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  • 101.
    Kanwal, Wasfa
    Blekinge Institute of Technology, School of Computing.
    Exploring Search Engine Optimization (SEO) Techniques for Dynamic Websites2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    ABSTRACT Context: With growing number of online businesses, Search Engine Optimization (SEO) has become vital to capitalize a business because SEO is key factor for marketing an online business. SEO is the process to optimize a website so that it ranks well on Search Engine Result Pages (SERPs). Dynamic websites are commonly used for e-commerce because they are easier to update and expand; however they are subjected to indexing related problems. Objectives: This research aims to examine and address dynamic websites indexing related issues. To achieve aims and objectives of this research I intend to explore dynamic websites indexing considerations, investigate SEO tools to carry SEO campaign in three major search engines (Google, Yahoo and Bing), experiment SEO techniques, and determine to what extent dynamic websites can be made search engine friendly on these major search engines. Methods: In this research, detailed literature survey is performed to evaluate existing knowledge for SEO for dynamic websites. Further empirical experiments are conducted to address dynamic websites indexing problems; and to evaluate SEO techniques used in empirical experiments. Results: It is found that all major search engines, including Google, cannot fully index dynamic websites. I used some SEO techniques which I explored during this study to help dynamic webpage(s) get indexed in major search engines. The experiment results reflect the effectiveness of SEO techniques including URL encoding /friendly URLs on major search engines. Conclusions: I conclude that, dynamic websites are subjected to indexing related problems and require additional SEO efforts to appear in SERPs. Not all SEO techniques are equally effective on all search engines to improve indexing of dynamic webpage(s). Each implemented SEO technique has different impression on major search engines (Google, Yahoo, Bing, Ask, and AOL). As, the encoded URLs technique is effective on all major search engines. However, Yahoo and Bing prefer friendly URLs over typical URLs with parameters. Therefore, presentation of dynamic URL could be quite paying if it is needed to index dynamic website on search engines other than Google.

  • 102.
    Karlsson, Alexander
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Mattisson, Linus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindh, Victoria
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digitala sällskapsspel med den sociala aspekten som utgångspunkt2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta kandidatarbete undersöker om det går att behålla den sociala aspekten då man digitaliserar ett sällskapsspel. För att undersöka problemområdet skapades ett spelkoncept utifrån de teorier och slutsatser vi fått fram genom litteraturstudier. Spelkonceptet testades på respondenter som efteråt intervjuades. I detta arbete försöker vi förklara vår definition av ordet social och dess innebörd, samt diskuterar och spekulerar vi hur social interaktion mellan människor fungerar. Sedan presenterar vi våra resultat och metoder för hur man kan gå tillväga för att skapa ett digitalt sällskapsspel där det sociala ligger i fokus.

  • 103.
    Karlsson, Marie
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Vigstrand, Jonas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Posthumanism i förhållande till digitala spel2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera. Vårt arbete resulterade i en spelprototyp som fokuserar på tillblivelse. Med denna som utgångspunkt diskuterade vi sedan möjligheter och konsekvenser med våra speltestare. Undersökningen visar att det vi designat inte bara är en varelseskapare, utan det kan också bli något mer tillsammans med spelarna. This Bachelor Thesis examines how digital games can be created with someone else's point of view. We wanted to see what would happen if we tried to make games in a post humanistic manner and whether this would change anything. The process has raised special opportunities and consequences, new questions have also emerged. One of these questions is how the creation of the creatures within digital games can be performed. During the project there have been discussions and tests around how a tool with this purpose could work. Our work resulted in a game prototype that focuses on creation. With this as a starting point, we then discussed its possibilities and implications together with our game testers. The analysis shows that what we have designed is not only a creature creator, but it can also be something more along with the players.

  • 104.
    Karlsson, Marine
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Richardsson, Anna
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    How to merge virtual project room with a project management model2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Managing a project is multitasking. For making this easier, a project mangaer has a lot of tools. Two of the tools that are often used are a project management model and a virtual project room. These two can be of different types in different compaies and in different culutres. In this thesis, we investigate it there is any neeed for these two tools to be combined. If there is a need, how should the combination be done?

  • 105.
    Karlsson, Peter
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Au, Wai Cheung (Gary)
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Ernstedt, Simon
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Lundin, Anders
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Linders, Johan
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Angel Thesis: En spel produktion2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta projekt har varit ett som har haft både sina höga och låga punkter. Vi påbörjade detta projektet med viljan att skapa ett spel som var vårt, som representerade oss och som vi vill spela. Vad vi slutligen bestämde oss att göra var ett spel som fokuserade på story och spel-känsla som hade en mystisk stämning och sin egen stil. Detta tillsammans med ett par bra koncept och idéer så påbörjade vi att arbeta på Angel Thesis, ett action RPG. Vi har under projektets gång stött på många svårigheter, något som om och igen testat gruppens moral. Vår största svårighet har varit vårt byte utav utvecklingsplattform och spel-motor, som har skett två gånger under projekts gång. Detta har resulterat till stora diskus-sioner i gruppen som har slagit hårt mot vår moral men det har aldrig lyckats krossa vår förtroende med att fortsätta projekten. Vår grupp har hamnat i svåra depressioner men i slutändan så lyckades vi stå upp och fortsätta vidare som en grupp. Spelet började i 3D, sedan till 2D byggd från grunden i XNA och slutligen räddad av använd-ningen av Wintermute. Vårt spel Angel Thesis blev kanske inte i slutet exakt så som vi ur-sprungligen planerade, mycket av de action-betonade spelmomenten försvann och en del mer avancerade funktioner som pussel-systemet, inventory och cut-scenes fick gå. Anledningarna till detta är både av tidsskäl, och att Wintermute är inte gjord för hantera de här funktionerna. Det finns också en del andra ursprungliga funktioner som finns där men funkar inte så perfekt som vi vill, igen pga tid och Wintermute-motorns begränsningar. Spelet har också förändrats från 3D till 2D vilket har påverkat hur spelet spelas och upplevs. Trots detta så känner vi att våra ursprungliga idéer, visioner och mest viktigt att den känslan som vi ville ge, finns där. Vi har övervunnit stora svårigheter som vi i framtiden förmodligen kommer att påträffa igen, det är igenom detta som vi har fått en värdefull upplevelse som vi kan ta med oss till vårt framtida arbetsliv.

