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  • 1.
    Agadagba, Kelvin Yoreme
    Blekinge Institute of Technology, School of Planning and Media Design.
    PRIVACY AND IDENTITY MANAGERMENT ON SOCIAL NETWORKING SITES WITH REFRENCE TO FACEBOOK2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    According to Nicole B. Ellison and Danah M. Boyd in their article on “Social network sites: Definition, History, and Scholarship”, they defined Social Networking Sites as “Web-based services that allow individuals to (1) Construct a public or semi-public profile within a bounded system, (2) Articulate a list of other users with whom they share a connection, and (3) View and traverse their list of connections and those made by others within the system”( 2007). In other words, Social Networking Sites (SNSs) are websites that are designed to simplify communication between users who share similar activities, attitudes and interests. Today the growth and role of social networking sites has become an issue not only for the users themselves but also for scholars and industrial researchers. My aim in this research will be to explore Social Networking Sites in general. The concept of Social Networking Sites is very broad; therefore my main study will be dealing primarily with how privacy and restrictions plays a role in identity management with reference to Facebook.

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  • 2. Agardh, Johannes
    et al.
    Johansson, Martin
    Pettersson, Mårten
    Designing Future Interaction with Today's Technology1999Other (Other academic)
    Abstract [en]

    Information Technology has an increasing part of our lives. In this thesis we will discuss how technology can relate to humans and human activity. We take our standing point in concepts like Calm Technology and Tacit Interaction and examine how these visions and concepts can be used in the process of designing an artifact for a real work practice. We have done work-place studies of truck-drivers and traffic leaders regarding how they find their way to the right addresses and design a truck navigation system that aims to suit the truck drivers work practice.

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  • 3.
    Akhtar, Jawad
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Virtual reality: Effective surroundings, Enormous demonstration and mediator system in the games, industrial design and manufacturing2008Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    In this thesis, the concept of virtual reality has been elaborated in the context of games, industrial design and manufacturing. The main purpose of this master’s thesis is to create a virtual environment for games that are near to the reality and according to the human nature through aspects like better interface, simulation, lights, shadow effects and their types. The importance of these aspects regarding realistic virtual environment is complemented through the comparison between two environments i.e. desktop and CAVE on a flight simulation program.

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  • 4.
    Alesö, Rikard
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Widén, Fredrika
    Blekinge Institute of Technology, School of Planning and Media Design.
    Simone de Beauvoirs feminism: De digitala spelen idag2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta kandidatarbete utgår ifrån två stycken frågeställningar kopplade till feminism: ”Hur kan Simone de Beauvoirs feminism gestaltas i digitala spel?” och ”Vad finns det för typiska könsroller i dagens digitala spel?”. För att svara på dess frågeställningar studerade vi de Beauvoirs bok ”Det Andra Könet”, utförde spelanalyser samt delade ut skriftliga intervjuer till spelare. Resultaten blev en prototyp till ett digitalt spel vars handling är en direkt inspiration ifrån utvalda kapitel från Simone De Beauvoirs bok ”Det Andra Könet”. Vi avser att detta spel kan bli ett exempel för framtida speldesigners hur man kan utveckla spel på ett alternativt sätt och även att digitala spel kan bli ett nytt medium för filosofer att bruka.

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  • 5. Algotsson, Jessica
    et al.
    Borup, Emma
    Grafiskt användargränssnitt i spel: Hur grafisk design kan gestalta ett spel om spelskapande2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Bachelor Thesis explored the potentials with graphic user interfaces through the methods participatory design, usability and pluralistic usability walkthrough in order to create a graphic user interface that provides the opportunity to teach a younger audience as well as an older generation about video game creation. In the first online survey, potential users were given instructions to draw a scenario. A low interest from just one person for the survey made it not provide enough substance to produce results. A total of 29 test subjects participated in the second online survey where people were allowed to choose between different icons. Selected icons from test subjects became part of the user interface. The usability method was performed jointly with the pluralistic usability walkthrough of four users. The results of these two methods gave us an insight into what could improve our design and be examined during a future study. In the discussion we present how we chose to take in the answers and work with them and also present how a more in-depth study could have been conducted based on the answers we got.

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  • 6.
    Ali, Nauman bin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Edison, Henry
    Lero - The Irish Software Engineering Research Centre, IRL.
    Torkar, Richard
    Chalmers and University of Gothenburg, SWE.
    The impact of a proposal for innovation measurement in the software industry2020In: International Symposium on Empirical Software Engineering and Measurement, IEEE Computer Society, 2020, article id 3422163Conference paper (Refereed)
    Abstract [en]

    Background: Measuring an organization's capability to innovate and assessing its innovation output and performance is a challenging task. Previously, a comprehensive model and a suite of measurements to support this task were proposed. Aims: In the current paper, seven years since the publication of the paper titled Towards innovation measurement in the software industry, we have reflected on the impact of thework. Method:We have mainly relied on quantitative and qualitative analysis of the citations of the paper using an established classification schema. Results: We found that the article has had a significant scientific impact (indicated by the number of citations), i.e., (1) cited in literature from both software engineering and other fields, (2) cited in grey literature and peerreviewed literature, and (3) substantial citations in literature not published in the English language. However, we consider a majority of the citations in the peer-reviewed literature (75 out of 116) as neutral, i.e., they have not used the innovation measurement paper in any substantial way. All in all, 38 out of 116 have used, modified or based their work on the definitions, measurements or the model proposed in the article. This analysis revealed a significant weakness of the citing work, i.e., among the citing papers, we found only two explicit comparisons to the innovation measurement proposal, and we found no papers that identify weaknesses of said proposal. Conclusions: This work highlights the need for being cautious of relying solely on the number of citations for understanding impact, and the need for further improving and supporting the peer-review process to identify unwarranted citations in papers. © 2020 IEEE Computer Society. All rights reserved.

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  • 7. Allahyari, Hiva
    et al.
    Lavesson, Niklas
    User-oriented Assessment of Classification Model Understandability2011Conference paper (Refereed)
    Abstract [en]

    This paper reviews methods for evaluating and analyzing the understandability of classification models in the context of data mining. The motivation for this study is the fact that the majority of previous work has focused on increasing the accuracy of models, ignoring user-oriented properties such as comprehensibility and understandability. Approaches for analyzing the understandability of data mining models have been discussed on two different levels: one is regarding the type of the models’ presentation and the other is considering the structure of the models. In this study, we present a summary of existing assumptions regarding both approaches followed by an empirical work to examine the understandability from the user’s point of view through a survey. The results indicate that decision tree models are more understandable than rule-based models. Using the survey results regarding understandability of a number of models in conjunction with quantitative measurements of the complexity of the models, we are able to establish correlation between complexity and understandability of the models.

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  • 8.
    Altena, Ivanna
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Markov, Georgi A.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Defect intention : the specific challenges faced by women in open source that may predict (or influence) their intention to leave an open source software project/community2022Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background

    Open source is largely accepted as an important innovation driver in the technology industry. Even though inclusion and diversity is beneficial for the success of technology projects (including open source software projects), many statistics are pointing out that diversity in open source is even worse than in the technology sector in general. The unequal representation of minorities (in this limited scope study represented by women) has negative effects on the innovation potential of many tech-related companies and is a major cause of corporate companies’ concerns. To attract more women and increase their retention in open source software projects and communities, the understanding of reasons behind the decisions on why they leave/defect an open source project can be is essential for the development of the effective retention strategies in OSS. 

