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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.

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    BTH2018AarthunSokolovic
  • 2.
    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.

    Download full text (pdf)
    fulltext
  • 3.
    Al Shehabi, Ahmad
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Quiroga, Cecil
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Queerness In Games2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The theme of this bachelor thesis was Queer Games. We discussed how queerness is applied in video games for queer people. We made some observations on how LGBTQ characters were represented within a few games that had representations of Queer experiences. We explored the topic of Queer Mechanics as presented by game creator Avery Mcdaldno (2014) and we researched discussions about Queerness in games by a select number of scholars. Namely, Bonnie Ruberg (Campus Gotland GAME, 2017), Naomi Clark (2017, Chapter 1) and Edmond. Y. Chang (2017, Chapter 2).

    We explained why we used Gay Memes as our anchoring topic for our Queer Game design and then we went through the methods and design process that we had while developing our Queer Game. These methods included Innovation By Boundary Shifting (Löwgren and Stolterman, 2004), Design Pillars (Max Pears, 2017) and The Crystal Clear method (New Line Technologies, 2018). Then, we broke down the design process starting with how we came up with the game concept, what design pillars we used and the programs and tools we used in the development of the game. We also explained the relation between our design process and the information we learned from the previously mentioned scholars and creators.

    At the end of this bachelor thesis, we discussed the effectiveness of the chosen methods, the results we found through research which included questioning the role of empathy and fun in games, putting less focus on superficial forms of representation and creating game mechanics that are queer. We described the finished video game we made and we introduced our ideas for future research on Queer Game Design.

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    Queerness In Games
  • 4.
    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
  • 5.
    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. 

    Download full text (pdf)
    fulltext
  • 6.
    Alhasan, Wadie
    et al.
    Blekinge Institute of Technology.
    Båge, Evelina
    Blekinge Institute of Technology.
    Framtida Teknologier: Relationen mellan maskin och människa2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Technology has become increasingly incorporated into our modern society and existence overthe past few decades, influencing how we live. Many new technologies are often met with awe orcriticism, only to gradually become integrated into our daily lives. One current type oftechnology that may be on its way to such a role is the abundance of artificial intelligence thathas reached new heights in a very short time. At the moment, the future of this technology issomewhat unclear, but there is much speculation regarding both its potential and the risks thatmay arise. Regardless of how long the technology remains relevant in practice, theseperspectives help us ask important questions about our relationship with technology. How do wewant to relate to it? How dependent do we want to be on it? What can be the consequences ofoveruse? In this article, we have employed speculative design to explore the possibilities thattechnology and machines, in general, could offer us, with the aim of raising awareness aboutthese questions. By depicting five scenarios in different visions and contexts of a near future, wehave explored the social, ethical, and cultural issues that arise concerning technology and ourexistence.

    Download full text (pdf)
    Framtida Teknologier Relationen mellan maskin och människa
  • 7.
    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.

    Download full text (pdf)
    fulltext
  • 8.
    Almberger, Carl
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Anderberg, William
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuella metaforer.: En undersökning om visuella metaforers påverkan.2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna artikel är att vi ska gå igenom användningen och skapandet av visuella metaforer. Vi applicerar detta på en videogestaltning som går ut på att skapa ett förväntat narrativ med hjälp av visuella metaforer för att sedan bryta vad åskådaren förväntar sig ska hända, en så kallad: Plot Twist. Vi går in på vikten av visuella metaforer som Brown (2016) anser vara en av filmskapares viktigast tekniker. Vi går in på hur visuella metaforer kan appliceras som designperspektiv, inte bara inom film men även annan media. Designen för gestaltningen har utförts med designprocessguiden av SVID (stiftelsen svensk industridesign). Metoder och tekniker som använts i övrigt är deltagande design, storyboards, testgrupp och visuella metaforer som designperspektiv. Vi vidareutvecklar från hur Brown (2016) använder det som en narrativ teknik. Vi har även analyserat critical design, research through design och design fiction för att komma fram till visuella metaforer som perspektiv.