  • 106.
    Karlsson, Simon
    et al.
    Blekinge Institute of Technology, School of Computing.
    Jensen, Christopher
    Blekinge Institute of Technology, School of Computing.
    Jämförelse mellan neurala nätverk baserad AI och state-of-the-art AI i racing spel2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Denna rapport jämför prestandan mellan state-of-the-art AI-botar i racing spelet TORCS och en AI-bot som kör med hjälp av ett artificiellt neuralt nätverk (ANN-bot). ANN-boten, som implementerades som en del av arbetet, använder en feedforward arkitektur och backpropagation för inlärning. Ett separat program som användes för att träna det neurala nätverket med träningdata som spelats in från TORCS implementerades också. Som state-of-the-art AI-botar användes AI-botar som har använts i en tävling. De fyra AI-botarna testades på åtta olika banor och data om hur lång tid varje varv tog och hur snabbt AI-botarna körde sparades och sammanställdes. Resultaten visar att på banorna som ANN-boten klarar av att köra runt så är ANN-boten snabbare än en den långsamaste state-of-the-art boten, men ANNboten klara inte av majoriteten av banorna som den testades på. Anledning till detta var antagligen brist på varierande träningsdata.

  • 107.
    Karthikeyan, Arun Kumar
    et al.
    Blekinge Institute of Technology, School of Computing.
    Mani, Praveen Kumar
    Blekinge Institute of Technology, School of Computing.
    Visual and Analytical Support for Real-time Evaluation of Railway Traffic Re-scheduling Alternatives During Disturbances2012Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Disturbances in the railway network are frequent and to some extent, inevitable. When this happens, the traffic dispatchers need to re-schedule the train traffic and there is a need for decision support in this process. One purpose of such a decision support system would be to visualize the relevant, alternative re-scheduling solutions and benchmark them based on a set of relevant train traffic attributes which quantify the effects of each solution. Currently, there are two research projects financed by the Swedish Transport Administration (i.e. Trafikverket) which focus on developing decision support to assist the Swedish train traffic managers: The STEG project and the EOT project. Within the STEG project, researchers at Uppsala University in co-operation with Trafikverket are developing a graphical user interface (referred to as the STEG graph). Within the EOT project, researchers at Blekinge Institute of Technology (BTH) are developing fast re-scheduling algorithms to propose to the Swedish train traffic dispatchers a set of relevant re-scheduling alternatives when disturbances occur. However, neither the STEG graph nor the EOT algorithms are at this point designed to evaluate, benchmark and visualize the alternative re-scheduling solutions. The main objective of this work is therefore to identify and analyze different train traffic attributes and how to use the selected relevant ones for benchmarking re-scheduling solutions. This involves enhancing an existing visual tool (EOT GUI) and using this extended version (referred to as the EOT GUI+) to demonstrate and evaluate the benchmarking of different re-scheduling solutions based on the selected train traffic attributes. The train traffic attributes found in the literature (foremost research publications and documents by Trafikverket) were collected and analyzed. A subset of the most commonly used attributes found were then selected and their applicability in benchmarking re-scheduling solutions for the Swedish train traffic system was further analyzed. The formulas for calculating each of the attribute values were either found in the literature and possibly modified, or defined within this thesis project. In order to assess the use of the attributes for benchmark solutions, experiments were conducted using the enhanced visual tool EOT GUI+ and a set of sample solutions for three different disturbance scenarios provided by the EOT project. The tool only performs a benchmark of two solutions at a time (i.e. a pair wise benchmark) and computes the attribute values for the chosen attributes. The literature review and attribute analysis resulted in a first set of ten different attributes to use including e.g. total final delay (with a delay threshold value of 1 and 5 minutes respectively), maximum delay, total accumulated delay, total delay cost, number of delayed trains and robustness. The formulas to compute these attribute values were implemented and applied to the sample solutions in the experiments. The first phase of the experiments showed that in one of the disturbance scenarios, some of the attribute values were in conflict and that none of re-scheduling solution was dominating the others. This observation led to that the set of attributes needed to be narrowed down and internally prioritized. Based on the experimental results and the analysis of what the research community and the main stakeholder (i.e. Trafikverket) consider are the most important attributes in this context, the final set of attributes to use includes average final delay, maximum delay of a single train, total number of delayed trains and robustness. The contribution of this thesis is primarily the review and analysis of what attributes to use when performing a benchmark of re-scheduling solutions in real-time train traffic disturbance management. Furthermore, this thesis also contributes by performing an experimental assessment of how the attributes and their formulas could work in a pair-wise, quantitative benchmark for a set of disturbance scenarios and which issues that may occur due to conflicting objectives and attribute values. Concerning the enhancement of the visual tool and the visualization of the re-scheduling solutions, the experimental evaluation and analysis shows that the tool would not fit directly to the needs of the train dispatchers. This work should therefore only be seen as a starting point for the researchers whom are working with the development of decision support systems in this context. Furthermore, several iterative experiments have been conducted to select the appropriate attributes for benchmarking solutions and suggesting the best re-scheduling solution. During the experiments, we have used a limited set of different problem instances (2+2+7) representing three different types of disturbances. The performance of the enhanced visual tool EOT GUI+ and its functionalities should ideally also be analyzed further and improved by experimenting with a larger number of instances, for other parts of the Swedish railway network and in co-operation with the real users, i.e. the dispatchers.

  • 108.
    Kellner, Marcus
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Brundin, Fredrik
    Blekinge Institute of Technology, School of Planning and Media Design.
    Blissing, Ola
    Blekinge Institute of Technology, School of Planning and Media Design.
    Ekberg, Tim
    Blekinge Institute of Technology, School of Planning and Media Design.
    Samuelsson, Sam
    Blekinge Institute of Technology, School of Planning and Media Design.
    Spelutveckling för Facebook – från koncept till produkt2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö. Nyckelord: Facebook, spelutveckling, webbutveckling, internet, sociala spel Abstract During our bachelor thesis we worked for 20 weeks with the development of a web-based game for Facebook. We used Agile/Scrum as our project planning method, changed the method to make it more effective for our purpose and developed tools for the method. We came to the conclusion that it's hard to make a social game and that the most important thing in the production is to make sure that there's a clear connection between the players' interaction with each other and the foundations of the game mechanics. We lost focus during the development and learned the hard way the value of planning realistically and to start from the core when developing a game. The game we created uses a random generated terrain, is written in JavaScript and takes place in a Victorian environment. Keywords: Facebook, game development, web development, internet, social games

  • 109.
    Khan, Afia Akram
    et al.
    Blekinge Institute of Technology, School of Computing.
    Krishna, Sai
    Blekinge Institute of Technology, School of Computing.
    USING SOCIAL MEDIA IN PRIMARY HEALTHCARE SETTINGS2013Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Social media websites play an obvious role in involving people to get help and motivation regarding healthcare through social interaction because a huge mass is present on social media websites like Facebook. So there is a need to understand that how social media websites specifically Facebook can involve in healthcare awareness and social interaction at primary care level in Blekinge region.

