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  • 101.
    Lindgren, Marcus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Richey, Emma
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digital Materia2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Med tankar från pedagogen Montessori och filosoferna Platon och Baudrillard har detta arbete behandlat frågor om datorn och dess betydelse för en grafiker. Frågeställningen formulerades efter hand och lydde tillslut: ”Hur kan materia te sig i digital form?” Forskningen resulterade i en hypotes för hur digital materia skulle födas i datorn: genom att blanda två uppsättningar av data, såsom två genuppsättningar tillsammans skapar en ny organism. Under produktionen utvecklades därmed en metod för hur en grafiker ska kunna skapa tillsammans med en dator. Syftet är att ge andra grafiker ett nytt sätt att se på digital grafik. With thoughts from philosophers such as Montessori, Plato and Baudrillard this thesis has dealt with questions regarding the significance of computers for the graphic artist. The problem, or the question at issue, developed over time into: “What would be the digital equivalent to matter?” The research resulted in a theory of how matter could be born inside a computer: by combing two separate forms of data, just like a new organism is created with the combination of genetic codes. During the production phase a method for how a graphic artist could work with the computer rather than at the computer was established. The purpose of this method is to broaden the graphic artist’s view on digital graphics.

  • 102.
    Lindstedt, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Derler, Hannes
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljud som sammankopplar oss: Ett utforskande av Augmented Audio Reality för att hitta interaktioner som kopplar oss samman2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this work is to investigate interactive sound in relation to Augmented Reality. We want to explore the concept by focusing on sound, thereby broadening the perception of what Augmented Reality potentially could mean.

    We have investigated Sonication, Audio Spatial Awareness and Augmented Reality to produce an artefact based on a combination of these theories. Our focus is to investigate how Sonification can make certain aspects of reality clearer to people, as well as to use this information to try to influence people's perception of each other. We aim to investigate how human interaction can be influenced by sound based on spatial data, and is directly influenced by the research which laid the theoretical foundation combined with the primary method we chose. Performative Experience Design aims to investigate and generate interaction based on a performance perspective, as it calls for an open and curious approach to human interaction. The result of this is a system with great potential for further development, but also a beginning to an initial discussion of what constitutes Augmented reality.

  • 103.
    Linnarsson, Johan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Borja, Mårten
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Teckensnitt och dess personlighetsdrag2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Every day we are in some way in contact with typefaces. Perhaps without thinking about the process surrounding the creation of a typeface, or why a specific typeface is used in a given context. Typefaces can be - and are often - assigned different personality traits depending on their design. They can for example be percieved as kind, formal or classical. But what in the actual design is it that makes a typeface convey a particular personality trait? In light of previous research regarding typeface legibility/readability, emotional response to typeface forms and typeface personality, this study aims to investigate which anatomical features of typefaces can potentially contribute to a specific personality. The anatomical features of typefaces with varying design-characteristics are examined in detail and discussed furthermore – to make possible connections between certain anatomical features within typefaces and their percieved personality traits. A typeface is then produced; which holds a base form and an alternate form whose anatomical features may potentially make the typeface able to exhibit multiple personality traits.

  • 104.
    Linnell, Pontus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Schjøtt Hannevig, Camilla
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Normer på Instagram2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Social media is a hot topic in community debates around the world, and that's not without reason. Today’s young people are hooked up on the internet and always updated on the newest happenings from they wake up until they go to sleep. One of the most popular and famous social media platforms is Instagram. Young people post many pictures on this platform. This led us to our questioning: "What visual norms exist on Instagram?" To find out, we used image analysis where we analyzed images from different instagram accounts to five celebrities, and three influencers. The result of the analysis gave answers to which norms that was most "popular", and if it varied between celebrities and influences. The norms we got through research and analysis resulted in two instagram accounts with the names, ME1588CSHPL1 and ME1588CSHPL2, where one followed the norms and the other broke the norms through using us of Critical Design. We used Hooktheory and a created sound method to create music for the pictures.

  • 105.
    Lund, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Aesthetics in User Interface Design:: The Influence on Users' Preference, Decoding and Learning2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The question of the relationship between, and the importance of usability and aesthetics, in the field of user interface design, has been debated back and forth. It has also been looked at from different perspectives since Raskin (1994) wrote his article on intuitive design. Several experiments have also been conducted over the last twenty years to find out exactly how much each factor matter, what the ultimate user preference is, and if it can be stereotyped. The more complex part of the discussion, however, seems to be the definitions: exactly what is aesthetics, what is usability and how do they affect each other? To find out, I explored the context of these factors from multiple perspectives, to draw the larger conclusions about what affects what. How accurate is the concept of halo when it comes to interface design; can a less aesthetic interface discourage users from exploring its content? Moreover, can a highly usable interface convince its users that the web page is also aesthetically pleasing? In this paper I will explain the ideas of aesthetic and intuitive design based on two fields of study; human computer interaction design and interaction design. That is in the pursuance of understanding user preference and the design decisions behind one of the most popular interfaces on the internet today.

  • 106.
    Lundblad Åfors, Viktor
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Drivkrafter och motivationsfaktorer för utforskande i spel.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is about exploration in games and what types of players it is who prefer to explore. The methods used within this thesis has the intention of trying to examine what it is that draws players to explore and also to see if there are any similarities between the different players who fit within the same group. How this thesis came about was that I used different types of sources for research to later write a survey with which to then use to be able to collect my own data about the subject to later compare my results with what I read in my source material. What I concluded at the end was that there is no single answer that can be given to such an individual question because we as humans are different individuals, so it isn’t surprising that the reason why we act the way we do is completely individual. However, there are some generalizations that can be made for people who like to explore in games and I have divided the people with an interest in exploration in two different categories based on the reason for their exploration. The thesis managed to amount to something, which was that there really isn’t a concrete answer to the question I asked in the beginning of the work process but that there still exists similarities to see between a wide group of people. Had I put down more time then maybe I could have arrived at a better answer than what I did, this isn’t for sure though. What I do know now is that at least there needs to be more research done surrounding this subject.