    Vi har inget mål att ge någon numeriska data på hur man exakt ska använda visuella metaforer eller vad det exakt genererar utan vi har som mål med resultatet att vidare möjliggöra framtida designarbeten inom området. Kanske väcker vi fler frågor än svar men det är resultatet vi är ute efter, vi tror att visuella metaforer har en större roll i media än vad den används för idag.

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    Visuella metaforer. En undersökning om visuella metaforers påverkan.
  • 9.
    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.

    Download full text (pdf)
    BTH2018Anad
  • 10.
    Andersson, Emma
    Blekinge Institute of Technology.
    Eye tracking complemented HUD for video games: A perception evaluation of information display in FPS games2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background. The heads-up display (HUD) is a useful tool for displaying information to the player in a game, but the HUD is not a part of the game world. This could take away from the desired experience of the game and block important parts of the main action screen. To counteract this the HUD mostly occupies the edges of the screen and avoids drawing the player’s attention away from the main action scene except when it has important information for the player. Only having the HUD visible when it has important information to the player could remove the distraction of the HUD while keeping all the benefits of having one.

    Objectives. By using eye tracking to complement the HUD, the HUD can be invisible when the player does not use it, and change how the information is presented depending on where the player is looking. By creating a first-person shooter (FPS) game with a HUD complemented by eye tracking, then comparing it to how a normal HUD differed in terms of visibility and clutter, using a survey.

    Methods. The game was created using the Tobii Unity SDK and modifying the FPS demo scene. To create the gaze sensitive HUD three scripts were created to produce the finished result. Giving the HUD the ability to make all HUD elements invisible and able to appear after passing a specific value or when the element has new information, the HUD also has the ability to present information close to the player’s gaze point in the of notifications. The game was then presented to the participants in the form of two videos one using the normal HUD and one using the gaze sensitive HUD. After watching the partisans answered a survey related to the videos.

    Results. The gaze-based HUD was generally on par with the normal HUD. The most noticeable significant difference being that the normal HUDs ammunition counter and health bar was proffered over a less visible one.

    Conclusions. From the results gathered having a gaze-based HUD does not make it harder to notify the player of important information and dos not make the HUD less cluttered, compared to a normal HUD, but there is a difference between them.

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    fulltext
  • 11.
    Andersson, Leo
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Czekierda, Hubert
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuell- och datakommunikation2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    People in the information society are surrounded by technologies and mediums that constantly transmit information of all kinds to their users. The design of this informationbecomes a critical aspect for the everyday user. This bachelor thesis aims to challenge visual communication of information and data. The question is carried out using methods such as prototyping and the design perspective minimalism. We present relevant research and methods that create a starting point for a design process that experiments with visual designs in a design situation. Through the challenge of methods of visual communication, we want to develop experimental designs that process and convey information to a recipient. The result of the design process is a prototype that tests visualizations and possible interactivity in the chosen context. 

    Download full text (pdf)
    Kandidatarbete_HubertCzekierda_LeoAndersson
  • 12.
    Andreasson, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Östergaard, Linus
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Applying spatially and temporally adaptive techniques for faster DEM-based snow simulation2023Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background. Physically-based snow simulation is computationally expensive and not yet applicable to real-time applications. Some of the prime factors for this cost are the complex physics, the large number of particles, and the small time step required for a high-quality and stable simulation.Simplified methods, such as height maps, are used instead to emulate snow accumulation. A way of improving performance is finding ways of doing less computations. In the field of computer graphics, adaptive methods have been developed to focus computation to where it is most needed. These works will serve as inspiration for this thesis.