    Objective

    Based on the extensive literature review conducted by Trinkenreich, et al. (2021), only a few studies make a theoretical connection to why women leave (or avoid) open source software projects. This study aimed to explore the challenges faced by women in open source that may predict (or influence) their intention to leave/defect an open source software project/community. Thus, the following research question was formulated: What are the specific challenges faced by women in OS that may predict (or influence) their intention to leave an OSS project/community?

    Methodology

    The initial in-depth literature review discovered a list of socio-cultural challenges faced by women when contributing to open source projects. Trinkenreich, et al. (2021) have grouped these challenges conceptually as follows: (1) Lack of peer parity; (2) Non-inclusive communication; (3) Toxic culture; (4)  Impostor syndrome; (5) Community reception issues; (6) Stereotyping; (7) Work-life balance issues, (8) Gender-identified contributions. Additionally, one of the authors of this study found an existing dataset on the state of diversity, equity, and inclusion in open source as of 2021. The survey ‘2021 Diversity, Equity, and Inclusion in Open Source’ was developed and distributed by the Linux Foundation. The data for this survey was gathered in 2021 from 2,350 individuals, particularly, from the Foundation’s subscribers and community members, on questions about their sense of inclusion and belongingness in OS communities. The authors of this study made the initial mapping of the questions from the Linux Foundation survey against challenge-clustering developed by Trinkenreich, et al. (2021). This helped to isolate the following groups of challenges for this study: (1) Non-Inclusive Communication & Community Reception Issues; (2) Toxic Culture; and (3) Gender-Identified Contributions & Stereotyping, that are likely to contribute to women leaving/defecting an OSS project/community. Altogether, this helped to formulate two hypotheses: null  (H0) and alternative  (HA) which highlight the relationships between different variables in the dataset. The hypotheses were tested using multiple regression analysis. To test the hypotheses and answer the research question, the authors of this study did not design the survey questions themselves but rather observed them directly through the questions of the Linux Foundation survey. In the context of this study (viz., a small-scale applied research project) capitalizing on the secondary data made sense as explained further in the study. A multiple regression was carried out to explore whether any of the challenges (e.g., lack of response to or rejection of contributions or questions; experience of conflict or interpersonal tension between you and another contributor; experience of written or spoken language that made a women feel unwelcome; experience of threats of violence, stalking; experience of unsolicited sexual advances or comments; experience of stereotyping based on perceived demographic characteristics; experience of impersonation or malicious publication of personal information; experience of background-based harassment) could significantly predict (or influence) women’s intention to leave/defect an open source software project/community.

    Results

    The results of multiple regression analysis reject the null hypothesis. The following predictors (i.e., independent variables): Q17_04_violence_stalking_experience, Q17_06_stereotyping_experience, and Q18_background_based_harassment are statistically significant and thus contribute to the regression models because their statistical significance (i.e., the p-value) is less than 0.05. Based on the findings of the study, the challenges that may predict (or influence) women’s intention to leave/defect an open source software project/community can be formulated as follows:

    o   For the sample ‘North America (Unites States, Canada, Mexico)’

     

    §  [Model 1] experience of threats of violence, stalking directed at women in the context of an open source project 

    §  [Model 2] experience of threats of violence, stalking and of harassment connected to their background directed at women in the context of an open source project 

     

    o   For the sample ‘Europe’

     

    §  [Model 1] experience of stereotyping based on perceived demographic characteristics directed at women in the context of an open source project 

    §  [Model 2] experience of stereotyping based on perceived demographic characteristics and threats of violence, stalking directed at women in the context of an open source project 

    Conclusions

    Women’s intention to leave/defect an OSS project/community can be explained by the following prediction models (i.e., regression equations):

    o   For the sample ‘North America (Unites States, Canada, Mexico)’

     

    §  [Model 1]  Y = 0.892 – (0.413 * Q17_04_violence_stalking_experience)

    §  [Model 2]  Y = 0.991 – (0.328 * Q17_04_violence_stalking_experience) – (0.228 * Q18_background_based_harassment)

     

    o   For the sample ‘Europe’

     

    §  [Model 1]  Y = 0.938 – (0.345 * Q17_06_stereotyping_experience)

    §  [Model 2]  Y = 0.953 – (0.285 * Q17_06_stereotyping_experience) – (0.242 * Q17_04_violence_stalking_experience)

     

    The results of the study also indicate that the models were a significant predictor of women’s intention to leave/defect an OSS project/community:

    o   For the sample ‘North America (Unites States, Canada, Mexico)’

     

    §  [Model 1]  F(1,134) = 31.671, p = <0.001

    §  [Model 2]  F(2,133) = 20.342, p = <0.001

     

    o   For the sample ‘Europe’

     

    §  [Model 1]  F(1,104) = 19.874, p = <0.001

    §  [Model 2]  F(2,103) = 13.118, p = <0.001

    Contribution to theory and practice

    Academic value: The findings of this study extend the knowledge about specific challenges faced by women in OS that may predict (or influence) their intention to leave an OSS project/community. Insights for adopting ‘Innovation by All’ workplace culture: The findings of this study provide OSS projects/communities with insights into the hindrances and determinants associated with women’s participation in OS. These insights, in their turn, can be valuable to understand and be aware of when an OSS team/community aims to adopt an ‘Innovation by All’ workplace culture and by doing so  - attain greater team productivity, more innovative and more revolutionary ideas, greater agility, and higher rates of ideas’ implementation, decision-making, and innovation. Internal analysis: The results of this study can be used to inform OSS teams/communities about the most critical aspects they need to address in order to attract more and retain existing female talent. Thus, the findings of this study can serve as an internal analysis for an OSS team/ community to take further actions on including and diversifying their project teams and ensuring that all members stay and keep on contributing to OSS projects.

    Recommendations for future research

    The following research proposals are suggested: (1) An extensive quantitative study amongst female contributors of various OSS projects/communities and a comparative analysis of these communities based on different parameters. (2) A replication of this study that examines/explores the specific challenges faced by the representatives of other minority groups in OS that may predict (or influence) their intention to leave an OSS project/community. (3) A comparative study (e.g., women versus men; women versus binary/no-gender participants; and so on) about challenges faced by them in OS that may predict (or influence) the intention to leave an OSS project/community.

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    Defect intention : the specific challenges faced by women in open source that may predict (or influence) their intention to leave an open source software project/community
  • 9.
    ananth, Indirajith Vijai
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Study on Assessing QoE of 3DTV Using Subjective Methods2013Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    The ever increasing popularity and enormous growth in 3D movie industry is the stimulating phenomenon for the penetration of 3D services into home entertainment systems. Providing a third dimension gives intense visual experience to the viewers. Being a new eld, there are several researches going on to measure the end user's viewing experience. Research groups including 3D TV manufacturers, service providers and standards organizations are interested to improve user experience. Recent research in 3D video quality measurements have revealed uncertain issues as well as more well known results. Measuring the perceptual stereoscopic video quality by subjective testing can provide practical results. This thesis studies and investigate three di erent rating scales (Video Quality, Visual Discomfort and Sense of Presence) and compares them by subjective testing, combined with two viewing distances at 3H and 5H, where H is the hight of display screen. This thesis work shows that single rating scale produces the same result as three di erent scales and viewing distance has very less or no impact on Quality of Experience (QoE) of 3DTV for 3H and 5H distances for symmetric coding impairments.

