear definitions and explanations of their meaning in each particular case.

  • 36. Carlfjord, Adam
    et al.
    Gustavsson, Henrik
    Webb Couture: En studie om hur modedesign kan inspirera och förändra webbdesignprocessen för att utmana User Experience standarder2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Web design is a craft with unlimited potential for variations and possibilities, but it is also a process controlled by standards and guidelines to optimize results for the end-user. Concepts like User Experience and User Experience Design have through the development of the field become actors of great influence in web design. While they facilitate the development process by dictating how design should be designed, does it not also create limitations to the true potential of web design? The total number of variations and possibilities is reduced drastically when a web designer applies such standards.

    The goal of this study is to develop new methods and strategies to create innovative web design and to investigate how the fashion industry’s constant quest for innovation could be applied to transform web design. Through breaking down, analyzing and merging the design processes of haute couture and web design we created a design method that gives awareness to the design choices and helps to question the standards and explore alternative solutions. The design method is called Web couture which is a result of the study's theoretical research on user experience and haute couture, this design method is also applied in practice on a web production that is part of the study.

  • 37.
    Carlström, Elin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Danbrant, Sofie
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Att bryta den Fjärde Väggen: Metalepsis i spel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The act of doing something that is called “breaking the fourth wall” in video games, to address the player across the games’ scope, is something that has been in our interest for a long time. To search about the fourth wall and video games on the internet have been futile, until we stumbled upon the term metalepsis. Metalepsis literally means “a jump across”, it originates from narratology and handles how the different levels in a narrative are managed. In this Bachelor Thesis we take a deep dive into the term, with the help of Karin Kukkonen’s and Sonja Klimek’s work, and how it’s used in different medias such as literature, film, music videos and video games. We discovered why metalepsis in video games is an uncharted area with the help of Astrid Ensslin’s and Huaxin Wei’s work, and why studies of narratives in video games are executed in a shallow grade. With our research question we want to contribute with more information about metalepsis in video games and to examine a conscious use of metalepsis in the development of a video game. By surveying metalepsis in video games and other media, we have created an estimate on how it has been used so far and then to applicate the observation to our video game.

    This thesis lay it’s focus on a metalepsis called Möbius Strip, that consists of a narrative that restarts within itself. Using Georg Kreisler’s book Der Schattenspringer, we have made an interpretation on how Möbius Strip could work out. We have then developed a video game based on this interpretation and compared the results to the books version of the metalepsis.

    What we have gathered with this thesis is more tangible examples of the use of metalepsis in video games so far. We have been able to create a discussion about how our interpretation of Möbius Strip relate to the book, with the help from Sonja Klimek’s description of the metalepsis. We have only managed to scrape the surface on the topic of metalepsis in video games and feel like there are multiple other roads to investigate.

  • 38.
    Chen, Guo
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Migrating Cities: How to redefine the regional development in China2015Independent thesis Advanced level (degree of Master (One Year)), 40 credits / 60 HE creditsStudent thesis
    Abstract [en]

    With the rapid development of the urbanization in China, more and more migrants who are mainly from the relatively poor areas move to big cities in order to obtain the economic benefits. However, rather than living condition of migrants and rural development, people pay more attention to the economic development of the city. Migrants cannot achieve reasonable living condition in the urban context, at the same time, they may lose their land and source of income if they come back hometown although they have devoted themselves to the construction of big cities and economic development of rural areas. I analyze the characters of migrants’ living conditions in the big cities and the transfer of labors in rural areas, claiming that we should consider the situation of migrants scientifically when we are conducting the urban planning and urbanization. To explain the phenomenon of migration intuitively, I choose the Zhejiang village in Beijing and four villages in Henan Province as the example to study and analysis in the following. Firstly, Beijing is the capital of China so that it is the most popular place for migrants to move in. Zhejiang village is the famous historic problem in China and there are a lot of literatures and data collections that can be useful for my thesis. Secondly, Henan Province has the largest population in China and the migration is popular there. After the case study and survey, I analyze the reasons of the problem from different perspective such as government, economic differences, migrants’ education and so on. The paper suggests the solutions to solve the problems from relevant aspects.