  • 110.
    Khan, Mohammad Ali
    et al.
    Blekinge Institute of Technology, School of Computing.
    Nasir, Majid
    Blekinge Institute of Technology, School of Computing.
    Human Errors and Learnability Evaluation of Authentication System2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Usability studies are important in today’s context. However, the increased security level of authentication systems is reducing the usability level. Thus, to provide secured but yet usable authentication systems is a challenge for researchers to solve till now. Learnability and human errors are influential factors of the usability of authentication systems. There are not many specific studies on the learnability and human errors concentrating on authentication systems. The authors’ aim of this study is to explore the human errors and the learnability situation of authentication systems to contribute to the development of more usable authentication systems. The authors investigated through observations and interviews to achieve the aim of this study. A minimalist portable test lab was developed in order to conduct the observation process in a controlled environment. At the end of the study, the authors showed the list of identified human errors and learnability issues, and provided recommendations, which the authors believe will help researchers to improve the overall usability of authentication systems. To achieve the aim of the study, the authors started with a systematic literature review to gain knowledge on the state of art. For the user study, a direct investigation, in form of observations and interviews was then applied to gather more data. The collected data was then analyzed and interpreted to identify and assess the human errors and the learnability issues.

  • 111.
    Khan, Shaukat Ali
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Technological and Social Issues in the development and deployment of Facial Recognition Biometric Systems2009Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    There has been considerable amount of work done in the past decade by different biometric vendors as well as researchers in order to improve the accuracy of both biometric data collection systems as well as the underlying algorithms to perform different mapping and matching. Biometric Facial recognition systems are continuously improving with advancements in technology as well as decreasing hardware costs. However, in order to develop efficient biometric facial recognition systems, organizations must take into account different technical issues which include reliability, usability, interoperability as well as data collection, dissemination and evaluation of such systems. Adherence to standards is a key for interoperable systems and user acceptance along with trust can lead to easy deployment of such facial biometric systems in a society. These technical as well as social issues were identified by regular discussions with the Chairman and members of Swedish National Biometric Association’s and conducting interview sessions with different biometric companies who are specially dealing with face recognition biometric systems and are supplemented with a thorough literature review of the state of art research practices within face recognition domain.

  • 112.
    Khan, Zulfiqar Ali
    et al.
    Blekinge Institute of Technology, School of Computing.
    Adnan, Muhammad
    Blekinge Institute of Technology, School of Computing.
    Usability Evaluation of Web-based GIS Applications: A Comparative study of Google Maps and MapQuest2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    The use of geographical data is increasing in real world applications and due to this, Geographic information systems (GIS) are a growing interest area for research nowadays. Today, GIS is combined with the World Wide Web (WWW) to provide information to a lot of people. Web-based GIS applications have gained popularity because of their easy use and simplicity. Through browsers, web-based GIS applications can display maps with features like buildings, forests, roads and even traffic. Furthermore spatial data can be analyzed and large amounts of data can be viewed on small screens by zooming and panning the map. So having all the above features, effective web-based GIS applications should be designed in a way that they should be easy to use and understand for users. Usability evaluation is becoming an important part of Interaction Design to find out the user´s needs and requirements. In this study two web-based GIS applications (Google Maps and MapQuest) are evaluated to find out usability problems. To accomplish the main goal of this study, different techniques are used. Special criteria are adopted for usability evaluation of these two web-based GIS applications. Usability tests have been performed with six graduate users and questionnaires were filled out by these users. Interviews were conducted with six users to validate the results. The authors have provided a number of suggestions based on the problems that were identified in this study for Google Maps and MapQuest to improve the usability of these applications.

  • 113.
    Kihlström, Charlotte
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Kihlström, Mattias
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Öppen källkod och offentlig sektor2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Användandet, eller frånvaron, av öppen källkodsprogramvaror inom offentlig sektor är något som på senare tid har diskuterats flitigt både i artiklar och i internetanslutna diskussionsforum. Den offentliga sektorns behov av investeringar i nya IT-system kommer dessutom att öka i och med realiseringen av Statskontorets vision om 24-timmarsmyndigheten. Detta examensarbete undersöker hur välbekant begreppet öppen källkod är, vilka attityder som finns mot begreppet och hur stor utbredningen av öppen källkodsprogramvaror är hos Sveriges kommuner. Av resultatet framkommer att 60 % av alla IT-chefer och motsvarande i kommunerna känner till begreppet väl, att 80 % av alla tillfrågade upplever öppen källkod som något positivt och att drygt 30 % av alla kommuner redan använder någon form av programvara baserad på öppen källkod. De viktigaste fördelarna med öppen källkodsprogramvaror är den låga kostnaden, tillgången till all källkod och att man snabbt kan få del av andras förbättringar. I flera länder i både Europa och Asien, såväl som Sydamerika förekommer rekommendationer, eller åtminstone diskussioner, om hur öppen källkod bäst kan användas för att stödja den offentliga sektorn i respektive länder. För att användningen av öppen källkodsprogramvaror skall ta fart även bland Sveriges kommuner krävs fler leverantörer av support och andra kringtjänster, ytterligare förbättring av säkerheten hos programvarorna, samt mer information om vad begreppet faktiskt innebär.