  • 107.
    Lundell, Linnéa
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tollgren, Johanna
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Personlighet i porträtt2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Idag har många människor tillgång till en kamera, porträtt kan ses överallt. Vissa porträtt gör ett starkare intryck än andra för att de är något utöver det vanliga. Detta kandidatarbete behandlar frågeställningen: “Hur kan man med fotografiska och grafiska medel gestalta personlighet i porträtt?”. Vi sätter vår forskning på prov i en produktion där vi undersökt vad vi som fotografer och designers bör ha i åtanke då vi vill gestalta personlighet i porträtt. I diskussionen behandlar vi ämnen så som personlighet och identitet, bildanalyser och enkätmetoder samt kombinationen av fotografi och grafiska element. Porträtt är en dokumentation av personligheten just i fotograferingstillfället och utifrån vår tidigare forskning och den produktion vi genomfört har vi kommit fram till att det går att gestalta personlighet i ett porträtt.

  • 108.
    Lundgren, Fredrik
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gesse, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Överföring av kunskap: från spel till verklighet2015Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    This study examined digital games in context to learning and mathematics. By creating a game we, the authors researched different design choices could effect learning. The goal was that players could learn through situated based learning and b e able to transfer their knowledge into their everyday life. The study had used ANT(actor-network theory) as methodology. Through it choices were analyzed. MDA(mechanics dynamics aesthetics) was used as a framework to develop the game itself. In the end the game became a two player, puzzle platform game. Within which players got to interact with the game environment and objects in it to solve mathematical problems. Through this study we found immersion and flow to be beneficial for a situated based learning game. We also found that games can translate abstract problems such as mathematical tasks into more concrete representations. This can be done by letting players sole the tasks through interaction with the digital environment and the objects within it. Lastly we saw that there can be positive effects of students playing multiplayer when it comes to motivation and learning.

  • 109.
    Lundmark, Sofia Pripp
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Nostalgiska Ljud2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Det finns ljud som är på väg att försvinna i takt med teknologins utveckling. Dagens ungdomar har aldrig hört ljud från den äldre teknologin, som den äldre generationen har fått växa upp med såsom skrivmaskinen, modemet m.m. Dessa produkter gav ifrån sig ett speciellt ljud som numera inte hörs lika mycket idag. Men vad händer när tekniken utvecklas till den grad att ljud blir en säkerhetsfråga? Förutom teknikljud finns det ljud från förhistoriska och nyligen utdöda djur som forskare har lyckats återskapa genom studier av kvarlevornas anatomi. Idag är dessa djurs ättlingar också på väg att försvinna på grund av människans destruktiva handlingar som skövling av skogar och förorening av hav. Hur kommer skogarna och haven låta när djurlivet försvinner därifrån? Vad säger det oss om ekosystemets hälsa? Detta kandidatarbete handlar om att finna både utdöende och utdöda ljud och implementera dem i en stad, där man kan få ta del av gamla och utdöda ljud som antingen ingen eller väldigt få har hört. Genom tidigare forskning, fältarbete och ljudbearbetning har jag försökt besvara den produktiva frågan: Hur kan man skapa en ljudmiljö med utdöende och utdöda ljud i digitala medier? Utifrån denna frågeställning har jag även undersökt: Hur påverkas vi och vårt samhälle vi lever i av saknaden av ljud? Nyckelord: ljudekologi, ljuddesign, teknik, historia, level design -------- There are sounds that are about to disappear as technology develops. Today's youth have never heard sounds from the older technology that the older generation has grown up with such as the typewriter, the modem etc. These products emitted a special sound which now are not heard as much today. But what happens when technology evolves so much that sound becomes a safety issue? Aside to technology sound, there are sounds from prehistoric and recently extinct animals that scientists have succeeded in reviving through studying the remains anatomy. And today, these animal's decedents are also disappearing due to man's destructive actions that devastates forests and pollutes oceans. How will the forests and the oceans sound like when the animal life disappears? What does that tell us about the health of the ecosystem? This Bachelor thesis project is about to find both dying and extinct sounds and implement them in a city where you can take part of old and extinct sounds that either no one or very few have heard. Through previous research I've tried to answer the productive question: How can you create a sound environment with dying and extinct sounds in digital medias? On this issue, I've also examined: How are we and our society we live in affected by the lack of sound? Keywords: sound ecology, sound design, technology, history, level design

  • 110.
    Löfgren, Nils
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ramstedt, Filip
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Focus genom kontextmedvetenhet: Designmetoder för att reducera informationsöverbelastning2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Information overload is becoming more common in the constantly connected world in which people live in. The smartphone constantly sends notifications and information to its users when something new happens, and this development has contributed to distracting people from vital life events, and the effects can result in lost focus, stress, depression and getting burned out.

    The main purpose of this Bachelor thesis is to create a design method that can reduce infor- mation overload. We have created a social network prototype where users can filter the con- tents of the social network through a filter function. Users can create new filters, enable and disable filters which then enables the user to filter out information that is not vital at the mo- ment. Through our prototype we examine whether information overload can be reduced through context aware systems in mobile applications, where the system recognizes your con- text and can filter out none vital information that you do not need to access at the moment. We also point out the security of such systems and how it may violate the users privacy. 

  • 111.
    MADI, JASMIN
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Skapandet av kvinnors kroppar2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 112.
    Maran, Jacob
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Wennberg, Johan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Det undermedvetna spelet: Beteende och rörelsemönster i spelande2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this assignment has been to introduce people to elements and scenarios in which we analyzed the choices through movement based options the player has been given. We then applied the data we got to see if we could see any patterns in how they reacted to the different stimuli and how their bodies react both consciously and subconsciously. To make this possible we primarily used three methods: Agential realism, Virtual Reality (VR) and Galvanic Skin Response, which is a method to read the emotional state of the wearer through electrical impulses. The design process got worked through iterations mostly about which scenarios got used towards the last iteration as to not get scenarios which resembles each other in a way they get redundant or give the same result/outcome. With the tools at hand the result pointed towards that people who, atleast in our testing areas that even if the open emotions or thoughts about the events happening is perceived differently that the body often responded in the same way subconsciously. We ended it with discussions about what would have been good to know beforehand and about areas which we lacked the proper knowledge as psychology and how to properly introduce choices in a way that isn’t only black and white.