  • 39.
    Daregård Thörnqvist, Adam
    et al.
    Blekinge Institute of Technology.
    Aronsson, Oskar
    Blekinge Institute of Technology.
    The Sound of Learning: Supporting the learning in games with Auditory Icons and Earcons.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of the survey is to answer the following question: How is the learning process in digital games affected by an informative sound design? The survey analyzes the adaptation of sound design in digital games for optimized learning regarding the digital environment's responses to the actor's interaction. The work investigates actors' decisions in a digital environment and the changes in decision after a change in sound design. The study resulted in a reinforced perception when auditory icons occurred in a non-representative environment, these interactions were recorded and recalled to a greater extent in relation to remaining auditory methods. Analysis of Kolb's learning patterns in a digital environment enhanced by informative sound design was documented in the following steps: observation of interaction, reflection on interaction, implementation of hypothesis on a similar interaction, reflection on differences and similarities of varying results of interaction.

  • 40.
    Düring, Annelie
    et al.
    Blekinge Institute of Technology.
    Liljeqvist, Fanny
    Blekinge Institute of Technology.
    Charlie Chaplins Berättartekniker: Det tidiga 1900 talets berättartekniker för komedifilm möter 2010 talets Sverige2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this essay we will be looking into the teqniques which Charlie Chaplin used to tell his stories, both when it comes to plot, visual and auditory storytelling, in an attempt to find out if these techniques still would work in a comic film production today. We will take a closer look at how he used the camera while filming and cutting, how he structured his stories to allow for the optimal amount of slapstick gags, how he would make use of different contrasts, how he structured his sound compositions and finally how he would act both in front and behind the camera so we then can apply this on a short film of our making.

  • 41.
    Ehrenpris, Hampus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gomersson, Jesper
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rhizomatik som förhållningssätt inom 3D-grafik2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The aim with this bachelor thesis was to apply rhizomatics as an approach when creating game graphics. We choose rhizomatics as an approach because we believed that the creative part of 3D-graphics was stagnating. The purpose was to possibly broaden the horizons within the creative part of 3D-graphics to present new and interesting ways of working with it. Rhizomatics as an approach turned problematic when applied to hierarchical software programs. To constantly have this approach during the practical work, turned out to be difficult to control. The reason being is that the rhizomatic itself lacks structure and to try to control rhizomatics on a practical level became almost impossible.

    We realized that the rhizomatics was too free to be used as a consistant approach when it comes to creating 3D-graphics. We tried to control the rhizomatics during the practical work and came to the conclusion that it does not become a rhizomatic work.

  • 42.
    Eimersson, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tran, Michael
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hantverksutveckling: En deltagande aktionsforskning i det 3D grafiska hantverket2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det här kandidatarbetet undersöker en grafikers arbete i en mindre produktion. Målet är att ge en bättre förståelse inom det grafiska hantverket. För att undersöka problemområdet väljer vi att tillämpa deltagande aktionsforskning och sätta den i en kontext till en spelproduktion. I texten kommer det att presenteras tre praktiska exempel som behandlar problematiska situationer för 3D-grafiker. Undersökningen beskriver hur personliga uttryck växer fram när svåra situationer tvingar en till att utforska sitt hantverk.

  • 43.
    Eivazzadeh, Shahryar
    et al.
    Blekinge Institute of Technology, Faculty of Health Sciences, Department of Health.
    Anderberg, Peter
    Blekinge Institute of Technology, Faculty of Health Sciences, Department of Health.
    Johan, Berglund
    Blekinge Institute of Technology, Faculty of Health Sciences, Department of Health.
    Tobias, Larsson
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Designing with Priorities and Thresholds for Health Care Heterogeneity: The Approach of Constructing Parametric Ontology2015Conference paper (Refereed)
    Abstract [en]

    Designing systems working in health care needs complying with the heterogeneous, overlapping, non-overlapping, competing, or even contradicting requirements expressed by the various actors of the health care complex environment, including regulatory bodies. The unification method introduced in this paper, utilized ontological struc- tures to unify heterogeneous requirements in different levels of ab- straction. Also the weighting and threshold algorithms defined upon the ontology structure allows to both prioritize the requirements and align design resources upon that priority, at the same time to enforce regulatory requirements in an easy, clear and integrated way and reject designs which cannot comply with them. Application of the method introduced in this paper is not limited to health care, but it might be applied in design for any heterogeneous environment.

