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  • 1.
    Andersson, Anders Tobias
    Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för kreativa teknologier.
    Facial Feature Tracking and Head Pose Tracking as Input for Platform Games2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

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

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

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

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

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

  • 2.
    Bengtsson, Daniel
    et al.
    Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för kreativa teknologier.
    Melin, Johan
    Constrained procedural floor plan generation for game environments2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

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

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

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

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

  • 3.
    Björneskog, Amanda
    et al.
    Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för programvaruteknik.
    Goniband Shoshtari, Nima
    Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för programvaruteknik.
    Comparison of Security and Risk awareness between different age groups2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

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

  • 4.
    Essinger, Karl
    Blekinge Tekniska Högskola.
    A comparison of interaction models in Virtual Reality using the HTC Vive2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

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

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

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

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

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

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

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

  • 5.
    Krüger, Anders
    Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för programvaruteknik.
    Recognizing and classifying a golf swing using accelerometer in a Smartwatch2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
  • 6.
    Napieralla, Jonah
    Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för kreativa teknologier.
    Comparing Graphical Projection Methods at High Degrees of Field of View2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Background. Graphical projection methods define how virtual 3D environments are depicted on 2D monitors. No projection method provides a flawless reproduction, and the look of the resulting projections vary considerably. Field of view is a parameter of these projection methods, it determines the breadth of vision of the virtual camera used in the projection process. Field of view is represented by a degree, that defines the angle from the left to the right extent of the projection, as seen from the camera.

    Objectives. The aim of this study was to investigate the perceived quality of high degrees of field of view, using different graphical projection methods. The Perspective, the Panini, and the Stereographic projection methods were evaluated at 110, 140, and 170 degrees of field of view.

    Methods. To evaluate the perceived quality of the three projection methods at varying degrees of field of view; a user study was conducted in which 24 participants rated 81 tests each. This study was held in a conference room where the participants sat undisturbed, and could experience the tests under consistent conditions. The tests took three different usage scenarios into account, presenting scenes in which the camera was still, where it moved, and where the participants could control it. Each test was rated separately, one at a time, using every combination of projection method and degree of field of view.

    Results. The perceived quality of each projection method dropped at an exponential rate, relative to the increase in the degree of field of view. The Perspective projection method was always rated the most favorably at 110 degrees of field of view, but unlike the other projections, it would be rated much more poorly at higher degrees. The Panini and the Stereographic projections received favorable ratings at up to 140-170 degrees, but the perceived quality of these projection methods varied significantly, depending on the usage scenario and the virtual environment displayed.

    Conclusions. The study concludes that the Perspective projection method is optimal for use at up to 110 degrees of field of view. At higher degrees of field of view, no consistently optimal choice remains, as the perceived quality of the Panini and the Stereographic projection method vary significantly, depending on the usage scenario. As such, the perceived quality becomes a function of the graphical projection method, the degree of field of view, the usage scenario, and the virtual environment displayed.

  • 7.
    Nilsson, Max
    Blekinge Tekniska Högskola, Fakulteten för teknikvetenskaper, Institutionen för fysisk planering.
    VR som verktyg i kommunal fysisk planering av offentliga platser2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Digitaliseringen av samhället är igång och Sveriges regering har satt som mål att Sverige ska vara i spetsen för utveckling och innovation inom området. Efterfrågan på digitala lösningar är stor bland befolkningen och satsningar görs i de flesta branscher. Inom ämnesområdet fysisk planering innebär detta bland annat att nya tekniska lösningar bör utforskas för att hålla jämna steg med de krav som ställs på samtidens och framtidens medborgardeltagande.

    Syftet med uppsatsen var att undersöka virtual reality-teknikens potential i kommunal fysisk planering och hur den kan tillämpas. Med utgångspunkt i Jan Gehls ”12 kvalitetskriterier för offentliga platser” analyserades fallet Nättraby centrum i Karlskrona kommun som vidare mynnade ut i en redovisning av process samt arbetsmetodik för arbete med VR i kommunal planering. Gehls metod applicerades sedan på den virtuella miljön genom att tjänstemän på Karlskrona kommun fick utvärdera projektet. Syftet med appliceringen av analysmetoden var att belysa styrkor och svagheter med tekniken för att genom intervju med tjänstemän kunna diskutera vilka situationer den är tillämpbar samt hur planförslag bör visualiseras för att uppnå kommunens syfte med tekniken.

    Resultatet av uppsatsen visade att analysmetoden ”12 kvalitetskriterier för offentliga platser” var tillämpbar i en virtuell miljö men att vissa kriterier var lättare att bedöma än andra. De kriterier som ansågs lätta att bedöma i den fysiska miljön var relaterat till skala, rumslighet och relation mellan volymer. De kriterier som ansågs svåra var relaterade till faktisk rörelse på platsen och sinnesupplevelser som inte var representerade (ljud och känsel), men de behövde inte nödvändigtvis inkluderas i simuleringen för att yrkesverksamma planeringsarkitekter skulle kunna bedöma. Vid utformandet av planförslag i VR ansågs det vara extra viktigt att kommunicera förslagets föränderlighet till medborgare samt att diskutera och kunna motivera förslagets detaljeringsgrad baserat på förslagets kommunikationssyfte.

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