    Objectives. This thesis aims to reduce the total particle workload of an existing Discrete Element Method (DEM) application, thereby improving performance. The aim consists of the following objectives. Integrate a spatial method, thereby lessening the total number of particles through particle merging and splitting, and implement a temporal method, thereby lessening the workload by freezing certain particles in time. The performance of both these techniques will then be tested and analyzed in multiple scenarios.

    Methods. Spatially and temporally adaptive methods were implemented in an existing snow simulator. The methods were both measured and compared using quantitative tests in three different scenes with varying particle counts.

    Results. Performance tests show that both the spatial and temporal adaptivity reduce the execution time compared to the base method. The improvements from temporal adaptivity are consistently around 1.25x while the spatial adaptivity shows a larger range of improvements between 1.23x and 2.86x. Combining both adaptive techniques provides an improvement of up to 3.58x.

    Conclusions. Both spatially and temporally adaptive techniques are viable ways to improve the performance of a DEM-based snow simulation. The current implementation has some issues with performance overhead and with the visual results while using spatial adaptivity, but there is a lot of potential for the future.

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    fulltext
  • 13.
    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?

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    fulltext
  • 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
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    BTH2016Arlock
  • 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.

    Download full text (pdf)
    fulltext
  • 17.
    Ax, Lukas
    et al.
    Blekinge Institute of Technology.
    Tallnäs, Alexander
    Blekinge Institute of Technology.
    Karaktärmekanikers påverkan av designen för spelvärldar2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The following text is a study that addresses the relationships between phenomenology, queer, orientation, objects, existence, game- and leveldesign. The text dives into the creation of characters for games with a focus on philosophy and how it can be used to design games. The study addresses discussions about how in our design, how philosophy and thinking about being and even one's own "I" and how the perception of "the self" can influence design and whether it does so at all. The text addresses various methods used for design, but also methods for project management. In the research we also see if something happens in the decisions or in how we use the methods to produce the design.

    The study addresses various design philosophy authors in support of how thinking and interaction between aspects can take shape to create an entertaining experience that at the same time is exciting and mysterious. The Theory of Fun by Raph Koster is an example. In his book he presents various theories about how man and the game interact with each other, and what it is that makes the game "fun" to play.

    Download full text (pdf)
    Karaktärmekanikers påverkan av designen för spelvärldar
  • 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.

    Download full text (pdf)
    fulltext
  • 19.
    Bengtsson, Lovisa
    Blekinge Institute of Technology.
    Himlen, Havet & Riddaren: Fantasyillustrationer om mobbning och utanförskap2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Information about bullying and exclusion is important but can often be perceived as dry and uninteresting. This bachelor thesis explores fantasy illustrations as a way to deal with more difficult topics through storytelling and entertainment. I have researched storytelling and the fantasygenre as a tool for discussing more difficult topics in a less confrontational and more receptive way as well as how illustration can be used as a medium for storytelling. This has led to my design, a fantasy story about bullying and exclusion called “Himlen, Havet och Riddaren”.

    I have collaborated with Lotusmodellen and their Trygga Klassen work to develop a story and then through a process of concept art developed characters and a visual world of young knights on an island in a green sea. I have used storyboarding and a number of illustration-based storytelling methods such as colour meaning and composition to create a story that is clear even though it lacks text or narrator. I have tested and used digital illustration methods to work efficiently and get a great deal of work done in a short time. The result is a video consisting of 36 illustrations that together form a story that visualizes bullying and exclusion with a positive message and a mood that is enhanced with timing, sound effects and music.

    Download full text (pdf)
    Himlen, Havet & Riddaren: Fantasyillustrationer om mobbning och utanförskap
  • 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.

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    BTH2017Bergman
  • 21.
    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. 

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    fulltext
  • 22.
    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.  