  • 114.
    Kristiansson, Alex
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Medved, Leonard
    Blekinge Institute of Technology, School of Planning and Media Design.
    Fantasymiljö i 3D2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta arbete visar processen och olika element som kan användas eller krävs för att skapa en trovärdig fantasymiljö. Genom att läsa, samla in och sammanfatta information om miljöer, växter, tekniska processer, färger, ljus och form från litteratur, internet och egna erfarenheter har vi skapat en slags guide över hur man kan skapa en trovärdig miljö. Växter kan inte ha för enformig placering i miljön utan måste placeras enligt slumpmässig naturligt kaos. De 3D-modeller som miljön innefattar måste ha vissa attribut så som smuts, damm, röta, brister, rivor och sprickor. Inget är kliniskt rent i naturen. Något som man oftast inte tänker på, är att det nästan inte finns kanter i naturen som är helt skarpa och vassa, därför bör man tänka på att runda de flesta kanterna på sina modeller. Färg, ljus, textur och skuggor är något man kan använda sig av för att förmedla känslor på ett effektivt sätt. Ett exempel på hur man kan förmedla en viss känsla, är att placera en ljuskälla på ett sätt där man lyser upp ett objekt underifrån, detta kommer skapa en känsla av onaturlighet och mystisk.

  • 115.
    Larsen, Teo Holmbom
    Blekinge Institute of Technology, School of Planning and Media Design.
    Google Kalender ur ett hjälpmedelsperspektiv2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Studien undersökte om, och hur, Google Kalender kan användas som hjälpmedel för vuxna individer med ADHD. Syftet var att öppna upp för en diskussion om medieteknik som hjälpmedel vid neuropsykiatriska funktionshinder. En sammanfattning av tillgänglig litteratur och forskning presenterade bakgrundsfakta kring ADHD, operativsystemet Android och Google Kalender. Via programvarutestning, i form av fri testning, testades och analyserades tjänsten Google Kalender utifrån de svårigheter individer med ADHD upplever. Resultaten visar att Google Kalender kan underlätta planering, tidsuppfattning, ihågkommande och framförhållning. Vidare forskning inom ämnet bör bedrivas för att vetenskapligt fastställa resultaten i undersökningen.

  • 116.
    Larsson, Cajsa
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Hjelte, Robin
    Blekinge Institute of Technology, School of Planning and Media Design.
    Estetisk Effektivitet i Digitala Spel: Konsten att skapa starka upplevelser2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Den här uppsatsen undersöker varför vissa spel kan ses med ett större estetiskt värde än andra och hur detta estetiska fokus kan uppnås samt hur detta påverkar spelen och dess värde. Syftet är att beskriva estetisk effektivitet som begrepp och metod för att kunna applicera dessa kunskaper i produktioner av digitala spel. För att undersöka problemområdet utfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Denna produktion testades sedan mot respondenter och resultaten sammanställdes med reflektioner kring hur processen påverkat slutprodukten. Undersökningen beskriver ett förhållningssätt, komplett med begrepp, definitioner och metoder och visar att detta kan användas för att skapa sammanhållna och starka upplevelser.

  • 117.
    Larsson, Jarl
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Performance of Physics-Driven Procedural Animation of Character Locomotion: For Bipedal and Quadrupedal Gait2015Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context. Animation of character locomotion is an important part of computer animation and games. It is a vital aspect in achieving believable behaviour and articulation for virtual characters. For games there is also often a need for supporting real-time reactive behaviour in an animation as a response to direct or indirect user interaction, which have given rise to procedural solutions to generate animation of locomotion. Objectives. In this thesis the performance aspects for procedurally generating animation of locomotion within real-time constraints is evaluated, for bipeds and quadrupeds, and for simulations of several characters. A general pose-driven feedback algorithm for physics-driven character locomotion is implemented for this purpose. Methods. The execution time of the locomotion algorithm is evaluated using an automated experiment process, in which real-time gait simulations of incrementing character population count are instantiated and measured, for the bipedal and quadrupedal gaits. The simulations are measured for both serial and parallel executions of the locomotion algorithm. Results. Simulations of up to and including 100 characters are performance measured providing an overview of the slowdown rate when increasing the character count in the simulations, as well as the performance relations between bipeds and quadrupeds. Conclusions. The experiment concludes that the evaluated algorithm on its own exhibits a relatively small performance impact that scales almost linearly for the evaluated population sizes. Due to the relatively low performance impacts it is thus also concluded that for future experiments a broader measurement of the locomotion algorithm that includes and compares different physics solvers is of interest.

  • 118.
    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.

  • 119.
    Levall, Christofer
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Nyblom, Carl-Johan
    Blekinge Institute of Technology, School of Planning and Media Design.
    Överbryggandet av två medier: Barnböcker som inspiration för digitala äventyrsspel.2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    I uppsatsen analyseras interaktiva beståndsdelar använda i barnböcker, med syftet att utifrån dem skapa innovativ och anpassad game-play mekanik för digitala äventyrsspel. Under arbetet har fokus lagts på att undersöka beståndsdelarnas påverkan av mottagaren och vad de ger för mediet, samt att skapa funktioner som stimulerar spelarens nyfikenhet. Detta gör att spelaren blir drivkraften bakom äventyrsspelets narrativ. Resultatet av undersökningen är en prototyp vilken visar de funktioner som presenteras i uppsatsen, samt en diskussion kring tillvägagångssättet och vikten av att utvecklare ser bortom det egna mediet vid medieutveckling. In this thesis interactive elements used in children’s books are analysed before being redesigned with the purpose of creating innovative game-play mechanics suited for digital adventure games. An important part of the thesis has been the exploration of these elements’ affect on the receiver and how they contribute to the medium, as well as creating game-play mechanics that stimulate the player’s curiosity. The developed mechanics result in the player becoming the driving force behind the game’s narrative. The outcome of the thesis is a prototype which showcases the developed mechanics presented in the thesis, as well as a discussion regarding the approach and the importance of developers exploring other media as a part of their development process.

  • 120.
    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.