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  • 10.
    Anderssom, Mikael
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Bengtsson, Patrik
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Holst, Robert
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Pamiro2005Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    This report describes the work with creating a CMS (Content Manager System). A CMS is a web tool so you easy can publish materials on your web page. With a CM Scan you can without any knowledge of programming web pages create and maintain a web page. This will result in that you and your organisation save time and money. You can also split the responsibility for the webpage in different roles, but still keep the control. We have chosen to create our CMS in a script language called php4 and with the database server MySQL, we have also used JavaScript a lot. User-friendly and simplicity are two words that we have been working against, and that is why we spent some extra time creating a system that is easy to work with. The report also describes the difficulties with our dedicated server, and how we installed it.

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  • 11. Andersson, Björn
    et al.
    Rouchy, Philippe
    Blekinge Institute of Technology, Department of Business Administration and Social Science.
    Natural Seriousness in Learning2001Other (Other academic)
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  • 12.
    Andersson, Karl
    Blekinge Institute of Technology.
    Attributes of Tool Development: Proceduralism for the Environment Artist2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper explores what attributes are important for the creation of environment art tools. The purpose of this is to make sure that when a tool is to be developed, it will be done properly within a given time frame. This is important since the cost of tool development is high in both time and capital spent. Being able to make sure that when those resources are spent, that the resulting tool is of high quality and solving the problem which the development team set out to do. Through interviews, forms and the creation of our own tool I hope to find these attributes and to be able to provide insights into how a studio or team might apply them for their own purposes.

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    Attributes of Tool Development: Proceduralism for the Environment Artist
  • 13.
    Andersson, Mikael
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Bengtsson, Patrik
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Holst, Robert
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Pamiro2005Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This report describes the work with creating a CMS Content Manager System). A CMS is a web tool so you easy can publish materials on your web page. With a CM Scan you can without any knowledge of programming web pages create and maintain a web page. This will result in that you and your organisation save time and money. You can also split the responsibility for the webpage in different roles, but still keep the control. We have chosen to create our CMS in a script language called php4 and with the database server MySQL, we have also used JavaScript a lot. User-friendly and simplicity are two words that we have been working against, and that is why we spent some extra time creating a system that is easy to work with. The report also describes the difficulties with our dedicated server, and how we installed it.

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    FULLTEXT01
  • 14.
    Andreasson, Mathias
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Ekesrydh, Wynona
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Nielsen, Pia
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Schertell, Mattias
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Ansökan om körkortstillstånd via Internet2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Länsstyrelsen i Stockholms län hade en projektidé som gick ut på att det skulle skapas en Internetbaserad ansökan för körkortstillstånd med behörighet B, inklusive hälsodeklaration. Även en optiker skulle kunna fylla i ett synundersökningsformulär via webben. Dessa skulle sedan knytas ihop för behandling av den Länsstyrelse där den sökande bor. Alla personer som skall använda tjänsten måste inneha ett personligt medborgarcertifikat som används för elektronisk signering av ansökan. Optikern behöver ett företagscertifikat för att identifiera sig. Vi utvecklade två interaktiva användargränssnitt samt ett gränssnitt där administratören kunde hantera all data som inkommit. All data transporterades med hjälp av Web Services (SOAP/XML). För att strukturera upp datan gjordes ett XML-schema som används för validering vid transporten. Allt dvs ansökan, hälsodeklaration och synundersökning landar sedan i en databas där all data knyts ihop som tillhör en sökande. Vi förberedde även användargränssnittet, databasen och XML-strukturen för fortsatt utveckling som t ex ansökan om andra körkortsbehörigheter och läkarintyg. Under utvecklingen använde vi erfarenheter tagna från tidigare lästa kurser och omsatte teorier till praktik, både inom projektledning, -drift, -planering och teknologiska kunskaper. Vi tog tillvara på tidigare kurser samt utforskade nya områden inom vår valda inriktning som är webbprogrammering där Web Services ingår. Via litteratur och Internet sökte vi information som värderades. Hela arbetsprocessen genomfördes efter en iterativ produktutvecklingsmetod. Vi utvärderade och omvärderade resultat och delresultat i en ständigt pågående spiralprocess.

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  • 15.
    Andréason, Nanna
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Hellman, Camilla
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Wengle, Sara
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Dokumentär om döden2004Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Vi har som kandidatarbete gjort ett dokumentärfilmsprojekt. Filmen handlar om barns och pensionärers tankar och funderingar om döden. Vi ville göra en annorlunda dokumentär som väcker känslor utan att provocera. Döden är något som man inte ofta talar om och därför kände vi att vi ville ta upp detta ämne i en seriös men ganska lättsam film. Vi bestämde att lägga tyngdpunkten på research för att få en så bra grund som möjligt. Eftersom ämnet kan väcka många känslor ville vi vara förberedda på alla slags reaktioner. Under projektets gång har vi planerat vecka för vecka vad vi ska göra samt följt en övergripande tidsplan. Vi har också varje vecka skrivit en rapport om vad vi har gjort, vilka problem som vi har haft och vad som har fungerat bra. Vi tog kontakt med ett dagcenter och ett dagis och hittade bra människor att intervjua. De var alla mycket hjälpsamma och våra inspelningar gick bra. Vi var mycket nöjda med våra bilder och även ljudet. I klippningen har vi sett dokumentären växa fram och vi har haft lätt att se vilka klipp som passar in och vilka som inte gör det. Projektet har flutit på relativt smidigt och när problem har uppstått har vi lyckats lösa dem efter hand. Vi har lärt oss mycket och blivit säkrare på oss själva. Det har varit nyttigt för oss att arbeta med utomstående och med olika åldersgrupper. Att vi har skapat externa kontakter har också varit en bra erfarenhet. Vi har lärt oss att samarbeta och att lyssna på varandra. Det är viktigt att alla får komma till tals i en så här liten grupp. Vi tycker att det har varit spännande att göra ett sådant här stort projekt. Det har varit skönt att ha mycket tid till förfogande och att vi har fått lägga upp och genomföra projektet helt själva. Vi har utvecklats under projektets gång och vi känner oss nöjda med både projektet och slutresultatet.

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  • 16.
    Appelgren, Johan
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Petersson, Oscar
    Blekinge Institute of Technology, School of Planning and Media Design.
    Digitala Orkesterinstrument: Att sälja illusionen om en riktig orkester2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Denna uppsats undersöker svårigheterna i att skapa orkestermusik med hjälp av MIDI och kommer fokusera på stråkarna i orkestern. För att komma fram till eventuella lösningar på problemen kommer två guider på området användas och jämföras mot varandra. Guidernas innehåll appliceras sedan på ett musikstycke som skrivits och vilken guide som är mest effektiv bedöms av en testgrupp. Testgruppen består av åtta personer med varierande musikbakgrund och slutsatsen blev att guide två var mest effektiv då den tar upp punkter som inte guide ett gör.

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  • 17. Appelquist, Joakim
    et al.
    Ekelin, Annelie
    Jila, Florian
    Hallqvist, Klas
    SMILE Revisited2003Report (Other academic)
    Abstract [en]

    SMILE Revisited beskriver utvecklingen, införandet och avvecklingen av ett system för mobilt stöd för hemtjänsten. Systemet analyseras dels ur ett ekonomiskt perspektiv, dels ur ett arbetsvetenskapligt perspektiv.