  • 113.
    Meinoryte, Viktorija
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den levande soptunnan: designfiktion, rörlig bild och återvinning2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor’s thesis is about motion pictures with pollution as a theme and how designfiction together with narrative can be used to create motion pictures. To research how narrative and choice of designmethod affects silent messages, a research about other motion graphics has been discussed. Based on the research, design fiction and stop motion has been choosen as a method of creating design. As result of the thesis, design fiction is discussed as a design method for the creation of future worlds with pollution as a theme and the narrative's influence on silent messages.

  • 114.
    Modigh, Stefan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Makt i bild: Hur makt kan manifesteras i bild2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study illustrates how power can be manifested in the image. It is based on theories of power, mainly postmodern power analysis according to Michel Foucault and his interpreters. Semiotic analysis is used to illustrate the manifestations of power in the visual material that mainly consists of photographs taken by the author. The results are presented in a display where the images are shown along with an analysis of each image. Techniques such as perspective, composition and finish, in order to change the connotation of an image, are being demonstrated. Different perspectives of power and power techniques are distinguished and a special focus is put on the less obvious manifestations of power and the hidden expressions of power, for example inattention, obstruction, reward and monitoring. It is found that expressions of power are not absolute and indisputable and that the connotation depends on the viewer's culture sphere, previous experience and knowledge. A discussion is being held about the interpretation of the power theoretical and semiotic concepts and how wide the definitions can be for the analysis to be useful and meaningful.

  • 115.
    MOUSSAN, JAD
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Närvarande på Plats och Tid i Film2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper examines various aspects of sound that makes a viewer perceive sound in a film as real and my research goes through what parts in a film production that allows the viewer to feel to feel present through a movie with focus on sound. In this study, I used many different scientific facts about sound characteristics so that I can be able to understand sound behavior. Through the help of technical theories, I could imitate the sound functions in different situations so that the sound with help of an image or film can be perceived as real. In other words, the viewer can be at home or at the cinemas but still feel like he is living inside the movie or on location. As for the method, I chose to create a film where I apply the information I came up with in my study. I use the term objective reality as opposed to subjective reality. Through the survey and the film’s workflow, I could conduct that these aspects and their weight on the audience both proved to be of great importance for the spectators to be able to experience the movie as real as possible.

  • 116.
    Nawaz, Omer
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Minhas, Tahir Nawaz
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    QoE based comparison of H.264/AVC and WebM/VP8 in an error-prone wireless network2017In: Proceedings of the IM 2017 - 2017 IFIP/IEEE International Symposium on Integrated Network and Service Management / [ed] Chemouil P.,Simoes P.,Madeira E.,Secci S.,Monteiro E.,Gaspary L.P.,dos Santos C.R.P.,Charalambides M., Institute of Electrical and Electronics Engineers (IEEE), 2017, p. 1005-1010Conference paper (Refereed)
    Abstract [en]

    Quality of Experience (QoE) management is a prime topic of research community nowadays as video streaming, online gaming and security applications are completely reliant on the network service quality. Moreover, there are no standard models to map Quality of Service (QoS) into QoE. HTTP media streaming is primarily used for such applications due to its coherence with the Internet and simplified management. The most common video codecs used for video streaming are H.264/AVC and Google's VP8. In this paper, we have analyzed the performance of these two codecs from the perspective of QoE. The most common end-user medium for accessing video content is via home based wireless networks. We have emulated an error-prone wireless network with different scenarios involving packet loss, packet delay and delay variation. The focus of this paper is evaluating the end user satisfaction with the multimedia content by subjective assessment using Mean Opinion Score (MOS). We have observed the overall superiority of H.264/AVC but the VP8 codec strongly gains ground in highly error-prone networks in terms of user satisfaction. © 2017 IFIP.

  • 117.
    Nohage, Jesper
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Danielsson, Simon
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljud i rörelse: Att framhäva ljudens berättande potential2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis we seek to expand the understanding and interest of the narrative potential in sound design. We aim to do this by applying a rhizomatic perspective to our design process and attempt to approach a non-linear design method. The rhizomatic perspective is used as a source of inspiration, a way of finding new narrative tools and solutions. The testing of sound design was made in a film production where we, as sound designers, made attempts to weave sound design into the whole course of the project and work proactively to create space for our design.

  • 118.
    Nuka, Sravya
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Investigation of Multi-dimensional QoE Models with the Impact of Resolution Vs Stalls for Video Streaming2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In the revolutionary world of Telecommunications industry, costumer’s satisfaction with the product plays a pivotal role. The QoE is affected by the quality of service of a network provided by the service providers. Generic relationship between Quality of Experience and Quality of Service aids to the evolution of smarter ways of regulating the network performance. Accordingly, several studies have engrossed on classifying the relationships between QoE and QoS, seldom noticing the exponential and logarithmic relationships. Correspondingly, investigating the influence of diverse parameters such as stalls, delays, losses on QoE and analyzing whether the additive model or multiplicative model fits the best. In this work, the aim is to investigate the relationships between multi-dimensional QoE space and multi-dimensional QoS parameters. In order to build the subtlety in the sector of multi-dimensional QoE models for multi factor QoS parameters, this study has been conducted.Since the demand for high quality videos is rising tremendously, it has been a necessity for the service and network providers to ensure the best service. In this study a statistical analysis was performed based on quality assessment method. The videos were streamed using the VLC Player and the user’s reactions were logged. A questionnaire was prepared with questions regarding quality and disturbances observed Figure 14. A total of 15 users participated in the study. The data collected in the study was analyzed using averages, correlations and regression analysis. Comparisons were made between the additive modelling approach and multiplicative modelling approach by linear regression. In conclusion, proposing that the multiplicative model is the best fit for resolutions vs stalls w.r.t mean opinion score (MOS).