  • 121.
    Liljekvist, Pontus Holmertz
    et al.
    Blekinge Institute of Technology, School of Computing.
    Zsigmond, Andreas
    Blekinge Institute of Technology, School of Computing.
    Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    While the games industry grows, the need for visually appealing graphics increase. This drives the demand for new hardware and the development of new techniques forward. With the latest generation of 3D graphic APIs the new rendering pipeline technique tessellation was announced. With each generation of games getting more advanced, the demand for highly detailed models increase. This leads to a higher workload for the GPU. The purpose of this thesis is to research the fi eld of tessellation and develop a prototype to optimize the tessellation pipeline. The prototype is designed to help reduce the number of generated triangles by dividing the mesh into regions, each region with its own tessellation factor. The prototype implementation supports both manual and automatic generation of these regions. A new fi le format was developed to support the region data. The implementation was split into three parts; one Python based Maya plug-in used for preparing the model for exporting, one exporter for Maya that generated the output fi le, and one viewer application capable of rendering the resulting mesh. The geometry output of the proposed technique was evaluated by comparing it to uniformly tessellated reference mesh geometry. Measurements show that the proposed technique is capable of reducing the face count with minor or maintained correlation to the reference geometry.

  • 122.
    Lindberg, Magnus
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    An Imitation-Learning based Agentplaying Super Mario2014Student thesis
    Abstract [en]

    Context. Developing an Artificial Intelligence (AI) agent that canpredict and act in all possible situations in the dynamic environmentsthat modern video games often consists of is on beforehand nearly im-possible and would cost a lot of money and time to create by hand. Bycreating a learning AI agent that could learn by itself by studying itsenvironment with the help of Reinforcement Learning (RL) it wouldsimplify this task. Another wanted feature that often is required is AIagents with a natural acting behavior and a try to solve that problemcould be to imitating a human by using Imitation Learning (IL). Objectives. The purpose of this investigation is to study if it is pos-sible to create a learning AI agent feasible to play and complete somelevels in a platform game with the combination of the two learningtechniques RL and IL. Methods. To be able to investigate the research question an imple-mentation is done that combines one RL technique and one IL tech-nique. By letting a set of human players play the game their behavioris saved and applied to the agents. The RL is then used to train andtweak the agents playing performance. A couple of experiments areexecuted to evaluate the differences between the trained agents againsttheir respective human teacher. Results. The results of these experiments showed promising indica-tions that the agents during different phases of the experiments hadsimilarly behavior compared to their human trainers. The agents alsoperformed well when comparing them to other already existing ones. Conclusions. To conclude there is promising results of creating dy-namical agents with natural behavior with the combination of RL andIL and that it with additional adjustments would make it performeven better as a learning AI with a more natural behavior.

  • 123.
    Lindberg, Tobias
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Interaktion i klassrummet2002Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [sv]

    I den här rapporten beskrivs hur elever mellan åtta och tolv år upplever användningen av datorn och Internet i skolan. Genom att studera användningen av Internet med hjälp av intervjuer, deltagande observationer och informella samtal har författaren i den här rapporten valt att utifrån elevernas perspektiv beskriva deras situation. Utifrån den etnografiska studie och de konstruktionistiska teorier författaren gjort utnyttjas sedan erfarenheter från utbildningstiden för att försökta skapa ett koncept om hur ett framtida klassrum skulle kunna komma att se ut. Undersökningar har gjorts om hur information, kunskaper och erfarenheter utbyts i klassrummet och vilken betydelse det har för användningen av Internet. Men även hur elevernas själva utvecklas och skapar sig ett kritiskt tänkande och att lära sig sortera, för dem, relevant information. Jag har även studerat hur lärarens roll förändras och hur det påverkar undervisningskulturen. Då eleverna arbetar med uppgifter som de själva skapar sökstrategier för, hittar information till och slutligen gör val som påverkar hur de vill gå vidare med uppgiften. Allt detta sammanfattas sedan i en designvision om hur ett klassrum skulle kunna stödja datoranvändningen och sudda ut gränsen mellan den och den traditionella läromedelsundervisningen.

  • 124.
    Lindblom, Johan
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Rosquist, Jonas
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Non-disruptive value-chains in home health care2002Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Treatment of elderly people and citizens in need of professional care is one of the most important aspects of any society to consider that aims at support for quality of life. Support for such qualitative aspects of a modern society often manifests itself by means of value-chains. However, all activities that a business or organization uses are not included in the value-chain, it is only the activities and information that generate any kind of value for the users in a particular organization that are included in the value-chains. To that end, the locality of health care related information primarily exists at the hospital and, therefore, the care of patients is most efficiently carried out at the hospital. However, if the involved information can be accessed anywhere throughout the value-chain, a possible situation would be to keep the patients in their homes without disrupting already established work practice and related value-chains. In principle, introducing new technology must not disrupt a value-chain; it must preserve or, even better, improve it. Health care is becoming more mobile and needs support for such behavior. The quantitative value to the user is quantified by means of value-chains, so it is important that they remain non-disrupted. Consequently, the fundamental concepts dealt with in this thesis are; value-chains, health care and mobile technology. The problem domain is distributed health care and we have chosen to focus on sustainability of the involved value-chains. In essence, we want to add new technology to the domain without disrupting already existing value-chains. This in order to make the distributed health care apparatus more efficient and cost effective. The main problem we have identified is regarding how medical doctors and nurses could access the same information in patients' homes as they can at the hospital.

  • 125.
    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.

  • 126.
    Lindström, Kristoffer
    Blekinge Institute of Technology, School of Computing.
    Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Visualization of volumetric data has always been useful in big va- riety of ways, for example computer tomography (CT) and magnet resonance tomography (MRT) are two major applications of this sorts of algorithms. Since volumetric data has no limitation regarding the shape of the object that ordinary mesh algorithms has we can fully reconstruct anything using the Marching cubes algorithm. New tech- niques allow us to implement this algorithm by new and exible means. Here we will use the latest of DirectX technology to run marching cubes in realtime using compute shaders.

