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.
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.
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.
The research engages the use of social media sites for musicians with a focus on Facebook. It determines which are the advantages the platform makes available for musicians, allowing them to employ Do It Yourself strategies of production, audience relationship management and self-management. The importance of audience response and demographics allow any musician integrate keen insight into the content delivery and thus, optimize their management accordingly. This thesis will establish the affordances that engage what aspects and uses of Facebook are changing the way amateurs operate. The research appropriates the context of professionalism to the variable of knowledgeability, know-how, and Stebbins’ (1977) seven variables (confidence, perseverance, continuation commitment, preparedness and self-conception) in order to note a definition of the modern amateur in contrast to professionals.
Abstract
The purpose of this Bachelor thesis has been to find a way to increase physical activity through the digitization of hiking trails. With information on interesting places around the hiking trail, we hope that this will enable people to get out on the hiking trails. Both to exercise but also to learn a little more about places in their vicinity. Through walking interviews, we have gathered data about the user's thoughts and ideas about the hiking trails. As well as studying UX design and HCI to see patterns of the user that can be applied in the product, to make our design more appealing and more user friendly. In our process, we have used Wireframe to get a common and visual image to work for. After that, we have worked with Extreme programming to work together and create the code for the design. Our result has grown into a demo application that is open to more features and other fields of use if desired. At the end of this work, new thoughts and ideas have also been brought to life, how the demo app could be used in other areas, such as in the archipelago and for educational purposes for children.
Keywords
Smartphone application, walking trails, points of interests, movement, hiking.
Denna studies syfte är ta fram designprinciper för en matlagningsapplikation för analfabeter och teknikokunniga. Analfabetism är ett av de största problemen i Mozambique, 45% av den vuxna befolkningen kan inte läsa. Undersökningen utfördes i Maputo, Mozambiques huvudstad. En lofi matlagningapplikation prototyp skapades med avsikt att hjälpa analfabeter att lära sig läsa. Semistrukturerade intervjuer genomfördes med 5 deltagare och de visades en demoprototyp för att identifiera designproblem. För att få en bättre förståelse av målgruppen genomfördes fältobservationer. Mitt i designprocessen genomfördes ett användbarhetstest med 5 deltagare för att se effektiviteten av designutvecklingen. Resultat av den undersökningen visade att mindre text, konkreta ikoner, realistiska bilder och röststyrda instruktioner fungerade bättre. En heuristisk utvärdering utfördes för att identifiera problem med användbarhetsdesignen. Resultatet visade att designens starka aspekter var enkel design, konsekvent struktur samt att innehållet i systemet skulle matcha med den verkliga världen.
In the current information society where the exchange of information and digital material has grown to become more prominent than ever before, so has the copyright cases regarding the usage and reusage of said materials become increasingly actualized.
In this thesis, we’ve sought to study how norms surrounding creation and originality has affected the views on reuse and recontextualization of creative actors during the latter parts of the 2000’s as well as the early 2010’s.
By developing the method intercontextuality, we’ve been studying how mankind and her cognitive processes influence court cases concerning derivative works and/or recontextualization.
The digital technology has brought forth new norms surrounding creation as well as how information is mediated between people, which has resulted in changed consumption patterns and a remix culture where individual works are no longer viewed as static entities, but as living, interconnected expressions. Cognitive processes may have contributed to this remix culture and in turn more generalising attitudes from media distribution companies and government organizations.
We proceed to advocate a more open view on the intercontextual connections that bind all creative works and their underlying creators together. To view creative expressions as a part of the global meme-pool, where together people keep building on our cultural heritage may just be a step towards preventing harmful egoism surrounding one’s own creations.
The making of spatialized audiobooks is not favorable for companies today as it takes too long to create, and companies often relate to an all too prompt deadline. To make the process easier and to create a clear working process to proceed from, this article will approach the making of a useful work process for the creation of spatial audiobooks. This article deals with various theories that can benefit the creation of the sound environment/ambience, and also presents a proposal for how to best set up the creation process. This article points out that a work process for this could be useful, especially for people in the industry who are not so used to creating spatialized audiobooks. The article investigates whether the creation of a work process for spatialized audiobooks will facilitate companies to recreate the process. It is hoped that this will lead to more spatialized audiobooks being created, that it will become a more common concept, and that companies will be able to produce these more easily.
Social media has become an inseparable part of society and its design has far reaching consequences beyond the producer's intent. In the design of these two-way communicative media, filters are central part which has consequences for the contexts of the users moving through them. What can a Deleuzian method make visible by crashing it with filter bubbles and social media? What happens to the individuals whose truths are shaped by social media, when these media are on track to take over as the primary information channel? Why are social media designed in a way that tend to exclude variation in perspective. The examination aims at investigating thoughts on how the design creates filter bubbles in favor of social, ideological and principal positions based on how the user has built up her social media accounts. How does the filter bubble relate to the rhizome, what brings them together and what sets them apart? Can design utilize the heterogeneous links of the rhizome while at the same time limiting it? By reviewing what social media produces, I want to investigate its design, and thereby see new ways to develop the platforms of the future.