  • 44.
    Eklöf, Rickard
    et al.
    Blekinge Institute of Technology.
    Jacobsen, Robin
    Blekinge Institute of Technology.
    En Praktisk Analys av Dödsmekaniker i Spel2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Through this thesis we as game designers undergo a documented process in which we develop a game from concept to functional prototype. The end goal is to allow us to further our own as well as others’ methodology for the development of mechanics that complement existing gameplay. The field of inquiry for this process consists of how we can establish a death mechanic that fits in context to our chosen game concept and its parameters. This focal point originates from a desire on our part to create death mechanics that strive to instill meaningful consequences affecting the player as well as the game experience itself which correspond with the design goals of the concept. By performing a playtest where a number of qualitative prototypes of death mechanics are carried out by a test group we can compare the results and establish conclusions concerning how well each prototype manages to fulfill the concept’s design goals and convey clear consequences for the player, reinforcing surrounding gameplay.

  • 45.
    Eklöf, Therese
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hellman, Martina
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Antropomorfismens tredje sanning2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis, we investigate non-human beings and the human traits we apply on them, both in a position as media consumers and as producers. The research question focuses on how to portray creatures in relation to anthropomorphism, and with an examination on the vague boundary that exists between imaginary animals and real animals, we explore anthropomorphism mainly through the theoretical lenses of Donna Haraway, Boria Sax, Jennifer Parker-Starbuck and Fanny Ambjörnsson. Our purpose is to illuminate the idea of anthropomorphism – how and why we apply human-like behaviours on animals – and to increase our understanding for the influence of the human lens. With previous research, semiotics, as well as an awareness about posthumanism and humanizing of animals, we come to terms with the depiction of nuanced anthropomorphism in 3D. Through our research it appears that we need to reflect constantly on our choices during application of attributes on creatures, due to our human interpretation of the world. There is discussion concerning the varying qualities among different kinds of animals, which declares that these attributes cause animals to possess a completely different perception than humans hold. It requires both a questioning about the nature of humans, and a criticizing of how we humans try to apprehend the surrounding world through the lens of a non-human creatures and their senses, when all we have is an outside perspective of the wildlife.

  • 46. Englund, Hillevi
    et al.
    Ludvigsen, Eva
    Performance measurement systems as management control in R&D organizations: A case study2015Independent thesis Advanced level (degree of Master (Two Years)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background: Management control systems (MCS) are used to control organizations and make employees behave and act in the desirable way. Performance measurement (PM) systems one type of MCS and are used to communicate company strategies throughout the organization, motivate the employees to work towards company goals, and measure the outcome. PM systems can be a powerful tool, but if used in the wrong way they can have adverse effects.

    Aim: This thesis focused on the use of PM systems for management control purposes in research and development (R&D) organisations with the question: How can performance measurement systems be utilized in R&D organizations?

    Method: The thesis is based on a literature study, complemented by a case study (metric analysis, survey and deep interviews) at a R&D department. The department was investigated at two time points, in between which the PM system was re-designed. In the metric analysis, the performance targets of the PM system were categorized into quantitative-objective, quantitative-subjective and qualitative-subjective targets.

    Results: The results from the case study were in line with findings from the literature. At study point 2, when the PM system had been re-designed, the employees felt more involved in shaping and influencing the goals. Also the follow-up of the goals was experienced as more implemented at study point two. The types of measured targets had shifted from quantitative to qualitative, including soft values such as team spirit, at study point 2. However, the members did not feel that the goals motivated them at any time point. .