  • 119.
    Nygren, Emma
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Droppar i havet: Mönsterdesignens relation till design för hållbar utveckling2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Ett mönster är uppbyggt av ett motiv som upprepas. Denna upprepning kan fortsätta i all oändlighet. Hållbar antyder långsiktighet. Mönstrets övergripande egenskap är oändlighet. Hur kan denna egenskap hos mönstret nyttjas inom mönsterdesign för att främja hållbar utveckling? Det här kandidatarbetet undersöker mönsterdesignens möjlighet att verka för hållbar utveckling genom att se till begreppet mönster ur ett bredare perspektiv, samt i relation till design för hållbar utveckling. Insikter från den teoretiska delen av arbetet tillämpas i en gestaltande produktion vilket resulterar i ett mer omfattande sätt att se på mönsterdesign. Arbetets ryggrad är utgångspunkten att delar bildar en helhet – liksom droppar bygger ett hav - vilket kräver en vidgning av designprocessen och dess värden i en mer hållbar riktning. --- A pattern consists of a motif that is repeated. This repetition can be continued indefinitely. Sustainable suggest long-term. The overall capacity of patterns is infinite. How can this characteristic of the pattern be used within pattern design to promote sustainable development? This bachelor thesis examines the opportunity of pattern design to promote sustainable development by looking at the term pattern from a broader perspective, and in relation to design for a sustainable development. Insights from the research in the theoretical part of this thesis is applied in a formative production, resulting in a more comprehensive way of looking at pattern design. The backbone of the thesisis is the basis that parts form a whole – drops create a sea – which requires an extension in a more sustainable direction of the design process and its values.

  • 120.
    Nygren, Johan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Masth, Kalle
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Jammets Topologi: Från Jam Session till South Park2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis we will study Game/Media-Jams, Hackathons and similar concepts and try to establisha method to create a model for their topology. We intend to investigate what these concepts have incommon through their rules and compare that to Jam Sessions. Following this we will try to extractthe purpose of the rules. These purposes will then be put in topologically measurable intervals thatcan be transfered onto the topological model. The results will then be used to compareJams/Hackathons, similar concepts and events that only have a few things in common with Jams, tosee if the model can determine if an event is in the spirit of a Jam without actually being one.

  • 121.
    Olofsdotter Bergström, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    To design with strings for playability in cities2018In: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST / [ed] Brooks A.L.,Brooks E.,Sylla C., Springer Netherlands, 2018, Vol. 265, p. 256-265Conference paper (Refereed)
    Abstract [en]

    This paper explores how Donna Haraway’s “String Figuration” together with Maria Puig de la Bellacasa’s concept of “touch” as a design method have worked in the process of an augmented reality (AR) play called Play/ce. The aim of this paper is to propose that designers of playful cities are creating the conditions for playability to show how players can try out and play with responses in a city by different acts of touch. I suggest that responding, which comes from the act of relaying, is part of designing ‘games as a social technologies’, a concept from Mary Flanagan. I will develop this concept since I think it is especially interesting to take into account when it comes to using cities as playgrounds and turn people into full body players to explore what touch means.

  • 122.
    Olofsdotter Bergström, Annika
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Elovaara, Pirjo
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    8 women 8 rules2017In: Libro de Actas V Congresso Internacional Cidades Criativas / [ed] Alves, Luis M; Alves, P y García García, F, Porto: ICONO14 , 2017, p. 525-526Conference paper (Refereed)
    Abstract [en]

    8 women in a dark Nordic winter forest, playing around with flashlights, accompanied by the echoing of a world famous Arabic singer from their mobile phones-

    what has this to do with creative and playful cities?

     

    This forest expedition was a part of a non-traditional participatory research and action project from southeastern Sweden. The project provides the empirical material for our reflective story. The overall aim of the project was to investigate, through playful explorations, how a diverse group of women can transform for us unfamiliar places, both concerning geographical, cultural, social aspects, and also how places in themselves can transform people. Ultimately the project also challenged the notion of citizenship not as a legal term but as an active and ongoing becoming. The core group of the project was created by academic scholars, municipality and a number of female immigrants from Syria.

     

    When we started to plan the project we were in need of theoretical guides that could support us in our playfulness, without losing the critical and situated understanding of our trajectory and hence we identified some key concepts provided by our epistemological companions, such as:  caring (de la Bellacasa, 2012), touching/becoming (de la Bellacasa, 2009), messiness (Law, 2004). To meet up these approaches we had to rely on and develop methods that could enable the exploratory playfulness; therefore, we turned to the artistic movements of Situationists and Surrealists.

     

    These choices demanded a sensitive awareness towards ourselves, each other and the places. We locate this project as a transdisciplinary framework of site-specific games, participatory design and feminist research.

  • 123.
    Olofsdotter Bergström, Annika
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Elovaara, Pirjo
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Inst Technol, Technosci Studies, S-37435 Karlshamn, Sweden..
    Playing a City2018In: INTERACTIVITY, GAME CREATION, DESIGN, LEARNING, AND INNOVATION / [ed] Brooks, AL Brooks, E Vidakis, N, SPRINGER , 2018, p. 304-313Conference paper (Refereed)
    Abstract [en]

    This paper is based on exploratory interventions in a small city in the south-eastern part of Sweden. The interventions were inspired both by the art movement of Situationists and site-specific games. The activities were also supported by a diversity of theoretical perspectives. During winter 2016 eight women explored by developing playful methods what a city, understood both as a social and material space, could mean for a group of women recently moved to the city. Through the playful approach the project opened up room for participatory design and abled the group to formulate eight rules, also available for other city explorers in other cities.

  • 124.
    Olsen, Sandra
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Martinsdotter, Matilda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Storytelling i reklamfilm utifrån ett genusperspektiv2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract In our work, among other things, we have worked with the concept of corporate storytelling. Corporate storytelling involves the use of stories, for example, marketing. Storytelling can for example be used to strengthen the brand and to advertise a single product or service, for example through commercials. We have been through a gender analysis and examined how women and men are portrayed in the commercial that includes storytelling. We have used commercials from the Guldäggets winner in 2008 and 2016, from the category "Film". This is to compare how it looked then and how it looks today. We have chosen to examine Guldäggets winner because it is the largest competition in the industry. We have also analysed the story of rekamfilmerna in the form of its own large corporate storytelling analysis based on past and current research on narrative techniques. We have over 13 weeks had an internship at an advertising agency in Malmo. There we participated in productions and studied the work. During practice we, among other things, took notes on how to plan a commercial production. This experience we have then applied in our discussion and in our interpretation. The design consists of a commercial that is an example of how we think the commercials should look like, viewed from a gender perspective. It is also a way to apply, for us, a new perspective in a production. In our gender analysis of advertising films portrayed men and women in a more similar way today in 2016 than they did in 2008.