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    fulltext
  • 23.
    Björk, Vera
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Barjosef, Daniela
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Identitetskommunikation för ett län: Lyfta Blekinges kultur och historia med visuella maskotar2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Identity communication is a way for a community to tell about themself and what there is to do and experience in their community. To convey identity communication for Blekinge, we created three different mascots that are connected to VisitBlekinge, which is a company that works with the hospitality industry. The purpose of the mascots is to reflect the county and its cultural heritage to tourists, with the target group being families with children, and to create participation to visit nature and try different activities. This is done by creating mascots to be used on VisitBlekinge's website, advertisements and posts on social media where they convey information or encourage participation in various events. The characters were developed by working with HIPO and by collecting information about Blekinge's cultural heritage and history, which is then categorized into different groups. The design of the characters was developed through concept work where different colors and clothes were tested, which finally led to the final result. The work was then validated by comparing the mascots with similar mascots and similar work. The end result resulted in three mascots in a simplified but realistic design. Two of the mascots have several connections to Blekinge and one of the mascots has fewer connections.

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    fIdentitetskommunikation för ett län: Lyfta Blekinges kultur och historia med visuella maskotarulltext
  • 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.

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    BTH2015Björklund
  • 25.
    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.

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    BTH2017Boivie
  • 26.
    Bonnevier, Paulina
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Evaluating physiological phasic reaction and negative emotions in darkness within a video game setting: Using an EDA analysis and a game experience questionnaire2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background. Electrodermal activity (EDA) is a method to measure variations in the electrical conductivity of the skin, and it is often used to help assess emotions like anxiety, or stress. However, it is not yet commonly used in video games, although emotions are an essential aspect to consider when developing a game.

    Objectives. By using EDA data and a questionnaire, the thesis aims to study the effect of darkness on the participant's skin conductance responses (SCR) and their potential correlation with negative emotions.

    Methods. Using the Shimmer3 GSR+ sensor and the Tobii Pro Lab software to measure and record the EDA data and handle the game, a within-participants experiment with 17 participants was conducted. Each participant played one daytime scene and one nighttime scene from the same game. During the experiment, the participant's EDA data was recorded by the Tobii Pro Lab software when the participant played the game. When the games were finished, the participant answered a questionnaire. The questionnaire presented multiple questions regarding their game experience based on negative emotions.

    Results. The EDA data point towards a rise in skin conductance responses (SCR) when playing the nighttime game compared to the daytime game. While the questionnaire data points towards a higher prominence of negative emotions during the nighttime game as well. Based on these results, playing the nighttime game made a majority of the participants experience a higher grade of reported negative emotions.

    Conclusions. The results suggest that darkness affects both SCR and negative emotions. Meaning that humans have a tendency to react in an emotionally negative way, and have a higher degree of measurable responses in the skin, to a dark environment.

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    Evaluating physiological phasic reaction and negative emotions in darkness within a video game setting - Using an EDA analysis and a game experience questionnaire
  • 27.
    Brändén, Alexander
    et al.
    Blekinge Institute of Technology.
    Wallard, Hanna
    Blekinge Institute of Technology.
    Pet! That! Thing!: En experimentell titt på lugn inom spel.2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We have worked with calm within games. Our prototype is a gameslice where you play as aperson who wants to pet different things and you have a gummy arm that can get how long asyou want and it can bend everywhere on screen.  The goal of the game is to pet things withyour gummy arm and not really care about anything around you when you only have the goalof petting something. The purpose of the game is to create a game that avoids stress through using classicmechanics that are usually regarded as stressful. The reason we chose to research calm withingames is that we want to widen the view on games and how they can be used. We havefocused on the visual parts of the game making process since that is one of the moreimportant parts of designing with calm in mind. We have also worked to make sure that youcan play the game in whatever way you want. Another goal with this research has been to let the player find calm through the distractionthat our game provides from the rest of the world. The game seems to have been successful in the way that players had fun while playing, andaccording to verbal feedback the main reason was the freedom the game provided the players.

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    Pet! That! Thing! En experimentell titt på lugn inom spel.
  • 28. 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.

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    fulltext
  • 29.
    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.