    Conclusion: In the literature review it was evident from the number of publications that there is a great interest in measuring R&D performance, and that PM systems are an important tool to R&D managers. Just as the company in this case study, each organization needs to analyze its own needs and adopt the PM system thereafter. Moreover, no system should be seen as static, instead it should be continuously evaluated and adjusted to make sure it measures what it is intended to measure and that it does not cause adverse effects on the organization.

  • 47.
    Eriksson, Jesper
    Blekinge Institute of Technology.
    Implementing a Level Design Tool for Calculating and Tuning the Travel Time of Paths in a Digital Game2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 48.
    Eriksson, Tobias
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindström, Jeanette
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    I jakten på gatukonst: Att utnyttja rummet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In the search for street art we’ve in this project explored how street art can be developed through new techniques and how space and street art interact and influence each other in a narrative way. To find out what street art looks like and how it’s used in different cultures and environments we chose to travel through Europe's cities to document the street art from a broad perspective. By flying, traveling and hiking we have been using walking and ethnography as our methods to create this study. In our design process we want to challenge street art and it’s boundaries and have chosen to do so with augmented reality as a tool for creating site-based street art that can be experienced from a digital format in reality. Through augmented reality, cities and areas can have street art placed on the buildings even though it does not exist physically. It enables alternative ways to explore street art through a digital world.

  • 49.
    Essinger, Karl
    Blekinge Institute of Technology.
    A comparison of interaction models in Virtual Reality using the HTC Vive2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Virtual Reality (VR) is a field within the gaming industry which has gained much popularity during the last few years. This is caused mainly by the release of the VR-headsets Oculus Rift [1] and HTC Vive [2] two years ago. As the field has grown from almost nothing in a short time there has not yet been much research done in all VR-related areas. One such area is performance comparisons of different interaction models independent of VR-hardware.

    This study compares the effectiveness of four software-based interaction models for a specific simple pick-and-place task. Two of the interaction models depend on the user moving a motion controller to touch a virtual object, one automatically picks them up on touch, the other requires a button press. The other two interaction models have the user move a laser pointer to point at an object to pick it up. The first has the laser pointer emitted from a motion controller and the second has it emitted from the user’s head. All four interaction models use the same hardware, the default HTC Vive equipment.

    The effectiveness is measured in three metrics, time to complete the task, number of errors made during the task, and the amount of participant enjoyment rated on a scale from one to five. The first two metrics are measured through an observational experiment where the application running the virtual environment also logs all relevant information. The user enjoyment is gathered through a questionnaire the participant answers during the experiment. These are the research questions:

    • How do the interaction models compare in terms of accuracy and time efficiency when completing basic pick and place tasks in this experiment?

    • Which interaction models are subjectively more enjoyable to use according to participants?

    The results of the experiment are displayed as charts in the results chapter and then further analysed in the analysis and discussion chapter. Possible sources of error and theories about why the results turned out the way they did are also discussed.

    The study concludes that the laser pointer based interaction models, 3 and 4, were much less accurate than the handheld interaction models, 1 and 2, in this experiment. All interaction models except 4 achieved about the same test duration while interaction model 4 lagged several seconds behind. The participants liked interaction model 1 the most, followed closely by 3. They disliked 4 the most and rated 2 at a point in the middle of the rest.

  • 50.
    Fagerberg, Marie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Vad händer med norra Bohusläns skärgårds- och kustområde?: riksintresse för turism och friluftsliv.2015Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsens syfte har varit att studera hur hanteringen av riksintresset enligt 4:e kap. 1-2 §§ Miljöbalken och motsvarande tidigare regleringar har fungerat över tid i norra Bohuslän, genom att undersöka den faktiska bebyggelseutvecklingen 1976- 2013. Syftet är även att undersöka hur kommunala politiker och tjänstemän samt Länsstyrelsen ser på denna utvecklig och inför framtiden. Detta för att få en indikation om hur området skulle kunna komma vara exploaterat i framtiden. Syftet har besvarats genom följande frågeställningar:

    Hur har bebyggelseutvecklingen skett i kustlandskapet Norra Bohuslän 1976-2013?Hur ser kommunala politiker och tjänstemän samt Länsstyrelsen på denna utveckling?Hur ser kommunala politiker och tjänstemän samt Länsstyrelsen på lagbestämmelserna,4 kap 1-2 § MB, inför framtiden?