  • 125.
    Olsson, Filip
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Richey, Ellinor
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Inlevelse genom narrativ i spel2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor’s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor’s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment.

  • 126.
    Olsson, Henrik
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Marklund, Simon
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    En digital kärlekshistoria2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Ett möte mellan det fysiska och digitala utrymmet. Belyser både den ontologiska och konstvetenskapliga tolkningen och relationen mellan människa och medium.

  • 127.
    Olsson, Jimmie Diep
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Karlsson, Thobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Together Together2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Mobiltelefonen är ständigt närvarande i vår vardag. Den är ett kraftfullt verktyg som hjälper oss med allt från att surfa på nätet till att kolla när bussen går eller att betala räkningarna. Den har också gjort att vi kan dela med oss av våra liv och hålla kontakten med våra nära och kära var vi än befinner oss. Kort sagt har den ändrat hur vi beter oss i de flesta situationer. Men alla dessa ändringar är kanske inte lika positiva. Vi tycker oss se ett mönster i samhället där mobilen plockas fram allt oftare i sociala sammanhang och tar bort fokus från mötet med andra människor. Det är detta som vi vill undersöka med denna uppsats och målet är att försöka hitta ett sätt att vända mobilanvändandet till något som främjar den sociala interaktionen mellan människor. The mobile phone is ever present in our daily lives. It is a powerful tool to help us with everything from surfing the net to check when the bus went, or to pay the bills. It has also allowed us to share our lives and stay connected with our loved ones wherever we find ourselves. In short, it has changed the way we behave in most situations. But all of these changes may not be as positive. We think we see a pattern in the community where the mobile is being used more and more often in social settings and removes the focus from meeting with other people. This is what we want to explore with this paper and the objective is to try to find a way to turn mobile usage into something that promotes social interaction among people.

  • 128.
    Olsson, Rasmus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Nyhetsgrafikens utveckling2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Kandidatarbetet undersöker och diskuterar frågeställningen: ”Hur kan grafik för nyhetssändningar anpassas för att följa teknikutvecklingen i olika massmedier och höja dess budbärande kvalitet?” Arbetet genomfördes på Sveriges Televisions egna grafiska avdelning, SVT Design med syfte att undersöka hur nyhetsgrafik behöver utvecklas för att följa teknikutvecklingens förändringar i medier. Produktionen resulterade i ett nyhetsgrafikskoncept indelat i tre delar. Två av delarna visar exempel på hur grafiken kan anpassas efter plattform, den tredje delen visar exempel på inslagsgrafik som jag producerat på SVT Design. Kandidatarbetet fokuserar på teknikutvecklingen i medier och behandlar områden som interaktiva lösningar, nyhetsgrafik men även det traditionella televisionsmediet.

  • 129.
    Ottosson, Sophie
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Publikationernas utveckling2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Som grafisk formgivare är framtiden i ett utvecklande stadium, där de tryckta publikationerna övergår till allt fler digitala alternativ. I detta kandidatarbete beskrivs oron för tryckproduktionens framtid och hur vi med hjälp av kommunikationssättet Crossmedia kan hitta en lösning på problemet. Kommunikationssättet förutsätter inte bara fördelar för tryck utan även andra mediekanaler i digital form, där mediedelarna får möjlighet att samspela för att kunna nå ut till en bredare publik. Det jag kommer fram till under min teoretiska del förstärks i en produktion, där jag tillämpar min tidigare forskning i en prototyp av en Crossmediakampanj. Där riktar jag mig till barn i 4-6 års ålder för att nå ut till en målgrupp som vuxit upp i den digitala världen och ser mobiltelefoner, surfplattor och datorer som en självklarhet. Kampanjen är även riktad till barnens föräldrar, då tanken är att de ska uppleva produktionen tillsammans. Min teoretiskadel förstärks även i en målgruppsenkät som redovisas i slutet arbetet. As a Graphic Designer, the future is in a developmental stage, where printed publications is transferred released to the increasing number of digital options. In this bachelor describes concerns about the future of print and how Crossmedia can find a solution to the problem. The communication method is benefitial not only to print, it also benefits other media channels in digital form. Where the media components are allowed to interact in order to reach out to a wider audience. I prove my claims with my theoretical part through a production where I apply my research in a prototype of a Crossmedia campaign. I focus on children, ages 4-6 years old, in order to reach out to an audience that has grown up in the digital age and sees mobile phones, tablets and computers as something that has always been there. The campaign is also directed to the parents, because the idea is that they will experience the production together. My theoretical part is also enhanced in an audience survey, that is presented towards the end of the work.

  • 130.
    Patrik, Thorsson
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den rättvisa webben2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Uppsatsens innehåll undersöker och diskuterar frågeställningen: ”Hur kan man gå till väga för att tillämpa principerna från Universal Design i front end-utvecklingen?”. Universal Design är en uppsättning av principer man ska följa i tillverkningen av en fysisk miljö för att uppnå ett användarvänligt resultat. Med hjälp av dessa principer tillsammans med WAI’s riktlinjer har jag gestaltat ett front end-ramverk för att få svar på min frågeställning.

  • 131.
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Inst Technol, Karlshamn, Sweden..
    Design Fiction as Norm-Critical Practice2018In: INTERACTIVITY, GAME CREATION, DESIGN, LEARNING, AND INNOVATION / [ed] Brooks, AL Brooks, E Vidakis, N, SPRINGER , 2018, p. 490-499Conference paper (Refereed)
    Abstract [en]

    The transdisciplinary fields of design and feminist technoscience share a common interest in focusing on the world in a state of always becoming, always changing. Within feminist technoscience, norm-critical perspectives are implemented to shed light on unequal sociotechnical infrastructures. Within design research, generative methods of critical design and design fiction encourage processes of fictional prototyping and storytelling that infuse discussions on what kind of world we want to live in. The purpose of this paper is to illustrate how design fiction can be used as a method to address norm-criticality in media technology education. Based on a week-long design fiction workshop with undergraduate students, three student projects are analyzed in detail. The analysis suggests design fiction can be used as a norm-critical practice to invoke discussions on values and beliefs within media design processes as well as established narratives of futuring.