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  • 18.
    Armon, Negin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Illustrerad narrativ2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Konsten att berätta historier med bilder och illustrationer är något som har funnits i flera tusen år. Detta kandidatarbete undersöker ämnet illustrerad narrativ och redogör olika aspekter och principer som är avgörande för att man ska kunna förmedla ett budskap med hjälp av illustrationer. Idag förknippas illustrerad narrativ framför allt med serietidningar, bilderböcker och grafiska romaner som berättar en narration i form av en serie av bilder. Under den teoretiska delen av arbetet har jag först gått igenom illustrerat narrativs historia och sedan redovisat principer för det moderna illustrerat narrativet. Jag har också forskat kring bildens kommunikativa värde och samspelet mellan bild och text. Under produktionsdelen av detta kandidatarbete har jag skapat en illustrerad bok. Tanken har varit att tillämpa de teoretiska stöden från forskningsdelen i ett praktiskt arbete. Jag har även gått igenom den kreativa processen för att skapa illustrerade berättelser och redovisat principer som är avgörande för att man ska kunna skapa balans och harmoni i illustrationer. The art of telling stories with images and illustrations has been around for thousands of years. This bachelor thesis explores the subject of illustrated narrative, and describes various aspects and principles that are crucial in order to be able to convey a message using illustrations. Today is illustrated narrative especially associated with comic books, picture books and graphic novels that tell a story in the form of series of images. In the theoretical part of the work I first go through the history of illustrated narrative and then present its modern principles. Moreover, I report on my research on image communicative value and the interplay between image and text. In order to transform my theoretical understanding and research into practical form, in the production section of this work, I present an illustrated book. In doing so, I explain the creative process to create illustrated stories as well as the important principles in creating balance and harmony in illustrations.

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  • 19.
    Arvidsson, Martin
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Andersson, Mattias
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Alm, Peter
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Hansson, Alexander
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Ett gratis mediacommunity som betalar upphovsmännen2008Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Problemet med illegal fildelning och nerladdning idag är att upphovsmännen bakom varje drabbat verk inte får betalt. Denna rapport syftar till att ge en inblick över processen av vårt kandidatarbete, en webbtjänst och en lösning på problemet. För att skapa webbtjänsten genomfördes först en grundlig research. Vi kartlade konkurrenter, undersökte olika sätt att finansiera produkten och hur upphovsmännen skulle få betalt. Resultatet blev en webbtjänst där användaren bland annat kan lägga upp sina alster, ta del av andras och även använda scenen (en idé som utvecklades under arbetets gång) där användaren kan boka tid för liveframträdanden, alternativt använda den som distributionskanal för deras uppladdade verk.

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  • 20.
    Arwidson, Joel
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Berglund, Mikael
    Blekinge Institute of Technology, School of Planning and Media Design.
    Cederholm, Johan
    Blekinge Institute of Technology, School of Planning and Media Design.
    Persson, Charlie
    Blekinge Institute of Technology, School of Planning and Media Design.
    Recúrrens – En svensk novellfilm2010Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Det här är slutreflektionen för ett examensarbetet Recúrrens, skapat av Mikael Berglund och Johan Cederholm från Medieteknik och Joel Arwidson och Charlie Persson från digital ljudproduktion. Recúrrens är en novellfilm vi gjorde från idé till färdig film och vi kommer beskriva hela vår arbetsgången i den här slutreflektionen. I den andra, reflekterande delen, diskuterar vi hur arbetet gick, motgångar, framgångar och slutresutlatet. Bifogat finns även manuset och bildmanuset.

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  • 21.
    Axelsson, Arvid
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Light Field Coding Using Panoramic Projection2014Student thesis
    Abstract [en]

    A new generation of 3d displays provides depth perception without the need for glasses and allows the viewer to see content from many different directions. Providing video for these displays requires capturing the scene by several cameras at different viewpoints, the data from which together forms light field video. To encode such video with existing video coding requires a large amount of data and it increases quickly with a higher number of views, which this application needs. One such coding is the multiview extension of High Efficiency Video Coding (mv-hevc), which encodes a number of similar video streams as different layers. A new coding scheme for light field video, called Panoramic Light Field (plf), is implemented and evaluated in this thesis. The main idea behind the coding is to project all points in a scene that are visible from any of the viewpoints to a single, global view, similar to how texture mapping maps a texture onto a 3d model in computer graphics. Whereas objects ordinarily shift position in the frame as the camera position changes, this is not the case when using this projection. A visible point in space is projected to the same image pixel regardless of viewpoint, resulting in large similarities between images from different viewpoints. The similarity between the layers in light field video helps to achieve more efficient compression when the projection is combined with existing multiview coding. In order to evaluate the scheme, 3d content was created and software was developed to encode it using plf. Video using this coding is compared to existing technology: a straightforward encoding of the views using mvhevc. The results show that the plf coding performs better on the sample content at lower quality levels, while it is worse at higher bitrate due to quality loss from the projection procedure. It is concluded that plf is a promising technology and suggestions are given for future research that may improve its performance further.

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  • 22.
    Axelsson, Erika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hjältarna vi ser: Hur barn blir påverkade av media2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Temat för detta arbete är att undersöka hur kvinnor framställs som superhjältar, om det finns några skillnader mellan de kvinnliga och manliga hjältarna. I detta arbete kommer det även att undersökas hur barn blir påverkade av media och hur barn analyserar det de ser och hur de utrycker sig i bild. I metoden används dels en workshop med elever från årskurs tre för att undersöka vilka superhjältar som spontant kom till barnen. Barnen skulle sedan måla sina egna superhjältar som sedan analyserades för att se om det blev någon skillnad på hur killar och tjejer målade sina superhjältar. Barnen målade sina teckningar olika, ett exempel var att kroppsbyggnad var olika på killar och tjejers målningar. Andra delen av metoden är att analysera fyra filmer med hjälp av Bechdeltestet för att undersöka hur och om kvinnornas roll har förändrats med tiden. Det var inte alltid självklart att en film skulle bli godkänd. Det finns idag skillnader på hur män och kvinnor gestaltas i superhjältefilmer. Detta märks dels på deras krafter och dels hur de lär sig hantera dessa. Trots att kvinnorna får mer och mer plats utgör männen största delen i filmerna, då männen oftast har huvudrollen.

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  • 23.
    Axelsson, Olof
    Blekinge Institute of Technology, School of Planning and Media Design.
    Försäljningsmetoder för spel på Android Market2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Smartphones med Android som operativsystem har under de senaste åren blivit en allt större del av vår vardag. Kandidatarbetet undersöker vilken försäljningsmetod man som utvecklare ska använda sig av för att få största möjliga förtjänst, när man säljer ett spel på Androids marknad. De försäljningsmetoder, som studerats, är reklam, prissatt och in app billing. Från insamlad statistik av Google och enkäter har en förståelse kring vilken metod att föredra tagits fram. Resultaten visar att alla fungerar trots deras olikheter sinsemellan. Förslag på hur en blandning av försäljningsmetoderna kan användas och hur man applicerar rätt metod till rätt spel diskuteras och presenteras.

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  • 24.
    Badampudi, Deepika
    et al.
    Blekinge Institute of Technology, School of Computing.
    Fricker, Samuel
    Blekinge Institute of Technology, School of Computing.
    Moreno, Ana
    Perspectives on Productivity and Delays in Large-Scale Agile Projects2013Conference paper (Refereed)
    Abstract [en]

    Many large and distributed companies run agile projects in development environments that are inconsistent with the original agile ideas. Problems that result from these inconsistencies can affect the productivity of development projects and the timeliness of releases. To be effective in such contexts, the agile ideas need to be adapted. We take an inductive approach for reaching this aim by basing the design of the development process on observations of how context, practices, challenges, and impacts interact. This paper reports the results of an interview study of five agile development projects in an environment that was unfavorable for agile principles. Grounded theory was used to identify the challenges of these projects and how these challenges affected productivity and delays according to the involved project roles. Productivity and delay-influencing factors were discovered that related to requirements creation and use, collaboration, knowledge management, and the application domain. The practitioners’ explanations about the factors' impacts are, on one hand, a rich empirical source for avoiding and mitigating productivity and delay problems and, on the other hand, a good starting point for further research on flexible large-scale development.