    Utgångpunkterna som denna uppsats baseras på är olika förhållningssätt som kunnat urskiljas i den litteratur som studerats.

    Undersökningen i uppsatsen har byggts på två innehållsanalyser, en kvantitativ som baserats dels på kartmaterial från 1976 och 2013 och dels en kvalitativ baserat på intervjuer med utvalda kommunala tjänstemän och politiker samt från Länsstyrelsen.

    I den kvantitativa innehållsanalysen har hela norra Bohusläns kust- och skärgårdsområde omfattandes av ca 60 kartblad av ekonomiska kartan från 1976-1977 studerats och jämförts med fastighetskartan från 2013 för att skapa en bild av hur bebyggelseutvecklingen skett. Resultatet har presenterats generellt utifrån ett helhetsperspektiv för hela kustområdet. I den kvalitativa innehållsanalysen har totalt tio personer intervjuats som antingen i yrket verksamma med fysisk planering inom kustområdet eller har en viktig roll vid beslut kring dem.

    I resultaten av den kvantitativa analysen framkom bl.a. att förhållandevis stor andel av den bebyggelse som tillkommit 1976-2013 har tillkommit på landsbygden, inom ca 1 km från strand- och kustlinje och består i majoritet av bebyggelse för boende. Många av dessa områden består av 4-10 hus, men de färre större områdena med mer än 10 hus, tar ungefär lika mycket mark i anspråk. Av de större områdena som omfattas av bostadsbebyggelsen, består endast ett område i majoritet av helårboende – andelen delårsboende är till stor del övervägande inom kustområdet. Denna huvudsakliga lokalisering nära kust- och strandlinje och på landsbygden stämmer inte med de förespråkande förhållningssätt som kunnat urskiljas. Även om en mindre åtskillnad kan sägas göras idag mellan helår- och delårsboende så påverkar detta kommunernas bostadsplanering, där endast ett område med majoritet helårsboende utgör för liten grund för att slutsatser ska kunna kopplas till förhållande till strand- och kustlinjen. Att mer än hälften av områdena med bebyggelsen för boende har tillkommit i form av mindre omfattande ingrepp stämmer överens med det förhållningssätt som kunnat urskiljas. En förhållandevis liten andel av den bebyggelse som tillkommit på landsbygden är på campingar, tar förhållandevis liten markyta i anspråk, men har ofta tillkommit i attraktiva strandnära lägen som generellt anses ha stort värde för friluftslivet, vilket kan ses som förenligt utifrån det förhållningssätt som kunnat urskiljas, under förutsättning att bebyggelsen används för uthyrning och inte privatiseras. Sammantaget är detta en utveckling inom kustlandskapet som utifrån de förhållningssätt som kunnat urskiljas, en utveckling som kan ses som tveksam, men att kommunerna gör avvägningar mellan olika intressen som enligt planparadigmet är förenligt med intentionerna för riksintressebestämmelserna.

    I resultaten av den kvalitativa analysen framkom bl.a. att kommunala tjänstemän och politiker samt Länsstyrelsen har svårt att bedöma hur utvecklingen skett inom kustlandskapet på landsbygden (utifrån kartstudierna) och hur exploateringen har påverkat helheten och att de uppfattar nuvarande lagbestämmelser (4 kap. 1-2 §§) som vaga, svaga och svårtolkade. Det framkom även att bestämmelserna uppfattas som viktiga men behöver ses över, att förståelsen kring ämnet behöver öka och rutiner ses över.

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