  • 132.
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Transforming technocultures: Feminist Technoscience, Critical Design Practices and Caring Imaginaries2019Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The digital era has brought forward many innovative technologies but their contribution to resilient, inclusive and sustainable societies remain ambiguous. Innovation has often been considered a key component for production and economic growth, but this notion is gradually changing. Innovation is turning into a practice for societal responsibility and sustainable development, transforming the directionality of the grand challenges of our time. I address this transformation of directionality by focusing on the norms and values which are embedded in technology design. The main objective of this thesis is to develop knowledge on how norms of innovation, technology and development are embedded in technoscientific storytelling and how these narratives affect and are affected by technocultural practices.  I have approached this objective by engaging with technocultures in Uganda and Sweden where I have explored how assemblages of people, technologies and infrastructures merge, overlap and contrast with each other in technological development. The empirical work has been quite different in scope and context and have tackled norms and values differently. In Uganda I met with representatives from the urban ICT community to discuss the challenges and possibilities with the mobile phone infrastructure. I held an Open Space Workshop on mobile development, and met with the co-founders of two women’s tech initiatives. In Sweden I did a pilot study on a norm-critical game culture and worked with critical design practices in a higher learning context.

    The different projects present a complex scenario of how technoscientific stories are power-laden, contradictory and messy. I have located several dominant narratives that affect, and are also affected by, the actors in the different technocultures. The dominant narrative of a linear development of economic growth and technological advancement creates technocultures of marginality and inequality that have ethical implications for individuals and infrastructures in Uganda. Working with feminist and postcolonial technoscience I challenge the binary innovation systems of science and modernity and argue for a more heterogeneous approach to development and epistemology. Another dominant narrative concerns the norms and values of how games and media techno- logy can and should be performed. Working with critical design practices I encourage a learning platform that creatively critiques design processes of ‘the no longer and the not yet’.

    The historical present has created unjust relationships that are systematically power- laden and violent. We cannot ignore these relationships. When we choose to re- imagine science, technology and innovation as transformative with the possibility of subverting these violent relationships, we may be able to foster more response-able and caring relationships. When we acknowledge knowledge production as situated, partial and located we learn to listen for more stories than one.

  • 133.
    Persson, Jasmin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lundbladh, Mia
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Våga vara dig själv: Att förstå och skapa en illusion av ljus med digitala medier2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We are constantly surrounded by light in our daily lives, there’s natural and artificial light. During cloudy days there is light and it’s presence is always there even if it’s not the clearest. In this bachelor thesis we examine the light from different angles, but above all how Rembrandt and the impressionists in their artwork used the light. To get a broader view of our process, we use the two terms "fluid" and "fire" from actor-network theory (ANT).

    Based on the theoretical part of our work, we created digital illustrations with the message “Dare to be yourself”. This is done in the form of various portraits, where the light is in focus not only in the lighting but also as a whole. With the help of the theoretical and practical part of the bachelor thesis we are shown that the question "How can one with the illusion of light create a portrait with digital media?" can be answered in different ways, as we illustrate light with different expressions and visual languages.

  • 134.
    Peter, Gertsson
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Viktor, Johansson
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ted, Ringdal
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Pixar och dess metoder. En gestaltning av Emil i Lönneberga2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    En undersökning av Pixars metoder och tekniker applicerad på en samtida tolkning av Astrid Lindgrens klassiska verk; Emil i Lönneberga.

  • 135.
    Pettersson, Anders
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Frej, Anton
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Feeling the Film: En undersökning om förmedlandet av stämning2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The mood that a film conveys is one of the most important aspects in filmmaking and the film medium. It is this mood that has the opportunity to elicit emotions in the viewer, both during the movie but also after the credits has rolled. This Bachelor Thesis aim to show the importance of mood in the film medium as well as how a filmmaker can produce a film project in a way that amplifies the mood that the film conveys. To achieve this, we produced two film projects that resulted in one short movie and one infomercial. Both productions were produced with participatory filmmaking as a foundation, a method that influenced every choice and decision we made during the design process. Participatory filmmaking also led us to get several and more unique ideas for our projects and films in order to amplify the moods that our films conveys. We chose to proceed from film theories regarding the tempo of a film by Ross Hockrow and the importance of the location by Mats Ödeen, to then produce our film projects with shooting methods such as The Master Scene Sequence and The Split Sequence as described by Blain Brown and Luis Fernando Morales Morante. In the end of the design process we arranged a pre-screening of our films to check and discuss whether we succeeded to convey moods with our films with the help of participatory filmmaking, film theories and shooting methods.

  • 136.
    Poon, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Text till bild: Från en kontext till en annan2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Novel adaptations have in the last half a century been more occuring than ever before. And novels that have yet not been adapted into film are more in demand than ever. A question often raised about adaptation, is whether how well it follows the original. Ever since Shakespear’s time, this question has frequently resulted in profound discussions by novelreaders and film viewers as well as critics and scholars. Usually the critique and discussions focus on whether how well the adaptation follows the original, some elements that is missing or how bad the adaptation is compared to the original. I think this view of adaptation is too superficial. Whelehan, Cartmell (1999) and Sanders (2006) have analyzed how adaptation has been used in film and text. They present adaptation as a subject that doesn’t tell right from wrong but instead is defined by several factors.

    In this bachelor thesis I have researched, I hope to illuminate the problems that can occur when a novel is adapted to a visual design and in so tell and understand that the adaptationprocess isn’t as simple as it seems. This thesis will adapt the novel The Wheel of Time: The Eye of the World into a futuristic environment, by finding counterparts between the world in the novel and a futuristic world. Then create aesthetic elements based on the novels’ concept of reality.

    The result is a series of conceptual images that shows the elements that have been designed from the novel. I found this research was more profound than I thought it was before. In future research, when the researcher also acts as the designer, I would recommend it to be accompanied by another person. This is for two reasons, first to widen the discussion range. Second, to observe and take notes of the person that acts both as the researcher and designer. 

