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  • 101.
    Larsson, Jennifer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Inkluderande grafisk form: En studie i hur deltagande design kan göra grafisk form inkluderande.2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    På grund av krig och förstörelse i olika delar av världen har Sverige under de senaste åren

    tagit emot ett stort antal människor som tvingats fly från sina hemländer. Sveriges

    demografiska sammansättning har på kort tid kommit att förändras och samhället behöver

    anpassas efter den nya situation som råder. För att integrationen av nya invånare ska fungera

    anser jag att vi behöver arbeta på flera fronter samtidigt. I den här undersökningen vill jag ta

    reda på om en väg till integration och inkluderande av fler människor skulle kunna vara

    genom deltagande design. I deltagande design arbetar designer och slutanvändare tillsammans

    i designprocessen med intentionen att göra designen mer användarvänlig. För att undersöka

    denna metodologi har jag arbetat med flyktingar i workshops där vi skapat ett

    informationsmaterial avsett att hjälpa andra flyktingar. Materialet innehåller tips, råd och

    information som flyktingar kan ha behov av när de kommit till Sverige. Det grafiska

    materialet, som resulterade i en broschyr, är mitt bidrag till att göra det svenska samhället mer

    inkluderande och Sverige till ett bättre land att leva i.

  • 102.
    Larsson, William
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Maximal kommunikation genom minimalism2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Det är inte alltid den lättaste uppgiften för en grafiker att få fram en bild som både ska innehålla ett kraftigt budskap men som samtidigt ska vara utformat på ett sätt som får mottagaren att stanna upp för att verkligen ta in bilden. Det finns tendenser bland folk att undvika bilder som tar upp viktiga frågor som egentligen drabbar oss alla. Hur får man sina bilder uppmärksammade om illustrationen handlar om svält, fattigdom eller klimatet utan att folk direkt ska titta bort? Detta arbete utgår från mina egna erfarenheter då jag ständigt stöter på bilder som försöker övertyga mig på olika sätt. Det kan handla om bl.a. nya produkter, event eller till och med vara ett försök för att öka medvetenhet angående naturförstörelser. Det är tyvärr inte alltid man har tiden att se vad som erbjuds och det händer att man glömmer i stort sett allt man stöter på. Sen finns det en eller två som fastnar i huvudet. Detta beror på att sändaren har lyckats få ihop budskapet med antagligen enkla medel som gör att mottagaren lätt kan ta in och komma ihåg budskapet utan någon större ansträngning. För att kunna åstadkomma började jag undersöka bildsemiotik för att förstå hur vi tolkar de olika tecknen vi stöter på dagligen och hur jag kunde använda det för att förmedla mina budskap i de bilder jag valt att producera. Genom att även använda ett avskalat, minimalistiskt, grafiskt uttryckssätt har jag försökt att ge budskapet större plats i bilden. Avsikten är att skala bort så många "störande" element i en bild utan att ge avkall på budskapet. Arbetet bidrar till en djupare förståelse för huruvida tecken kan användas och hur de kan kombineras för att göra budskapet så starkt som möjligt men samtidigt förhålla sig till minimalistiska mått för att minska chansen att det tänkta budskapet inte uppfattas av mottagaren.

  • 103.
    Larsén, Philip
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lundström, Joakim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ditt Andra Jag2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta kandidatarbete fokuserar på att undersöka aspekter som kan förstärka en användares upplevelse inom digitala spel. De aspekter som vi valt att fokusera på är användandet av Oculus Rift och Motion Capture då de tar upp viktiga punkter som Virtual Reality, närvaro och inlevelse i spel. Vi valde även att fokusera vår produktion mot skräckgenren då detta är ett område vi båda har stor passion för i diverse media. I vårt arbete har vi fått fram en hypotes om att spel som fokuserar på att lämna karaktären i ett tomt skal (ingen personlighet), lämnar en större chans för inlevelse hos spelaren då användarens egna känslor speglas på karaktären. Användandet av Oculus Rift och realistiska röresler via Motion Capture har en tendens att även stärka detta.