  • 127.
    LIU, HUI
    Blekinge Institute of Technology, School of Engineering.
    Single view metrology applied for dynamic control of sink height for children2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    ABSTRACT In our modern society, the design and implementation of intelligent equipments for autonomous physical services become more and more important. In line with this, the proposed Intelligent Vision Agent System, IVAS, is able to automatically detect and identify a target for a specific task by surveying human activities space. One of IVAS’ applications can be the adjustment of sink height for different height of people. Usually, the sink is fixed in one place, however, the height of sink could be too high to use for children. It becomes a real problem and may bring much of inconvenience and insecurity for the little boys and girls. The equipment for dynamical adjustment of sink height is rare in today’s society. The most common sink height adjustments are of two types. The first way is to place two sinks, one for adult and one for a kid individually. The second way is to use a spring device to adjust the height of sink. But, the both solutions have some limitations. The disadvantage of first method is that it takes too much space, and not all bathrooms can accommodate two sinks at the same time. The weakness of second way is a need to manually adjust the height of sink. In order to achieve an optimal design of adjustable sink high, the author uses a camera fixed on wall connected to an intelligent agent controlling suitable actuators. The camera captures a photo of the person who comes to the sink. The height of person can be estimated from the image. Furthermore, one makes use of this height value to find the suitable sink height for the user. Finally, the sink is descending or ascending by the lifting columns to adjust it to the different height of people. In this thesis, the author has implemented a method, which estimates the height of person from a single image. This technique is based on the single view metrology. Keywords: Sink, Height Measurement, Vision, Single View Metrology

  • 128.
    Lorentz, Erik
    Blekinge Institute of Technology, School of Planning and Media Design.
    Marknadsföringsstrategier för spelutvecklingsteam under utbildning2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Syftet med denna slutreflektion är att visa problemen men även möjligheterna i marknadsföringen av spelet Forced2Fight av det lilla teamet i Kick the Owl Productions. Begränsad budget, osäker framtid för både team och spel är något som måste övervinnas. För att kunna angripa dessa problem har jag studerat en rad olika tillvägagångssätt och kommit fram till ett lämpligt tillvägagångssätt riktat åt gräsrötterna för att bygga upp varumärket. Den effektivaste strategin bör i min mening vara att marknadsföra gruppen via traditionella medier och förankra spelet i den relevanta målgruppen direkt via fora och andra sociala medier. Kontakta både framträdande medlemmar i sociala grupper samt expertgrupper bestående av kunniga spelentuseaster. De olika grupperna kompletterar varandra och kan förmedla en helhetsbild av spelet som kan gynna Kick the Owl Studios. Slutligen bör man fördela informationsflödet så att de presumtiva kunderna får kontinuerliga uppdateringar fram till och efter lansering med möjlighet till feedback och nära band till utvalda delar av teamet. Detta görs med fördel genom en dynamisk hemsida med bloggfunktion samt ett egenkontrollerat forum. Detta kan även med framgång utnyttjas för kvalitetssäkring av spelet. I det fallet att teamet kan förutspå en splittring bör fokus ges åt individerna och deras talanger samt produkten i sig. På så sätt kan man maximera den positiva renommé spelproduktionen kan ge. Nyckelord: marknadsföring, sociala medier, kvalitetssäkring, dynamisk hemsida The purpose of this paper is to highlight the problems and possibilities in marketing the game Forced2Fight, by the small team of Kick the Owl Productions. A limited budget, uncertain future for both team and game is something that has to be overcome. In order to tackle these problems, I have studied a number of different approaches and have come to a suitable approach targeted at the grass roots to build the brand. The most effective strategy should in my view be to build the team through traditional media and the anchor product in the relevant target audience directly via a forum and other social networks. Contact both prominent members of social groups and expert groups consisting of knowledgeable gaming enthusiasts. They complement each other and provide a comprehensive view of the game that can benefit the Kick the Owl Studios. Finally, one should distribute the flow of information so that potential clients receive continuous updates before and after the launch, with the possibility of feedback and close ties to selected parts of the team. This can be done effectively with a dynamic website with a blog feature and a self-controlled forum. This can also be successfully used for quality assurance of the game. In the case the team can predict a split the focus should shift to the individuals and their talents and the product itself. This will maximize the positive reputation which the production of the game can provide. Keywords: marketing, social media, quality assurance, dynamic homepage

  • 129.
    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.

  • 130.
    Lundberg, Victor
    Blekinge Institute of Technology, School of Computing.
    Dynamisk terränggenerering med koppling till spelarhandlingar2010Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Arbetet går genom en metod för simpel terränggenerering med koppling till spelarhandlingar genom användning av artificiella neurala nätverk.

  • 131.
    Lundgren, Mikael
    et al.
    Blekinge Institute of Technology, School of Computing.
    Hrkalovic, Ermin
    Blekinge Institute of Technology, School of Computing.
    Review of Displacement Mapping Techniques and Optimization2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This paper explores different bump mapping techniques and their implementation. Bump mapping is a technique that is used in computer games to make simple 3D objects look more detailed than what they really are. The technique involves using a texture to change the objects normals to simulate bumps and is used to avoid rendering high polygonal objects. Over the years some different techniques have been developed based on bump mapping, these are normal mapping, relief mapping, parallax occlusion mapping, quadtree displacement mapping and so on. The first part of this paper we go through our goals and our research methodology. We then write about four different techniques and describe how they work. We also go through how they are implemented. After that we start our experiments and measure the different techniques against each other. When the first testing has been done, we start to optimize the techniques and run a second test to see how much faster, if it is faster, the optimization is compared to the previous tests. When the tests are done, we present our test data and analyse them. Finally we discuss the techniques and the testing. Then we finish up with a conclusion.

  • 132.
    Lundin, Linus
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Nilsson, Tina
    Blekinge Institute of Technology, School of Planning and Media Design.
    3D-objekt via metoden kollage2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Datortekniken har utvecklats vilket innebär att man kan göra mer högupplösta 3D-objekt (se ordlistan) som ser mer realistiska ut än sina föregångare vilket har skapat en trend där 3D-objekten ska vara realistiska. Vi vill bryta den realistiska trenden genom att ta inspiration från det konstnärliga fältet vilket ledde oss till att undersöka de metoder som surrealisterna kan ha använt. Surrealismen innebär att konstnären vill fånga sina inre visioner och drömbilder. Undersökningen sker med fokus på metoden kollage, utklippta bilder som sätts ihop till en bild, såsom bland annat Max Ernst utförde det. Vidare testas våra egna varianter av kollage och därefter diskuteras arbetsflödet i de olika varianterna. Resultatet visar hur kollage kan se ut när det har inslag av surrealism, samt hur kollage kan användas för att skapa 3D-objekt.