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  • 25. Bai, Guohua
    A Sustainable Information System for e-home Services2004Conference paper (Refereed)
    Abstract [en]

    E-home related home-services (including homecare and home healthcare) in China is urgently needed. The population of aged people over 80 is increasing 5% every year in China, and to year 2050, one fourth of whole population or 0.4 billions people in China are aged staying at home. Meanwhile the government cannot afford with a national elderly care system like most western countries as Sweden. This is because China has had one-child/one-family policy since 1970’s, and this radical policy has made China step in aged society very quickly within only 20 years, while the same process took 40-80 years in western countries. Even worse, China becomes aged society when the country is still poor and under developing with GDP per capita less than 1000$, comparing to western countries with 5000 – 10000 $ when they became aged society. E-home provides China with a unique, and maybe the most effective solution to the problem. By applying effective IT&C at home, elder people are facilitated to manage their own daily life. If needed, they can always call help from their collective service centre that is located in their resident area and the collective service centre can provide with both homecare (cleaning, shopping, reparation, baby care etc.) and home healthcare (legitimate medical care). Elder people can be also monitored (if wished by all partners) both at home and out door by bearing sensors that can send singles directly to related care providers (including their children and relatives if wished). E-home will greatly increase the security of elder people, release great worry from both their children and elder people themselves, and can be afford by most people. However, e-home is more than just a technical problem, and it needs a systemic way and social-psychological study how to design e-home system. In the end, e-home system must provide with needed services to residents. I will introduce IMIS project ´Integrated Mobile Information System for Home Healthcare’ financed by Swedish Agency for Innovative Systems (VINNOVA). This project will continue to 2006, and one of the outputs will be a sustainable software platform which is based on a systemic study of social psychological factors involved in the home healthcare. I will provide with some Swedish experiences and the so called ‘Scandinavia Approach’ in conducting such complex system to my colleagues in China, and I hope the IMIS project will be also developed in China based up on some feasibility and desirability studies with some Chinese colleagues.

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  • 26.
    Bai, Guohua
    Blekinge Institute of Technology, School of Computing.
    Activity System Theory Approach to Healthcare Information System2004Conference paper (Refereed)
    Abstract [en]

    Healthcare information system is a very complex system and has to be approached from systematic perspectives. This paper presents an Activity System Theory (ATS) approach by integrating system thinking and social psychology. First part of the paper, the activity system theory is presented, especially a recursive model of human activity system is introduced. A project ‘Integrated Mobile Information System for Diabetic Healthcare (IMIS)’ is then used to demonstrate a practical application of the Activity System Theory especially in constructing healthcare information system. Our conclusion is that the activity system model can provide the service system designers with a comprehensive and integrated framework for designing healthcare information system in specific, and for designing various kinds of service systems in general.

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  • 27.
    Behmer, Emil
    et al.
    Blekinge Institute of Technology.
    Hermansson, Joie
    Blekinge Institute of Technology.
    Ljudet av tystnad i rymden: En studie om de narrativa effekter tystnad har i Sci-Fi2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Silence can be used as a cognitive tool to influence a film experience and to elevate certain audiovisual aspects. This study examines how silence as a narrative technique in the sci-fi genre can be used through two concepts for sound recording: fidelity, which is a faithful sound recording of what is shown on screen, and intelligibility, which adds sound for narrative information. The concepts allowed us as sound designers to analyze and control the moments of silence in each scenario. Point of audition was used as an added design tool to focus the moments of silence in the narrative. Through discussions in focus groups, we were able to evaluate how the silence was experienced in each separate clip. The study showed that silence as a narrative approach was preferred in a combination of the two concepts.

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  • 28.
    Beijer, Kristoffer
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Elfström, Anthon
    Blekinge Institute of Technology, School of Planning and Media Design.
    Inspelning av djurläten2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Detta examensarbete är skrivet av Kristoffer Beijer och Anthon Elfström på Digital ljudproduktion. Syftet med uppsatsen är att undersöka hur inspelning av djurläten skall gå till för att få en så bra slutprodukt att den kan användas i framtida mediaproduktion. Inledningsvis ges en introduktion till vad som avses med begreppen ljuddesign, djurljud och fältinspelning. Därefter beskrivs tillvägagångssättet som består av litterturgenomgång, intervjumetoder, vilken teknisk utrutsning som kan tänkas vara bra att använda vid den kommande fältinspelningen. Den tekniska utrustningen beskrivs närmare i kapitel 3.4 Teknik och utrustning som berör olika mikrofontyper och ljudinspelare. Därefter redogörs närmare om fältinspelningen som gjordes på Nordens Ark. Kapitel 3.6.3 Organisering och editering av inspelat material tar upp arbetet med organisering och editering av det inspelade materialet som var tidskrävande. Uppsatsen avslutas med att redovisa resultat av fältinspelningen av djurläten som blev att det fanns mycket litteratur och konkreta tips om vilken teknisk utrustning som skulle vara bra att använda. Det var inga större svårigheter att hantera den tekniska utrustningen. Vad som däremot var svårt var att få djuren att låta. De ger inte ljud ifrån sig på kommando. Men vi kom fram till att det går att få djur att låta. Det fanns störande miljöljud på inspelningsplatsen vilket försvårade vårt arbete. Det mesta av det inspelade materialet kan inte användas i en kommande mediaproduktion men vi har lärt oss otroligt mycket och vill arbeta inom detta område i fortsättningen. Vi hoppas att informationen i denna uppsats skall ge inspiration till de som är intresserade av djurinspelning, men också att göra fältinspelningar i allmänhet.

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  • 29.
    Benaim, Andre
    et al.
    Blekinge Institute of Technology, School of Engineering, Department of Mechanical Engineering.
    Larsson, Tobias C.
    Blekinge Institute of Technology, School of Engineering, Department of Mechanical Engineering.
    Larsson, Andreas
    Lund University.
    Elfsberg, Jenny
    Volvo Construction Equipment.
    Building a pathway for innovation: Lessons learned from developing an online platform2014Conference paper (Refereed)
    Abstract [en]

    Companies are constantly being pressured to innovate in order to stay competitive in the short run and have new offerings in the long run. One way of boosting innovation is to develop idea support systems that go beyond the traditional methods and tools. Through a qualitative study, this paper explores the lessons learned from developing an online platform for idea generation, and discusses it in terms of innovation process, climate, and capabilities. The results show that the platform itself is not enough for innovation. The structure and work processes around the platform are as important, which implies the need to design processes and procedures that allow an idea to develop, providing, focus, idea feedback and role clarity.

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  • 30.
    Benaim, Andre
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Larsson, Tobias
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Larsson, Andreas
    Lund University.
    Elfsberg, Jenny
    Volvo Construction Equipment.
    Becoming An Innovative Company: Assessing An Organization’s Innovation Capability From The Perspective Of A Team2014Conference paper (Refereed)
    Abstract [en]

    Literature points out the need for companies to innovate continuously. Such need requires that companies develop capacities to exploit and improve current work as well as to develop and explore more radical opportunities. This paper is a case study that investigates the innovation capabilities of a multinational manufacturing company by interviewing a group that is mandate to support the development of those capabilities. The data was collected by semi-structured interviews, which were based on the categories of a framework previously developed. The findings speak about the importance of setting clear processes for continuation and implementation of ideas, adequate allocation of resources and management support. The discussion and conclusion are about the importance of the integration of efforts in different organizational levels and some of the future challenges integrating the innovation efforts into a natural way of working.