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    fulltext
  • 30.
    Cea Silva, Stefan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Wellbring, Johan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljuddesign i interaktiva ljudlandskap2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 31.
    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.

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    fulltext
  • 32.
    Dizdarevic, Jasna
    et al.
    Blekinge Institute of Technology.
    Fernlund, Kevelin
    Blekinge Institute of Technology.
    Tillgänglig design med IDT som guide: praktiska för- och nackdelar vid framtagandet av en informativ kortfilm2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This article explores how Inclusive Design Toolkit (IDT) can help designers develop accessible designs. To test the pros and cons with IDT, we used instructions, guidelines and tools from inclusivedesigntoolkit.com to produce an animated short film. The result was analyzed based on the criteria from the Web Content Accessibility Guidelines (WCAG) and further discussed in relation to earlier research and the designer’s own experiences from the design process. The result made it apparent that the main analyzation method is not compatible with the design material. Web Content Accessibility Guidelines have many criteria which are directed to programming and web design, and because the design did not contain any form of programming, it was impossible to evaluate accessibility in relation to those criteria. However, the result showed that the design had reached most of the visual criteria in WCAG, and based on our own experiences as designers, IDT can provide concrete and practical examples of how designers can reach criteria according to accessibility guidelines and laws.

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    Tillgänglig design med IDT som guide - praktiska för- och nackdelar vid framtagandet av en informativ kortfilm
  • 33.
    Drakemyr, Hugo
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Wiktorén, Gustaf
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    MousePunk - Care & Justice2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    MousePunk is a study that strives to include the two observable play styles in digital games: Justice and care. It shows that the playing styles are behavioural patterns that are mentioned in morality (this statement is still hanging-needs more substantion). Even in children, these behaviours are observable in their way of playing. In comparison with other games in the chosen game genre that mainly affirm Justice, the inclusion of both game styles provides an increased opportunity for narrative and game mechanics. In addition, since the two patterns of behavior are observably divided between cis-men and cis-women, it is also inclusive to balance these playing styles in a game. Therefore, the project has dealt with and investigated how a computer role playing game (CRPG) can look like if it equally affirms both behavioural structures regardless of gender. By combining key principles in Justice and Care and distilling them down to the driving forces of the individual, the project has put together a design that balances the playing styles with each other.

    Download full text (pdf)
    MousePunk - Care & Justice
  • 34.
    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.

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    fulltext
  • 35.
    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.

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    BTH2016Ehrenpris
  • 36.
    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.

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    BTH2015Eimersson
  • 37.
    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.

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    fulltext
  • 38.
    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.

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    fulltext
  • 39.
    Ekroth, Linus
    et al.
    Blekinge Institute of Technology.
    Rydh, Linnéa
    Blekinge Institute of Technology.
    Hur jämförandet av digitalt måleri och dess värdeser ut i jämförande till traditionellt måleri: En undersökning med hjälp av återskapande av traditionella målartekniker i digital form omdess monetära och ickemonetära värde.2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelors candidacy article is about the valuation of digital painting today incomparison to traditional painting. Us writers of this article are both aspiring digital artistswho have experienced that people can have a very critical and condescending attitudetowards digital painting and its value. As everything today becomes more and more digital,we question how and why art seems to have a hard time keeping up with the digitization of itsmedium as a whole.To investigate this, we used the design methodology of Research Through Design and eachcreated a digital painting where we use digital techniques to try to paint in a similar style, andapproach very much like traditional oil paintings to create an artifact that attempts to mediatewhat gives traditional and physical mediums its values.This was done to research what digital mediums can do to reach a similar value as thesetraditional mediums. We will also question his theory with help from our interviews and NickPeims newer text Rereading of ‘The Work of Art in the Age of Mechanical Reproduction(2007) about aura and its relevance. He writes about how politics and changes in time periodscan have changed the attitude to art and aura.We used these paintings in interviews with artists who are familiar with the digital andtraditional art world to create a discussion about the value and perception of digital painting.We took much inspiration from Benjamin, W. The Work of Art in the Age of MechanicalReproduction (1936) and its concept of “aura” to give an historical comparison to thevaluation of new mediums.The comparison between these mediums was something that turned out to be quite difficultwhere it turns out that digital media may need to continue to be developed together withtechnologies such as Non Fungible Tokens (NFT) or today's typical subscriptions to supportartists.The conclusion was that in the case of the comparison of digital vs traditional painting, is thata greater degree of understanding of digital painting is needed, in order for it to be valued inan equal way as traditional painting. At the moment we concluded that it can not becompared with the same or equivalent criterias.