  • 133.
    Lundström, Emrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Vector Displacement Mapping2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Kontext: Displacement Mapping är en teknik som används inom 3D-spel för att skapa detaljrikedom i geometri utan att behöva triangelobjekt bestående av oönskad geometrikomplexitet. Tekniken har även andra användningsområden i 3D-spel, till exempel terränggeometri. Tekniken skänker detaljrikedom genom att i samband med tesselering förskjuta geometri i en normalriktning eller längs annan specificerad riktning. Vector Displacement Mapping är en teknik liknande Displacement Mapping där skillnaden är att Vector Displacement Mapping förskjuter geometri i tre dimensioner. Mål: Syftet med arbetet är utforska Vector Displacement Mapping i sammanhanget 3D-Spel och att antyda att tekniken kan användas i 3D-spel likt Displacement Mapping. Arbetet jämför Vector Displacement Mapping med Displacement Mapping för att urskilja skillnader i exekveringstid mellan teknikernas centrala skillnader. Skillnaderna i exekveringstid ställs i kontrast mot diskussion av teknikernas grafikminnesanvändning. Metoder: Jämförelsen baseras på en implementation av de båda teknikerna tillsammans med tesselering. Prestandamätningar genereras med implementationen som grund. Implementationen använder sig av Direct3D 11. Resultat: Resultatet som erhålls genom jämförelsen visar att exekveringstiderna mellan teknikernas centrala skillnader varierar svagt. Grafikminnesanvändningen mellan teknikerna skiljer sig med en faktor 3 eller en faktor 4 där Vector Displacement Mapping använder mer grafikminne. Slutsatser: Slutsatser som dras baserat på resultatet är att Vector Displacement Mapping i situationer där överhängande geometri är ett önskat resultat kan ersätta Displacement Mapping. Vidare diskussion förs kring slutsatser, avgränsningar och framtida forskning som arbetet berör.

  • 134.
    Löwegren, Marcus
    et al.
    Blekinge Institute of Technology, School of Computing.
    Johansson, Rikard
    Blekinge Institute of Technology, School of Computing.
    Using your Smartphone as a Game Controller to your PC2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Many people in the world today own a smartphone. Smartphones of today usually have an advanced array of inputs in forms of tilting, touching and speaking, and outputs in forms of visual representation on the screen, vibration of the smartphone and speakers for sound. They also usually have different kinds of connectivity in forms of WLAN, Bluetooth and USB. Despite this we are still not seeing a lot of interaction between computers and smartphones, especially within games. We believe that the high presence of smartphones amongst people combined with the advanced inputs and outputs of the smartphone and the connectivity possibilities makes the smartphone a very viable option to be used as a game controller for the PC. We experimented with this developing the underlying architecture for the smartphone to communicate with the PC. Three different games were developed that users tested to see if the smartphone’s inputs are good enough to make it suitable for such purpose. We also attempted to find out if doing this made the gaming experience better, or in other words increased the enjoyment, of a PC game. The phone was suitable to be used as a game controller for the first two types of game, the space-racing game and the puzzle game, as our results shows in both terms of enjoyment and in terms of quality of the technical features of the phone such as accuracy and response time. The third game (First Person Shooter) however was better suited to be used with a keyboard and mouse, which our results shows in terms of both reduced enjoyment and complaints about response time of the phone.

  • 135.
    Lübeck, Peter
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Praktisk analys av rollen som spelproducent2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Jag har under mitt kandidatarbete gjort en praktisk studie av producentrollen på det Karlshamnsbaserade spelföretaget Black Drop Studios. I denna slutreflektion går jag igenom min egen process under utvecklingen av en spelprototyp av företagets primära produkt, plattforms-racing spelet Boingo. Under produktionen har jag som producent verkat för att effektivisera verksamheten och agerat som en resurs för teamet. Jag har haft dagliga möten och individuella samtal med medlemmarna i gruppen, samt kontinuerligt övervakat och utvärderat arbetsflödet genom det web-baserade projektledningsverktyget Redmine. Utöver min roll som producent har jag även arbetat med marknadsföring och presentation av den färdiga produkten på Game Developers Conference i San Francisco. I detta har ingått att skriva säljtexter samt ta fram tilltalande layouter på materialet. Jag har sedan haft ett antal möten med olika förlag under vilka jag har presenterat den färdiga produkten, med avsikt att få förlaget att finansiera den resterande utvecklingen och sedan distribuera och marknadsföra produkten.

  • 136.
    Magnusson, Linn
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Andersson, Therese
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Användbarhet: En studie av BTH:s webbplats2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Sammanfattning Idag finns många interaktiva tjänster, till exempel publika webbtjänster. Dessa tjänster väljer användaren själv om han/hon vill använda sig av. Detta betyder att produkten bör vara enkel och behaglig att använda, annars tappar man användare och eventuella kunder. Det finns ett flertal teorier och guidelines för hur man gör en webbplats användbar. I denna rapport har vi valt att behandla de teorier som rör navigering och informationsstruktur och jämför dessa med Blekinge Tekniska Högskolas webbplats. Vi har studerat användbarheten på webbplatsen, om det finns något som kan förbättras och om webbplatsen uppfyller användarens krav när det gäller navigering och informationens struktur. För att kunna ta reda på vår frågeställning har vi gjort olika studier. Vi har intervjuat informationschefen på Blekinge Tekniska Högskola, för att få en bra uppfattning av hur skapandet av webbplatsen gick till. För att ta reda på hur webbplatsen upplevs av användaren, valde vi att utföra användbarhetstester. Vi testade webbplatsens användbarhet på totalt tio användare. Dessa användare bestod av studenter som nu finns på skolan. Men vi hade även användare som bestod av eventuellt blivande studenter. Testerna bestod av moment som användaren skulle utföra, men även av intervjufrågor. Vi kom fram till att användarna uppfattade webbplatsen som användbar och i många olika frågor samtyckte med utvecklaren av webbplatsen. Det fanns dock frågor där de tyckte olika, till exempel gällande informationens placering på startsidan. Det var intressant att se att trots att användarna tyckte att webbplatsen var användbar hade de en hel del synpunkter och förslag som kan förbättra BTH:s webbplats. Dessa tester har hjälpt oss att ta fram en del förbättringsförslag som utvecklaren kan ha nytta utav inför nästa omarbetning av webbplatsen.