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  • 31. Bengtsson, Lars
    et al.
    Ryzhkova, Natalia
    Inviting the world to innovate: managerial challenges and practices implementing web innovation tools2010Conference paper (Refereed)
    Abstract [en]

    The practices of open innovation have been advocated as an efficient way to accelerate innovation processes and expanding the markets for innovations in turbulent times. One specific way of practicing open innovation is the use of web-based innovation tools whereby, among others, any user and customer in the world may be reached for the spawning ideas, sharing of experiences, testing of products and even designing products themselves. While research has been extensive on the opportunities these tools may provide, the managerial challenges and competences needed to implement and operate these tools have been scarce. The aim of the paper is to develop a framework of managerial challenges and competences related to the implementation of web innovation tools. The framework is based on previous research and a case study of a telecom company’s web innovation site and management of this web site. The research reported in the paper intends to contribute to the research on web innovation tools and the management of web innovation tools.

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  • 32.
    Berg, Louise
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Skoglund, Felicia
    Blekinge Institute of Technology, School of Planning and Media Design.
    Hiphop och glam metal i Sverige: En undersökning och analys av skivomslag i en jämförelse över tid.2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Den här undersökningen fokuserar på hur skivomslagen ser ut inom hiphop och glam metal i Sverige i en jämförelse över tid. Undersökningen ska även besvara de förändringar eller icke- förändringar som skett, samt hur kulturen påverkar utformandet av skivomslag inom varje musikgenre. Syftet är att får en ökad förståelse och inblick i kopplingen mellan musikgenre och bild i utformandet av skivomslag. Med hjälp av den semiotiska bildanalysen har skivomslagen analyserats under två olika tidsperioder. Resultaten av analyserna visar att båda musikgenrerna har gått över till mer tolkningsbara skivomslag. De äldre skivomslagen är mer genrespecifika än de senare, detta hör också till att de senare blivit mer tolkningsbara då alla de äldre skivomslagen hade någon form av artist- eller banduppställning. Slutsatsen är att det är tydligt att båda musikgenrerna är mansdominerade, men detta syns främst i de äldre skivomslagen där de har artist- eller banduppställning. Båda musikgenrerna har gått ifrån den uppställningen som tidigare dominerade skivomslagen och har nu övergått till motiv som är mer öppna för tolkning som kan göra innehållet av skivan tydligare.

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  • 33. Bergkvist, Viktor
    et al.
    Emilson, Marcus
    Rouchy, Philippe
    Blekinge Institute of Technology, Department of Business Administration and Social Science.
    Björgvinsson, Erling Bjarki
    Brandt, Eva
    Hillgren, Per-Anders
    Harden, Sue
    Location in Work Practices. The Social Shaping of a Personal Digital Assistant2002Conference paper (Refereed)
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  • 34.
    Bergman, Martin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Jönsson, André
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Physically based rendering: Ur en 3D-grafikers perspektiv2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Det här kandidatarbetet undersöker hur Physically based rendering kan påverkar en 3D-grafikers arbete. Målet är att skapa förståelse kring physically based rendering och hur denna tekniken kan komma att påverkar en 3D-grafikers arbete. För att undersöka problemområdet skapades en virtuell miljö i 3D med hjälp av physically based rendering. Arbetsupplevelsen jämfördes senare med det tidigare arbetssättet. Undersökningen beskriver tidigare arbetsätt och hur arbetet har ändrats med physically based rendering. Undersökningen går även igenom fördelar, nackdelar och konsekvenser med att arbeta med Physically based rendering. This bachelor thesis studies how Physically based rendering can affect a 3D artists work. The aim is to create an understanding of Physically Based Rendering and how this technique might affect a 3D artists work. To examine the problem area we created a virtual environment in 3D using Physically Based Rendering. The new workflow was then compared with the former workflow. The study describes the former workflow and how the work has changed with Physically Based Rendering. This thesis also covers the pros, cons and implications of working with Physically Based Rendering.

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  • 35.
    Bergqvist, Emil
    Blekinge Institute of Technology, School of Planning and Media Design.
    Binaural ljuddesign i 3D-spel2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta kandidatarbete handlar om hur spelupplevelsen påverkas av en ljuddesign som är skapad genom en persons öron, en sån kallad binaural ljuddesign. I spel och film påverkar ljuddesignen 50% av det man ser och upplever. En stor del av de som spelar spel idag använder sig av hörlurar och headsets för att uppnå den bästa ljudupplevelse och för att de enkelt ska kunna kommunicera via olika röstchatt. Trots detta satsar spelföretag idag på att man ska få det mest kvalitativa ljudupplevelsen via surround-system och för att man enkelt ska kunna höra direktionellt ljud. Detta kan även en binaural ljuddesign återge genom vanliga hörlurar. Detta arbete kommer gå in på vilka effekter en binaural ljuddesign har i spel samt hur den påverkar spelaren både positivt och negativt.

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  • 36.
    Billing, Måns
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Lindh, Jakob
    Blekinge Institute of Technology, School of Planning and Media Design.
    Berättande i digitala spel: En undersökning av monomyten och dess gestaltning2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Den här uppsatsen undersöker monomytens två inledande steg The Ordinary World och The Call to Adventure samt hur dessa kan gestaltas i digitala spel. Syftet är att få insikt i hur spelmediet kan använda sig av de här teorierna om berättelsestrukturer för att skapa mer engagerande upplevelser. För att undersöka problemområdet konkretiserades teorierna i ett ramverk utifrån vilket en spelprototyp utvecklades och två redan existerande digitala spel analyserades. Prototypen jämfördes med de analyserade spelen för att undersöka på vilket sätt teorierna om The Ordinary World och The Call to Adventure gestaltats. Undersökningen visade på att spelmediet erbjuder en mängd olika sätt att gestalta teorierna på och vilka för- och nackdelar dessa gestaltningssätt har. Vidare pekade användandet av monomyten på dess fortsatta relevans inom spelmediet, men även på de problem som reproduktionen av monomytens struktur kan leda till.

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  • 37.
    Bjernklev, Christian
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Dokumentärfilm om Warcraftspelaren 4K FuRy2005Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Warcraft är ett strategidataspel som massor av människor världen över ägnar sig åt. Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och dataspelandet har blivit hans jobb. Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget 4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många inte ens vet om existerar. Ännu mindre att man kan tjäna stora pengar på att spela. Utomlands är uppmärksamheten för Warcraft större. Sebastian är mycket känd och han har fans runt om i hela världen. 4K FuRy is an alias and the man behind the name is Sebastian Pesic. He is a 19 year old young man who’s playing a strategy computer game called Warcraft. He is one of the best Warcraftplayers in the world and the computer playing has become his job. The documentary is about him and his reality in the Warcraft team 4 Kings. You will be able to follow Sebastian in his preparation for the biggest tournament of the year and you will be informed about the computergameworld that many don’t even know exists. Nor less that you can make a lot of money playing. Warcraft is well know and played of a lot of people worldwide and Sebastian has a lot of fans all around the globe.