  • 104.
    Lepistö, Felix
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hansson, Niklas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuell asymmetri i spel: Speldesign med olika verklighetsuppfattningar i fokus1993Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor’s thesis we explore alternative game­design and game­development methods and use them to try to create more innovative and publicly appealing games. Guided by Mary Flanagan’s Critical Play method, we investigate through reflection, discussion, and questioning the other interpretations of how we experience the world. Through tests, we build a video game and analyze whether or not Critical Play is a feasible method for creating games, even when philosophical tenets governs the underlying game mechanics. We discover possibilities to create unique game experiences by presenting game­objects as visually asymmetrical entities.

  • 105.
    Levall, Michael
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Boström, Carl
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Understanding through games: Life Philosophies and Socratic Dialogue in an unusual Medium2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Games as a medium is about to change, and with this change comes a search for themes outside the normal range of what is seen as acceptable in the medium. In this paper we, Michael Levall and Carl Boström, use debate and Socratic dialogue to portray the value of looking at a topic from several different angles, with the topic of choice for this project being life philosophies. During production, we create a game which sets out to affect its player even after he or she has finished playing it, possibly teaching the player the value of looking at a problem from different perspectives. Playtests conclude that in order to affect the player, the game should be catered to the player’s skill in interpreting games, and interpretable design can be used to affect how influenced the player is by the game.

  • 106.
    Lidbeck, Max
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Bielsten, Henrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Virtuella karaktärer, verkliga känslor: En studie av skuld och relationer i digitala spel2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis studies the relationship between people who play games and fictive game characters and how they can be affected by feelings of guilt. The purpose of the thesis is to describe guilt as a feeling and how game creators could take advantage of the way people relate to it to achieve stronger bonds between the players of the game and the fictive characters in it. To examine the problem area a game production was conducted in which our knowledge about feelings of guilt were used to design and develop a game scenario meant to generate guilty feelings in the player and in extension strengthen the bond between him/her and a fictive game character. This production was then tested on respondents and the results were compiled alongside reflections on how feelings of guilt could be used as a tool in future game productions.

  • 107.
    Lindberg, Tobias
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Karlsson, Andreas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Interkontextualitetens universella trådar: Strävan efter medvetenhet inför interkontextuella förhållanden, subjektiva normer & sociala mutationer inom nutida remixkulturer2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    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.

  • 108.
    Linder, Alexander
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Johansson, Pontus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    En Studie i Karaktärer och Makt: Karaktärsskildringar och Maktrelationer i Filmen The King’s Speech2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis will discuss character potrayals and masculinities within the film

    The King’s Speech. A man’s character will be defined by his masculine traits and a

    power hierarchy can be found, even in film. We will furthermore try to come to an

    understanding of what makes us as an audience feel different emotions while we’re

    watching films. This thesis will focus on Connells theory concerning masculinities and

    we will apply her theory on the different characters in The King’s Speech, but mainly the

    protagoninst. We have chosen to only analyze the man and his masculinity because we

    need to limit our work. We will use Actor Network Theory (ANT) when interpreting the

    film and the charcters, to find the relevant actors in our network. In the end we came to

    the conclusion that power hierarchies and the way they are portrayed are crucial to create

    dynamics within film. We have also made a interpreting production in the shape of a

    screenplay for a film. The screenplay is inspired by the protagonist in The King’s Speech.