  • 137.
    Popescu, Adrian
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Yao, Yong
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ducloux, Xavier
    Harmonic, FRA.
    Video Distribution Networks: Models and Performance2018In: Greening Video Distribution Networks: Energy-Efficient Internet Video Delivery / [ed] Adrian Popescu, Springer, 2018, p. 227-Chapter in book (Refereed)
    Abstract [en]

    The creation, distribution and delivery of video content is a sophisticated process with elements like video acquisition, preprocessing and encoding, content production and packaging as well as distribution to customers. IP networks are usually used for the transfer of video signals. The treatment of video content is also very complex, and we have a multidimensional process with elements like content acquisition, content exchange and content distribution. The focus of the chapter is on the presentation of models that can be used to characterize the main elements in a video distribution chain. These models are about video coding and compression, video streaming, video traffic models, energy consumption models, system performance, concepts of performance optimization and QoE- and energy-optimal streaming.

  • 138.
    Rabitsch, Tamara
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digital Publishing and its influences on litarcy2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Digital Publishing and its influences on literacy Thesis Essay In my thesis I analyse how digitalisation has influenced the publishing business, their products and its digitaliation’s effects on our reading habits, focusing especially on the literary development of children. The digitisation of printed media has caused immense changes for publishing companies, who see themselves forced to adapt to modern technologies and changing reading preferences of clients. Critics see the shift from the printed book to digital media as the end of the print media, which is however, according to new studies, a rather premature conclusion. Additionally the digitalisation of print and the increasing number of people reading on-screen has given cause to fear about its effects on our ability to read and understand texts. Critics express concerns about multimodality –the combination of different modes like i.e. images and writing, which is omnipresent in most digital reading—as distractive and destructive to our understanding of text. This is especially of importance in regard to children’s literary development and the fact that multimodality always has been a main characteristic in children books. Now multimodality is gaining even more importance due to the new possibilities that digital books offer. The topic is quite recent so it is impossible to draw definite conclusions, however I aim to show, based on recent studies and case studies, that the these concerns are rather arbitrary and not in line with children’s actual intuitive understanding of digital media and multimodality. Digital Artefact My digital artifact consists in the creation of a digital catalogue for the Spanish children book publisher TakaTuka. The digitisation of catalogues is one example of changes and advantages that digitalisation implies for publishing. A digital catalogue offers advantageous features such as direct links or near limitless space for information. In addition, it saves on printing and distribution costs and time. For the design and production of the catalogue I used Adobe InDesign and Joomag.

  • 139.
    Rooth, Rasmus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Westberg, Jacob
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljuddesign för dynamiskt narrativ2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    I denna undersökning, om begrepp inom ljuddesign som kan bidra till ett dynamiskt narrativ, ser vi kadenser som en möjlig metod att arbeta utifrån. Med tanke på hur man arbetar med ljud och musik i ljudmotorer till spel kan vi konstatera att kadenser kan vara passande för förmedling av narrativ. Det kräver dock att man förstår kontexten, där kadenserna förekommer. Vi har kommit fram till ett sätt att förklara ljuddesign genom en samling av teorier, akustiskt timmer, dvs. hur man kan förmedla något med ljud, antingen fristående eller tillsammans med ett annat medium.

  • 140.
    Rosenqvist, Robin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gårdeskog, Alfred
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digitala servicescapes: En undersökning om samspelet mellan dramaturgi, storytelling, och servicescapes i en digital miljö2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study is based on Mary Jo Bitner’s servicescape-model of the physical environment, shaped by a story or a certain theme, towards adapting the model into a digital environment. The result of applying the theories surrounding servicescapes to where a service process takes place, gives visitors an opportunity to escape from the everyday life, consciously or unconsciously, through a combination of the human senses. The study found that the effect, a lesser amount of self-awareness, could be compared with Mihaly Csikszentmihalyi’s theories of "flow", a mental state where an individual becomes fully immersed in the process of the activity. The conditions for "flow" could therefore be used as a foundation in the creation of “digital servicescapes”. The adaptation of servicescape towards a digital environment led to a loss of possible combinations of senses in comparison with physical servicescapes. Though this did not result in removing all the added value of adapting the servicescape-model into a digital environment, for it is still expanding the opportunity for visitors to interact with the story respectively, instead of being idle observers.

  • 141.
    Rudolphson, Filip
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Mannerdahl, Anton
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ord skapar mening, tecken skapar film: En undersökning om semiotiska teckens betydelse för ett berättande i en spelfilm2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis examines the construction of a narrative in a fictional film. The purpose is to acquire knowledge of what a narrative in a fictional film consist of and what it affects. Through the sign of semiotics, we get an understanding of how everything can get a significance and then be used to communicate something to the user. The concept of multimodality has then been used to understand how signs work in an interplay with each other. We examine the narrative by making our own fictional film that we then analyse to get a better understanding of the importance of the signs we used and how the narrative was influenced by our choices. We will present the results we achieved, the types of adversities we encountered and other discussions about the outcome.

  • 142.
    Rundquist, Björn
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Joensen, Johan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Medierade Verkligheter: Verklighetsuppfattningen i Virtual Reality2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Central to Virtual Reality is the experience of the digital as the real. But from where does this experience stem? By investigating several different perspectives on Virtual Reality, reality and deconstructions of concepts in previous Virtual Reality-science we’ve looked into the creation of this sensation of reality in Virtual Reality-games. Through a practical project, focusing on different types of scenes and control schemes, we then sought to create a discussion focusing on the practical application of the differing theories.

  • 143.
    Ryborg, Nils
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Svensson, Carolin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Distortion In Horror2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The mainstream videogame horror industry features a great deal of monsters and/or weapons. Is there a way to avoid this and still create a game that instils fear in its player? We delved in to the discussion revolving around the ‘Uncanny Valley’ phenomena in order to find the answer to that question. Our results were not entirely conclusive, but we do believe there is an alternative to the brandishing of weapons at countless monsters. That alternative is the instinctual discomfort created by the ‘uncanny’, and that ‘uncanny’ feeling can be created by distorting things that were once normal. By understanding how to make use of distortion one can create an ‘uncanny’ or disturbing setting that could replace the current reliance on monsters and weapons. Dagens större skräckspel förlitar sig tungt på monster kombinerat med ett stort antal skjutvapen. Finns det något sätt att undvika att förlita sig på dessa klichéer och samtidigt skapa en känsla av skräck och obehag i en spelare? Vi undersökte den aktiva diskussion kring ’Uncanny Valley’ fenomenet för att få svar. Våra resultat var inte helt konklusiva, men vi tror starkt på att alternativ till spelindustrins nuvarande metod för att skapa obehag. Det alternativet är det instinktuella obehaget som skapas av ”the uncanny”. Den känslan kan skapas med hjälp av förvrängning. Genom att få en djupare förståelse av hur man kan använda sig av förvrängning så kan man skapa ett nytt slags obehag. Detta kan man använda som ett alternativ till det nuvarande användandet av monster och vapen.