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  • 38. Björgvinsson, Erling Bjarki
    Socio-Material Mediations: Learning, Knowing, and Self-produced Media within Healthcare2007Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The thesis discusses lessons learned and issues raised when exploring how self-produced rich media can facilitate sharing of meaning between healthcare professionals at an intensive care unit and between healthcare professionals and patients within a hand surgery clinic. Design experiments conducted at the intensive care unit focused on how healthcare professionals could collaboratively produce ‘best practice’ videos displayed on handheld devices and accessed through barcodes placed out in the unit. The making of the videos it is argued can be seen as a temporary convergence of different views when reifying ‘best practice.’ Design experiments conducted at the hand surgery clinic focused on how healthcare professional and patients collaboratively could produce, during consultations, rich media documents that are tailored to the patients’ specific needs. The rich media documents made can be seen as a temporary convergence of two distinct practices; namely that of hand surgery treatment and the practice of everyday life. Making of rich media documents in both projects resulted in developing relational spaces of informal learning, which engendered the making of rich reifications that function well in close relation to participation. To engender the making of the rich media documents demanded the establishment and hardening of a socio-technical infrastructure which can be seen as a temporary convergence between tools and practices where both the tools and practices are changed. In both cases using these videos in turn demanded that the videos, a form of local collaborative hardenings, needed to be translated anew and so to speak “defrosted.” The design consequences are that designers need to acknowledge materiality as an ongoing process which is given meaning through participation over time within and across communities of practice. Materiality and human agency in this instance are not seen as discrete elements, but rather highly intertwined. The second design consequence is that we need to acknowledge the complexity, partiality, and multiplicity of such relational spaces. Methodologically, the consequences are that it is important to consider where the designers position themselves and the artifacts in the network of relations, since different positioning will have different implications for the subsequent spaces of action.

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  • 39. Björkman, Christina
    Challenging Canon: The Gender Question in Computer Science2002Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    "Varför är det så få kvinnor inom datavetenskap och vad kan vi göra åt detta?" Detta är ett vanligt sätt att formulera vad författaren kallar "genusfrågan inom datavetenskap". Denna fråga fokuserar på kvinnor, ibland diskuteras även män, men det är ovanligt att man pratar om själva datavetenskapen. I denna licentiatuppsats diskuterar och utmanar författaren, på olika sätt, hur den s k "genusfrågan" uppfattas och diskuteras bland datavetare, och var man letar lösningar på problemet. Författaren diskuterar hur man kan flytta fokus från kvinnor och istället diskutera datavetenskapen. Detta betyder att man lyfter frågan till en mera generell nivå, och diskuterar disciplinen, dess paradigmer och kunskapsprocesser. Teorier och metodologi från genusforskning, använda inom datavetenskap, ger nya möjligheter att utveckla bredare och mer komplexa förståelser av "genusfrågan inom datavetenskap".

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  • 40. Björkman, Christina
    Computer Science, Gender and Knowledge: Situated Readings2003In: How do we make a difference? / [ed] Mörtberg, Christina; Elovaara, Pirjo; Lundgren, Agneta, Luleå: Division Gender and Technology, Luleå University of Technology , 2003, p. 157-174Chapter in book (Refereed)
    Abstract [en]

    A text is read, interpreted and comprehended in different ways, depending on for example the perspectives of the reader. As a reader I take an active part in the creation of meaning when I interact with the text and so also, indirectly, with the author(s). In this paper I explore what I call situated readings, using the concept of partial perspectives in reading a text. I will read a text on women and computer science, an article from Communications of the ACM 1997. This article has gained a lot of attention and is still frequently cited within the community of computer scientists. This reading exercise reflects my own development, in that I explicitly try to make use of my background and experiences. I am a lecturer in computer science, and for a number of years I have been interested in questions and issues surrounding the under-representation of women within computer science and in the various different attempts to define, describe and suggest solutions to this ‘problem’. I have gone from taking part in, and actively leading, projects targeting women within CS, to an interest in trying to gain a complex understanding of this issue and challenging existing frameworks and explanations. The reading will reflect how my questions mainly concerning the low number of women in CS have evolved, as a result of experience and later from feminist studies, into other questions, approaching “the science question” (Harding 1986).

  • 41. Björkman, Christina
    Crossing Boundaries, Focusing Foundations, Trying Translations: Feminist Technoscience Strategies in Computer Science2005Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    In this thesis I explore feminist technoscience strategies in computer science, starting in “the gender question in computer science”, and ending up in communication and translation between feminist technoscience research and computer science educational practice. Necessary parts in this work concern issues of boundary crossings between disciplines, and focusing on the foundations of computer science: what it means to “know computer science”. The point of departure is in computer science (CS), in particular CS education. There are at this starting point two intertwined issues: the gender question in computer science (often formulated as “what to do about the situation of women in computer science?”) and the foundation question: “what does it mean to know computer science?”. These are not primarily questions looking for answers; they are calls for action, for change and transformation. The main focus and goal of this thesis concerns how to broaden the meaning of “knowing computer science”; to accommodate epistemological pluralism and diversity within the practices and among the practitioners of CS. I have identified translation as fundamental, to make feminist research and epistemological perspectives communicable into the community of computer science practitioners. In this, questions of knowledge and how knowledge is perceived and talked about are central. Communication and translation also depend on the ability and willingness to cross boundaries, to engage in “world- travelling” (Lugones). Additional issues of importance are asking questions open enough to invite to dialogues, and upholding critical (self) reflection. An important goal for feminist research is transformation. Because of this, interventions have been part of my research, interventions in which I myself am implicated. The work has been based in feminist epistemological thinking, where the concepts of positioning and partial perspectives (Haraway) have been of particular importance. After an introduction, the thesis consists of three parts, each part relating to one of the three issues in the title, issues identified as important for feminist technoscience work in computer science. In part A, I investigate and discuss what it means to be simultaneously an engineer/computer scientist and a feminist technoscience researcher. What boundary crossings, challenges, conflicts, negotiations and issues of being inside and outside are involved? This part also focuses on what the implications of these boundary crossings and different “mind-sets” are for transformatory work in science and engineering education, as well as a discussion of what feminist technoscience research can be and how it can be used for interventions and transformations. Part B focuses on foundations of computer science. This part consists of studies of texts, which I critically read and query from a feminist technoscience perspective, in order to challenge existing approaches and concepts within computer science. The texts are about the gender question in computer science; foundational topics of “what is computer science”, as well as epistemological questions concerning approaches to knowledge in computer science: “what does it mean to know computer science”? Part C deals with a concrete intervention project aiming at establishing conversations with computer science faculty. In this project, the issues of communication and translation appear as central. The focus in this part is communication between computer science educational practice and feminist technoscience research, language as a carrier of epistemology, and a discussion of translation.

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  • 42. Björkman, Christina
    Feminist Research and Computer Science: Starting a Dialogue2005In: Journal of Information, Communication and Ethics in Society , ISSN 1477-996x, Vol. 3, no 4Article in journal (Refereed)
    Abstract [en]

    In this paper I discuss how feminist research focusing epistemological issues can be used within computer science (CS). I approach and explore epistemological questions in computer science through a number of themes, which I believe are important to the issues of what knowledge is produced as well as how it is produced and how knowledge is perceived in CS. I discuss for example paradigms and metaphors in computer science, the role of abstractions and the concept of naturalisation. In order to illustrate epistemological views in CS and how these can be questioned from the viewpoints of feminist epistemology, I also do a close reading and commenting of a recent book within the philosophy of computing.