  • 109.
    Linderson, Alexander
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindh, Niklas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Retorik i praktik: Postproduktion av ljud & bild i dokumentärfilm2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    I detta kandidatarbete svarar vi på frågan “Hur använder man postproduktion som ett retoriskt verktyg för att förstärka en dokumentärfilms budskap?”. Retorik står i konflikt med dokumentärfilm. Vi anser att retoriken vill påverka medan en dokumentär vill undervisa. Med hjälp av Aristoteles tre grundlagar för retorik, ethos, logos och pathos, försöker vi påverka tittarens tycke om en dokumentärfilms budskap via postproduktion. Vi svarar på vad dessa tre grundlagar är för någonting och berättar om hur vi använder dem i vår dokumentärfilm. Genom analyser av existerande dokumentärer kan vi se exempel på hur dessa lagar appliceras. I ett visst exempel används ethos för att leda tittaren, i ett annat exempel så används pathos mer för att nå ut. Vi ser då vad som är viktigt i retoriken och vad som är valbart. Genom dessa analyser kan vi se mönster i retoriken som vi kan använda för att göra postproduktion till ett medvetet retoriskt verktyg. In this bachelors thesis we answer the question “how does one use postproduction as a rhethorical tool to enhance a documentary’s message?”. Rhethorics is in conflict with Documentary. We believe that rhethorics want to influence, whilst documentary wants to educate. We try to effect a documentaries message through postproduction, using Aristotles three laws of rhethorics, ethos, logos and pathos. We tell you what these laws are and speak about how we used them in our documentary. Through analysing existing documentaries we are able to see examples on how these laws are applied. In one example ethos is prominent, in another example, pathos is used more. We then see what in rethorics are necessary and what is optional.. Through those analyses we can see patterns in rhethorics that we can use to make postproduction into a concious rhethorical tool.

  • 110.
    Lindfors, Lucas
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Persson, Philip
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Void - En medieteknisk undersökning mot en immersive experience2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 111.
    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.

  • 112.
    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.

  • 113.
    Lindström, Edvard
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Isaksson, Andréas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hör-Ser-Gör: En utforskning inom ljudbaserade rörelsespel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is about exploration within alternative forms of audio game. We wanted to explore what new knowledge could be extracted from game audio theory when it is applied to a movement based audio game. We aim to do this through an iterative and experimental design process. We created two different audio game prototypes where different game audio theories were applied. By designing prototypes and analyzing them, through inductive reasoning and participant observation, we could observe that players were able to use non-visual interfaces in an non-visual audio game. As our results we present the process’s most critical design problems. The challenge in creating these non-visual interfaces was instructing the player on how to use them through non-vocal audio. We also present a new way of understanding acousmatic sound in non-visual audio games. Lastly the study’s relevance is discussed and future research areas are suggested.

  • 114.
    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.

  • 115.
    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.

  • 116.
    Loe, Karl
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Karlsson, Fanny
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Dialoger är Valfritt2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor Thesis we have studied how one could go about creating an interactive narrative without dialogues or narration. With the help of body language and semiotics, we have worked to create gestures that are easy to understand regardless of who looks at the design and with the help of microcontrollers and sensors, we have created a design that the viewer can interact with in order to get an appropriate response back. During the work, we have also tried a new design perspective for us, which we have based on semiotics. This and new technology has brought with it some problems that we have had to solve in one way or another.

  • 117.
    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.

  • 118.
    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.

  • 119.
    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.

  • 120.
    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.

  • 121.
    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

  • 122.
    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. 

  • 123.
    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
  • 124.
    Magnusson, Aleksej
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Selin, Sebastian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Våga Berätta!2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We believe that we are constantly surrounded by digital devices and by digitalization.

    The theme of this bachelor’s thesis is a daring subject where we investigate how the mobile phone affects a person's mental wellbeing and what possible solutions there are on how to deal with those problems.

    We are writing about what kind of mobile applications there are that can help users develop and improve their wellbeing. From our area of expertise, we want with our mobile application help users to improve their mental health and promote wellbeing. It is meant to work as a therapeutic tool to those who are in need of help to feel better. We immerse ourselves in this topic where we see it from our own perspective with our own eyes and manage it based on our own experiences.

     

    We use the design perspective X for Change that brings up certain societal issues, in this case it's about the public health. X for Change is not meant to be upsetting or provoking on the topic of these questions but be of help throughout the whole thesis.