  • 144.
    RYDÉN, HENRIK
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    STRACHAL, ALBERT
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tala utan ord!: Audiell kommunikation i ett fysiskt rum2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Bachelor Thesis explores the underlying communication that can be found in sound and how it can be used in relation to a media production. We explore the concept of "context" and what impact it may have on people's perceptions of sound as well as sounds perceived as if it’s missing context. With theories and concepts derived from widely different subjects such as sound design for film, and neuroscience, we explore the possibilities of incorporating these into an installation focusing on communication and interactivity. This installation aims to test these theories on participants who can choose to participate actively or passively in the installation. With ​Situated Knowledge ​ , among others, as a methodology, we examine as well as critique theories and concepts in sound design.

  • 145.
    Rynningsjö, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Wahlström, Tim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuellt berättande i spelmiljöer2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Abstrakt I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad miljöberättande behärskar som en självständig form av berättande och vad författarna kan göra för att uppnå detta mål. För att undersöka problemområdet genomfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Produktionen testades av utomstående studenter i medieteknik och resultaten sammanställdes med reflektioner kring vad som uppnåtts och de metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder och visar hur dessa kan driva ett narrativ med en spelmiljö. Abstract In this thesis examines how to drive a narrative in digital games using only the game environment. The purpose is to gain an understanding of what environmental storytelling is capable of as an independent form of narrative and what the authors can do to achieve this goal. To study the problem area, a game production was conducted in which methods developed during the study was applied. The production was tested by other students in media technology and the results that came up were compiled with reflections on what was achieved and the applied methods. The study describes the work process, methods and shows how these can be used to drive a narrative with a game environment.

  • 146.
    Salomonsson, Lisa
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Leveling-Up With Cultural Heritage: Aspects from Gamification and Alternate Reality Games2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores how heritage museums can engage more visitors to take part of cultural heritage in context to digital culture, and going deeper in on what implementation of gamification and alternate reality games can contribute with. Through the establishment of how the heritage museum space has changed since the implementation of technology, gives a response concerning new perspective in the experience economy. Connecting Mihaly Csikszentmihalyi’s characteristics of flow together with Jane McGonigal’s theory of alternate gaming can serve the visitor to invest in their own learning outcomes, thus invest more in cultural heritage. Nevertheless also how visitors can experience cultural heritage as one but at the same time as a community, participating through a common ‘goal’.   

  • 147.
    Scalet, Carlotta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    AR Experience Design in Museums: Designing for People with Constraints2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Designing AR museum experiences for people with different kinds of constraints, using personas as a developing tool.

  • 148.
    Sefyrin, Johanna
    et al.
    Linköpings universitet, SWE.
    Elovaara, Pirjo
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Mörtberg, Christina
    Linnéuniversitetet, SWE.
    Feminist technoscience as a resource for working with science practices, a critical approach, and gender equality in Swedish higher IT educations2018In: IFIP Advances in Information and Communication Technology, Springer New York LLC , 2018, Vol. 537, p. 221-231Conference paper (Refereed)
    Abstract [en]

    Science is according to the Swedish legislation for higher education (Högskoleförordningen) a central quality aim for higher educations. In the Swedish Higher Education Authority’s (UKÄ) new quality assurance system, the integration of gender equality is one of several quality aspects that are being measured. This paper concerns a planned study with the aim to explore how feminist technoscience can contribute to challenging existing science practices, and a critical approach, while at the same time work as a theoretical resource for the integration of gender equality in Swedish higher IT educations. Feminist technoscience makes possible critical questions about scientific practices in both educational contexts and in work life, about researchers’ positioning, about consequences, and about power issues. Posing such questions is central in IT educations, since we live in a society in which digital technologies increasingly constitute preconditions for a working reality, and both reproduce existing structures and form new patterns. In this reality it is central to ask whether current science practices are enough, and how feminist technoscience can make a difference, in those educations that produce the IT experts of the tomorrow. The study will be conducted as a qualitative field study with a focus on how teachers and students in Swedish higher IT educations practice science and a critical approach, and feminist technoscience in their educations. © IFIP International Federation for Information Processing 2018.

  • 149.
    Sheqiri, Besa
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Aftonbladet online and on paper2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    In my thesis I analyze and compare the printed version of the newspaper Aftonbladet and its online paper in terms of readability and volume. I use a sample of quantitative content analysis gathered during one day; however, the main research is based on a qualitative research analysis with questions to Web authorities. Volume and readability in the newspaper is analyzed by using different tools; one of them is the readability measuring tool LIX. My thesis critiques studies that argue that articles online are easier to read, shorter and un-edited. My investigation shows that articles online are longer and have a higher readability level than those published in print.

  • 150.
    Skarpemo, Simon
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Historiskt Ljudlandskap2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    “Your sound is my sound is our sound.” - Brandon Labelle(2010)

    All the sounds in our surroundings contribute to a lot of different acoustic sound ecologies, from natural sounds in a natural acoustic environment that consist of the sounds of animals, winds and changes in the weather. To sound artificial created by us people, through musical songs & arts, advertising, TV & other common activities like conversations, work sounds & sounds from mechanically-creating devices used in industry & society. This sound environment we all live in we call for soundscapes.

    The purpose of this work is to investigate the importance of sound for understanding our history, focusing on local history.

    The candidate's work consists of a theoretical part and a practical part. To the theoretical part I have used a literature study, where I used articles, both scientific and relevant newspaper articles on the subject to get facts and analyze my questions.

    For the practical part, I have made an audio environment that consists of original recordings and modified sounds.

    I have shown how an audio migration can help and be an important complement to gaining a deeper understanding of our local history. My choice to make a soundtrack over Hestras history fell naturally, as it is my hometown.

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