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    Hur jämförandet av digitalt måleri och dess värde ser ut i jämförande till traditionellt måleri
  • 40.
    Elmhammar, Julia
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Berg, Amanda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Learning the ropes through environmental and indexical storytelling: Introducing basic mechanics as a part of the world2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract

    Diegetic effects, non-diegetic effects, indexical and environmental storytelling in relation to tutorials, what happens when you introduce the game's mechanics with these concepts?

    This article examines how other games have used these concepts to introduce mechanics and game conditions. We will discuss how environmental and indexical storytelling together with diegetic and non-diegetic effects can affect the player's perception and understanding of the basic mechanics of a game space. As a result of an analysis of design examples, we investigate this through our own design.

    Download full text (pdf)
    Learning the ropes through environmental and indexical storytelling - Introducing basic mechanics as a part of the world
  • 41.
    Eriksson, Anton
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Bernhardsson, Benjamin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Nerman, Sebastian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Simulation av djur: En inblick i flera djurs upplevelse i samma miljö2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I denna undersökning tar vi upp hur via speldesign kan forma en mer realistisk simulation av hur flera djur inklusive människa interagerar i en gemensam miljö. I den gestaltade simulationen så skiljer syn samt färger. Detta mellan spelbara djur i samverkan med icke aktiva karaktär under spelsession via mekaniker som ska spegla en naturlig respons. L. C. Feng menar att, är djur mer som människor, förändras den visuella inmatningen av information, eller mer som maskiner, som uppfattar exakta replikor på inmatningen av information. Om människor automatiskt tillämpar regler för att tolka visuella signaler, gör djur detsamma och, i så fall, tillämpar de samma regler som människor? . Detta genom att applicera ett ramverk och spel inriktade designmetoder som speglar den aktuella forskning bakom djur och simulationer som redan är tillgängliga. 

    Vår speldesign är byggd på The MDA Framework som förklarar ordningen för de komponenter som finns i ett spel och samspelet mellan designer och spelare.  Som en fortsättning på detta ramverk så implementerar vi olika linser. Linser är en designmetod och som begrepp utifrån vår definition förklarar hur olika designinriktade linser ska förmedla en mer anpassad upplevelse i relation till syftet. med intentionen att kunna anpassa vårt syfte mellan användare och spel ytterligare.

    Under processens gång har vi som designer funnit fler exempel på vilka designmetoder, ramverk och metoder inom speldesign som finns tillgängliga idag och vidare formar oss som designer. Hur vi kan tillämpa dessa med syfte att forma och skapa nya möjligheter till att nyttja vårt kreativa tänkande till både processen och ställningstagandet vi diskuterat och resonerat kring. Beslutet till valet bakom vår undersökning är grundat på hur vi som designer kan utvidga vår kunskapsbas inom speldesign och hur detta ska gynna samt effektivisera vårt arbete ytterligare under designprocessen. Detta i reflektion till vår gestaltning är att via speldesign ge en inblick i flera djurs upplevelse i samma miljö ur deras synperspektiv för att samtidigt som vår egna kunskapsbas även utöka spelarens kunskap under simulationens gång hur det är att vara ett djur som människan dagligen samspelar med.