    The design process is split into two phases, where changes to our application took place. During the whole investigation we enter new methods to create our application

    where we create finished prototypes from ideas to hi-fi prototypes for our mobile application. It is a bold attempt where we test ourselves and with time we have created a new ability in our creativity as designers.

  • 125.
    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.

  • 126.
    Mehmedovic, Aziz
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sabanovic, Anes
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Virtuell verklighet som ett verktyg för tankfulla reflektioner inom digitala spel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis, we try and explore the possibilities of a "practice community" within Games for change through digital games with the technology of virtual reality (VR). Through the work itself, this study tests itself with a strong analysis method from the gaming industry. This is to be able to define how one can create a game that causes the player to think about a few selected discussion topics based on the digital design of what GROW’em is. Our question is: "How can one with the help of VR convey discussions and thoughts about horticulture?", which we have chosen to create this by developing a game called GROW’em. Curiosity about this subject was brought onto us after we examined in more detail within the gaming experience of what GROW'em is based on. But what we know, after having gone through a long search history, is that there’s no immersion that resembles the experience and areas as a horticultural culture that we want to access. To test this study, we gave different individuals the chance to try a demo that lasted between 10-15 minutes. These individuals then had to answer a questionnaire about their experience.

    The investigation resulted in a digital game in conjunction with the physical hardware of VR. With results that puts things in a new perspective on a future planning of the project. These answers also provided an indication of how reasonable our inquiry is, to the extent of the framing of a question that we ask.

  • 127.
    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.

  • 128.
    Minhas, Tahir Nawaz
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Nawaz, Omer
    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.
    Khatibi, Siamak
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    The Effects of Additional Factors on Subjective Quality Assessments2019In: 2nd International Conference on Advancements in Computational Sciences, ICACS 2019, Institute of Electrical and Electronics Engineers Inc. , 2019, p. 120-124, article id 8689138Conference paper (Refereed)
    Abstract [en]

    In Quality of Experience, the users' degrees of delight or annoyance are quantized by direct human interaction via subjective quality assessments. There are many factors that may influence the users' responses, and standards have been laid down to strictly control the monitoring conditions. In this paper, we analyze limitations of Mean Opinion Score (MOS) assessment to portray the influence of additional factors on user behavior while assessing multimedia content. We show that the frequency of watching online video content as well as the user delight with the content play a significant role in her final feedback. Our study emphasizes the need to use additional metrics along with MOS for content ratings to obtain a more accurate measure of the user experience. © 2019 The University of Lahore.

  • 129.
    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.

  • 130.
    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.

  • 131.
    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.

  • 132.
    Nielsen, Camilla
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Möllerstedt, Martina
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Audiovisuell Perception: Uttryckt genom ämnet psykisk ohälsa.2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is formed to illustrate the subjective experience that people with mental illness have of the surrounding world, for how their perception can be distorted in bad circumstances. When one observes the number of individuals with mental illness rising the last couple of years, then we might need a new way off, or tool to show how those individuals do need eventual help and understanding in society. We want to create a way to place people with in an emotionally affecting environment, this with help of the knowledge behind perception with among others Yvonne Eriksson and Michel Chion´s competence. With different methods such as interviews and critical making its been formulated a way of how we would be able to mould a subjective experience with the concept that audiovisual perception as a tool in the configured artwork. At the end we present how the research show up while we examen the designed prototypes and under the discussion we bring up how other approaches may have formed the project and its result.

  • 133.
    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.

  • 134.
    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).

  • 135.
    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.

  • 136.
    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.

  • 137.
    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.

  • 138.
    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.

  • 139.
    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.

  • 140.
    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.

  • 141.
    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.

  • 142.
    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.

  • 143.
    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.

  • 144.
    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.

  • 145.
    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.

  • 146.
    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.

  • 147.
    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.

  • 148.
    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.

  • 149.
    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.

  • 150.
    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.

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