  • 43. Björkman, Christina
    Invitation to Dialogue: Feminist Research meets Computer Science2005In: The Gender Politics of ICT / [ed] Archibald, Jacqueline; Emms, Judy; Grundy, Frances; Payne, Janet; Turner, Eva, Enfield: Middlesex University Press , 2005, p. 223-236Chapter in book (Refereed)
    Abstract [en]

    In this paper I discuss how feminist research focusing epistemological issues can be used within computer science (CS). I approach and explore epistemological questions in computer science through a number of themes, which I believe are important to the issues of what knowledge is produced as well as how it is produced and how knowledge is perceived in CS. I discuss for example paradigms and metaphors in computer science, the role of abstractions and the concept of naturalisation. In order to illustrate epistemological views in CS and how these can be questioned from the viewpoints of feminist epistemology, I also do a close reading and commenting of a recent book within the philosophy of computing

  • 44. Björkman, Christina
    Women in Computing in Sweden2007In: Wiley Encyclopedia of Computer Science and Engineering / [ed] Wah, Benjamin, London: John Wiley & Sons Inc , 2007Chapter in book (Refereed)
  • 45. Björkman, Christina
    et al.
    Elovaara, Pirjo
    Mörtberg, Christina
    Gender and IT goes second millenium2006Conference paper (Refereed)
    Abstract [en]

    Where does feminist research on gender and IT stand today? What are the possibilities now and for the future? How does today’s research both build on and break with earlier approaches? In this article, we make a journey, where the starting point is taken in re-visiting two positions, liberal feminism and radical feminism, in the history of gender and (information) technology. We make a historical exposé to highlight some of the questions feminist technology research has been engaged in, in order to relate, inspire, challenge and partly also provoke future research. We then link these approaches to our own position in feminist technoscience research. This perspective opens up the world of information technology as a world of networks, relations, and negotiations going on within localised and situated practices, where IT and gender are continuously co-constructing each other. Feminist technoscience research challenges much of the present understandings, interpretations and even experiences of information technology and it demands re-thinking the foundations of computing. We discuss concepts and figurations developed within feminist technoscience research, that encourage us to imagine, think and do things differently, and we ask: “How do we make a difference?”

  • 46. Björkman, Christina
    et al.
    Elovaara, Pirjo
    Trojer, Lena
    Feminist Technoscience Rearranging in the Black Box of Information Technology2007In: Gender Designs IT. Construction and DEconstruction of Information Society Technology / [ed] Zorn, Isabel; Maass, Susanne; Rommes, Els; Schirmer, Carola; Schelhowe, Heidi, Wiesbaden: VS Verlag fur sozialwissenschaften , 2007Chapter in book (Refereed)
  • 47. Björkman, Christina
    et al.
    Nissen, Jörgen
    Social Sciences and Humanities Engage and Motivate Engineering Students2006Conference paper (Refereed)
    Abstract [en]

    In the year 2000 a new interdisciplinary M.Sc. Engineering Programme started at Uppsala University, Sweden. The programme, named Systems in Technology and Society, combines science and technology with studies in humanities and social science. Of the 4.5 year long programme (all MSc Engineering education in Sweden are 4.5 years), one third (a total of 1.5 year, spread over the first 4 years) of the curricula consists of courses in humanities and social science. The courses are based in different disciplines such as economic history, social and economic geography, business studies, political science, philosophy, history and history of ideas and science. The courses are integrated with each other, in order to stimulate a deeper knowledge within the interdisciplinary academic field of Science and Technology Studies (STS). The students of this new programme are more active in discussing the relevance of different content, in order to understand why they should study this. We see this as a result of the training in critical analysis and reflection that they obtain in the courses within humanities and social science.

  • 48. Björkman, Christina
    et al.
    Trojer, Lena
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    What does it mean to Know Computer Science? Perspectives from Gender Research2006In: tripleC: Communication, Capitalism & Critique, E-ISSN 1726-670X, Vol. 4, no 2, p. 316-327Article in journal (Refereed)
    Abstract [en]

    The epistemological basis for computer science (CS), on which research and education as well as development of applications are founded, are fundamental for its production of knowledge. In this paper we raise the issue of how gender research developed within science and technology can be used within computer science, to approach and discuss foundations of the discipline, and what the implications of this reflection are for CS education. After an introduction, which serves to motivate the questions raised, we discuss issues concerning the foundations of computer science. We then introduce gender research, as we use it, and present some points where this type of research can contribute to the question “What does it mean to know CS?”.

  • 49. Björkman, Jan
    et al.
    Elovaara, Pirjo
    Trojer, Lena
    ”Att resa tillsammans” – Kunskapsnätverken i Blekinge2003Conference paper (Other academic)
    Abstract [sv]

    I denna uppsats diskuterar vi samverkan mellan högskolan och företagen genom olika berättelser. Den första berättelsen hämtar inspiration från begreppen ´triple helix´ och ´distribueradkunskapsproduktion´. Med hjälp av dessa begrepp kan vi åstadkomma en berättelse som syftar till att fånga in en övergripande samhällsdiskurs och därmed en mer abstrakt berättelse om hur relationerna mellan akademin och företagen kan omformuleras och omprövas. Den andra berättelsen landar i Blekinge och tar sin empiriska utgångspunkt från att presentera historia och nutid för två kunskapsnätverk som drivs i samarbete mellan Blekinge tekniska högskola och två företagsbranscher, nämligen tillverkningsindustrin och callcenterföretag. I vår historiebeskrivning och analys hämtar vi inspiration och verktyg från Actor-Network Theory (ANT) och dess vidareutveckling, Actor-Network Theory and After (ANTA). Den första analytiska blicken omfattas av hur ´samverkansdiskursen´ och de befintliga regionala nätverken deltar i pågående förhandlingar/processer där olika förståelser av kunskap står i centrum. Den andra analytiska blicken riktar vi mot nätverkskoordinatorn, anställd av högskolan. På vilket sätt initierade koordinatorn som talesman de övriga deltagarna till projektet? Hur tydlig var ´invitationen´? Vilka förväntningar hade de olika nätverksdeltagarna? Utöver människor finns det också icke-mänskliga aktörer, som till exempel tid och pengar. Hur agerade de? Med vilket kunskapsperspektiv gick högskolan in i nätverksarbetet? Vilka kunskapssyner hade de deltagande företagen? Kan vi förstå kunskapsförhandlingar genom att utgå från två samexisterande kunskapsperspektiv: teoretisk kunskap och praktisk kunskap? Hur förhöll sig högskolan respektive de deltagande företagen till dessa perspektiv? Den andra blicken riktar vi oss mot kunskapsnätverkens stabilitet. Hur stabila är de existerande kunskapsnätverken? Vad innebär stabilitet? Har nätverkens ursprungliga mål och innehåll förändrats under tidens gång? Är stabilitet alltid något eftersträvansvärt eller kan det finnas negativ stabilitet? Vi syftar till att genom de lokala tillämpningarna kunna förstå på vilket sätt samarbete mellan akademin och företagen kan växa fram så att samarbetet kan bli givande för bägge parter. Vi syftar också till att synliggöra de kritiska punkterna för samarbetet mellan akademin och företagen. Parallellt med detta syftar vi också till att se vilka faktorer som kan bidra till att samarbetet blir meningsfullt och kraftfullt.

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  • 50.
    Björverud, Max
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Wingren, Björn Bergqvist
    Blekinge Institute of Technology, School of Planning and Media Design.
    Erik och den röda tråden: En studie i interaktivitet2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This study takes up the question of how to use interactivity in film. The study delves into various techniques for achieving interactivity and how a person experiences a medium (immersion) and its relation to interactivity. To answer the question the study how interactivity has been used film earlier and research in the field of interactivity, immersion and narration. The link between immersion, interactivity and narration is reviewed to show how they can be combined into an interactive film. The conclusion provides a description of how interaction can be used and what one ought to consider when doing so. The study covers the entire process from idea to finished product and can be used as a guide for interactive filmmaking. It will also describe the work and the process of the film "Erik och den röda tråden" which is a result of this study. This study is written in Swedish.

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