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    Simulation av djur - En inblick i flera djurs upplevelse i samma miljö
  • 42.
    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.

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    BTH2017Lindström
  • 43.
    Fahimi Zadeh, Morteza
    Blekinge Institute of Technology.
    Effekten av ljud och ljudklisheér på människans uppfattningav en kultur2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Culture and human backgrounds have a very big impact on how we see the world around usand most importantly how we see other cultures. In modern society, movies and pictures havehelped us to see the world around us better than ever and to gain an understanding of othercultures. Some of these commitments have become clichés, some are true and others are false.Using the design perspective "Situated knowledge" which in a short sentence, based on wherewe grow up, in what time and place or background, knowledge of everything around us issituated. This article focuses on the fact that sound and knowledge of sound clichés is alsosituated and sometimes it can lead to misconceptions about an foreign culture.

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    Effekten av ljud och ljudklisheér på människans uppfattningav en kultur.
  • 44.
    Falk, Anders
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sacred Games - Becoming Gods: Priming digital game ethics2019Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. Digital games are far-reaching. In February 2019, ‘Apex Legends’ reached over 10 million players in less than 72 hours. Nonetheless, the idea of games as separate from the ‘real’ is persisting. Digital games have become a cyclopean gathering of liminality, and there are still no form-based ethics emerging, from either industry or society. Even though society is now undergoing the same abstracting digitisation, that has been a base for game design for a long time, there is a continuing separation in the knowledge applying to games or ‘reality’. The purpose of this thesis is to explore different ontological, epistemological, and ethical understandings of digital games as media, technology, modes of experience, and form. This is undertaken by using the situated and reality producing grating1 of technoscience, together with an eclectic range of concepts such as media as a message, agential reality, liminal phases, anticipation, and ergon. The research delineates a primer for applied studies within the rhizomatic structure of digital games, digitisation, technoscience, and media-technology. In accordance with this aim, the thesis has a fragmented, non-linear, and mosaic approach. This licentiate thesis is a compilation of three papers with a complementary introduction and an epilogue.

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    fulltext
  • 45.
    Fierro Smith, Paula
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindberg, Paul
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Mellanrummet: En medieteknisk undersökning2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
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    BTH2017Fierro
  • 46.
    Forsman, Dina
    Blekinge Institute of Technology.
    Säkerhetsutbildning med VR2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis I’m examining how to create a factory environment with virtual reality (VR) to contribute to increased awareness and safety mindset in the factory. The examination is based on a challenge from Volvo with their own factory in focus where they wanted to have a safety training for their pedestrians in the factory. With help from the design perspective design thinking, Volvo has been involved through the whole process where we could create a product for them together. The survey question is ”How can you with help from Virtual Reality create the experience of a factory environment to contribute to increased awareness and safety mindset in the factory?” where I chose to shape this into a game integrated with VR. With help from the selected methods for the design process I could put myself into Volvo’s problem and create a factory that resembles theirs as much as possible. Volvo took part of the creation themselves through pictures and videos to provide feedback on the environment and how realistic the experience felt compared to their own factory. For the design to be tested and approved by Volvo, they were constantly involved in the project.

    The examination resulted in a VR game with a short safety training about the environment of the factory and some dangers that may occur in it. Because increased awareness and safety thinking in people within the work can not be measured directly, the survey question has been answered after only a few tests. The people at Volvo who have tested it gave positive results and new thoughts and ideas about technical training in security, such as these, have been awakened by many.

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    Säkerhetsutbildning med VR
  • 47.
    Fredriksson, Pontus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sandred, Malin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Game Feel Aesthetics: Finding the Fun Factor2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Games are close to our hearts, and belong to an industry that continues to grow without an end in sight. We were curious about how you make a game “fun” to play. Steve Swink has presented the concept of “game feel”, in his book with the same name, and how it can be used to describe the collaboration between the visual and the tactile components in a game to create feelings in the player. A similar term is “immersion”, which describes the influence a game has on the players themselves — what Swink calls game feel. We also discuss game feel as an aesthetic experience, with the help of Graeme Kirkpatricks thoughts on the subject. We cover how negative feelings can become a positive game experience, with the help of an article by Kristine Jørgensen, and how a game’s technical limits can affect its visual aesthetics, with an article by Andrew Hutchinson. Our research question is: “what are the visual components in game feel, and how do they affect a gaming experience?”, and we’ve chosen to showcase this by developing a game. With the help of a qualitative study, we got some feedback of what the visual components in game feel are. The game included five game feel experiences that Swink discusses. The play testers got to go through a game demo, and answer a questionnaire, based on their gaming experiences. We analysed their answers using an “ad hoc” method of analysis.

    We arrived at the conclusion that the visual components are hard to separate from the tactile ones, making it hard talk about games as only visual experiences. The feeling of involvement in playing a game comes from the combination of the visual aesthetics and the physical feeling of pressing buttons. We see the possibility of continuing the research on the topic of game feel, because we’ve only scraped the surface on what the visual components of game feel truly are.

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    BTH2018Fredriksson
  • 48.
    Friholm, Robin
    et al.
    Blekinge Institute of Technology.
    Odeholm, Paulina
    Blekinge Institute of Technology.
    Människan och webben: Ett arbete om hur webben påverkar människan2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this paper we write about the semantic web and what effect it has on mankind. We start off by writing what the semantic web is and what it has to offer us. We then write what thedevelopment of todays web has done to affect us to be able to secure a thought of what afuture semantic web might do to affect us. We also write about the human element togetherwith technology to see how we’ve evolved together. We write about how the web haveeffected our language, our thinking and how it’s making us lazier but also how it’s helping usin our development.

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    fulltext
  • 49.
    Fröberg, Martin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Svensson, Patrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Röststyrning av mediauppspelning2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Med detta kandidatarbete vill vi undersöka funktionaliteten mellan röststyrning och andra styrenheter inom smarta hem, där fokuset för undersökningen är behov och intresse av tekniken. Med hjälp utav synsättet agentiell realism som förklaras av Karen Barads teorier finner vi en inblick om hur människan påverkas av dagens enheter och hur enheterna påverkas av oss.

    Designprocessen uppvisar arbetet kring gestaltningen med hjälp utav ett sammankopplande av en röststyrt internet of things applikation, vilket under en kvalitativ intervju får ett resultat kring frågeställning som används till grund för undersökningen.

    Resultatet för frågeställningen visar de intervjuade personernas subjektiva åsikt och tankar om röststyrning i dagens hem och om det är något som eftersträvas. Denna undersökning visar att röststyrningen är ett intresse och ett mindre behov i det vardagliga hemmet, men behöver mer utveckling för att fler människor skall vilja använda den.

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    BTH2018SvenssonFröberg
  • 50.
    Gertonsson, Simon
    et al.
    Blekinge Institute of Technology.
    Hansson, Anton
    Blekinge Institute of Technology.
    Det spatiala ljudets vikt2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is about the importance of spatial sounds in a digital world where the visual most often comes to the forefront. To do this, this text goes on what a sound narrative is, the human listening and interactive sound narrative. Understanding of alternative concepts like sounds in different contexts, such as soundscapes and sound mapping, is presented withstudies by R. Murray. Schafer (1994), Mark Nazemi and Diane Gromala (2012). Along with new and old technology, this study will try to explain the human natural response to sound without visual reference points. This is investigated using spatial sound, new localization technology; also known as Pozyx, integrated with a virtual environment created in the Unity’s game engine, where the use of the audio engine delivers spatial sound in real time. As a result, the participants in this survey created their own personal narrative, where we as designers created the conditions for this, through interactive technology and selective listening.

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    BTH2018Gertonsson
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