  • 137.
    Magnusson, Matteus
    et al.
    Blekinge Institute of Technology, School of Computing.
    Balsasubramaniyan, Suresh
    Blekinge Institute of Technology, School of Computing.
    A Communicating and Controllable Teammate Bot for RTS Games2012Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Communication in team games between human player is important, but has been disregarded in teammate bots for Real-Time Strategy (RTS) games. Control over the team-mate bots have existed for a while in other genres than RTS and if implemented correctly it adds another dimension to the game. In this study we investigate whether players think it is more fun to play with an RTS bot that communicates its intentions and reasons and is controllable by the human player. But also what features are liked, disliked, missed to provide guidelines to future researchers and companies. For this we create a StarCraft RTS bot with communication and control abilities. The experiment consists of four scenarios, turning on/o communication and control, to conclude what players think is fun. All testers agreed on communication being important and more fun to play with. Beginners did, however, not like the control feature as they already had enough on their mind whereas experienced players preferred having some control over the bot We conclude that communication is an important role in team games, including RTS games. More work needs to be done how to integrate control so that beginners do not feel overwhelmed and at the same time experienced players do not feel restrained by too simple control commands.

  • 138.
    Magnusson, Matteus
    et al.
    Blekinge Institute of Technology, School of Computing.
    Hall, Tobias
    Blekinge Institute of Technology, School of Computing.
    Adaptive goal oriented action planning for RTS games2010Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This thesis describes the architecture of an adaptive goal-oriented AI system that can be used for Real-Time Strategy games. The system is at the end tested against a single opponent on three different maps with different sizes to test the ability of the AI opposed to the 'standard' Finite State Machines and the likes in Real-Time Strategy games. The system consists of a task handler agent that manages all the active and halted tasks. A task is either low-level; used for ordering units, or high-level that can form advanced strategies. The General forms plans that are most beneficial at the moment. For creating effective units against the opponent a priority system is used; where the unit priorities are calculated dynamically.

  • 139.
    Majoka, Muhammad Asif
    et al.
    Blekinge Institute of Technology, School of Computing.
    Tahir, Naveed
    Blekinge Institute of Technology, School of Computing.
    NFC Enabled Smartphone Application For Instant Cognitive Support2012Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Abstract Context: Advancement in mobile technology is truth of this Century. Mobile phone is used mainly for calling and Short Message Service, but Smartphone are advanced form of mobile phone which have multiple features. Smartphone can have Global Positioning System, Wi-Fi, Bluetooth and Near Field Communication like features. These Smartphone devices are designed considering general public and can be difficult to use by people with limited cognition. But proper use of Smartphone features while developing applications to support people with cognitive disabilities is vital. The interfaces and structure of information can have impact on the success of application. Although, some special systems exist to support these people but they create a distinction among functional and non-functional population. Smartphone with Near Field Communication (NFC) technology feature was considered in this research work as a cognitive support for independence in their daily life activities. Objectives: The objectives were the Identification of issues to be considered while providing cognitive support through technology for cognitive disabled persons. And if technology used to support them is Smartphone then to investigate the appropriate structure of information to be displayed on screen to make them able to perform their activities by following instruction provided by application. To know how NFC Smartphone feature can be helpful to start an application designed to provide cognitive support i.e. providing them information of weather and suggesting appropriate clothes to wear. Methods: The systematic literature review was conducted to find the issues which should be considered while supporting cognitive disabled. The survey was used to identify the needs, abilities and disabilities of cognitive disabled persons. Interviews with higher administration involved in support facilities to the cognitive disabled were conducted to get in-depth knowledge from their experience which can be helpful for developing the application. The Participatory design workshop was conducted by involving stakeholders. Appropriate structure of information for weather and clothes scenario was decided. The NFC enabled Smartphone application was implemented and tested in real environment. For validation focus group interviews were conducted. Conclusions: The NFC enabled Smartphone application to assist in deciding clothes to be worn according to outside weather condition was evaluated in real environment. The results of user testing and focus group interviews indicate that Smartphone application through NFC feature can support people with cognitive disabilities. Furthermore, for validation purpose ethnographic methods can be used for validation of proposed NFC enabled Smartphone application.

  • 140.
    Mallavajjala, Rahul
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Micro-Interactions on Smartphones: An email notification redesign2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context. The mental effort offered by a user to identify an important email from the email message is considered significant or impossible. A user must enter the e-mail application to determine what type of e-mail they have received. To let the user identify the type of email via smartphone notification, micro-interactions are utilized. De augmentatie in UX of de e-mail notificaties is dan getest met de modificaties gemaakt aan de micro-interacties. Objectives. This study explores the microinteractions in an email notification of a smartphone that requires the modification of micro-interactions. These modifications have been implemented based on the design principles and usability heuristics of the existing literature. With this implementation, the augmentation in user experience of the modified design is determined. Methods. On conducting a systematic literature review, the experimental design of micro-interactions is prototyped. These prototypes are subjected to user interaction by conducting interviews that include performing certain tasks on the prototype and obtaining the user's perspectives regarding usability with an SUS scale. The data collected has been analyzed to obtain data on user experience increase. Since this data is tested for statistical significance to prove the theory and the evidence reinforce each other. Results. User interviews resulted in 100% of the users being able to perform the tasks successfully during the interaction with the prototypes. The modified design or email notifications achieve job performance time that is much less than the time used by the user for the existing design. Meanwhile, The SUS score for the modified design of micro-interactions with the existing design achieved the best imaginable score which reflects the rise in user experience of the e-mail notifications on a smartphone. On analysis, these achieved scores showed their statistical significance of the claim of increase in UX.Conclusions. This study concludes the reduction in cognitive load in a smartphone's email notifications by effective application or design principles in microinteractions. Regardless of the increased number of email arrivals on a device, a smartphone user can now identify the important e-mails on a smartphone directly from the email notifications. Following the Google's Material Design Principles resulted in increased user experience of e-mail notifications on a smartphone. However,

  • 141.
    Mansoor, Ali
    et al.
    Blekinge Institute of Technology, School of Computing.
    Mahboob, Zahid
    Blekinge Institute of Technology, School of Computing.
    User Experience Evaluation in Mobile Industry2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context: The Telecommunication industry has experienced a great revolution since last decade. Mobile devices become the new fashion trend and play a vital role in every one´s life. Due to this reason, major industry experts predict the upcoming time to be the time of Mobile Industry. The success of mobile industry is by and large dependent on its consumers. Therefore it is necessary for the vendors to focus on their target audience i.e. what are the needs and requirements of their consumers and how they feel and perceive about their products. UX evaluation of mobile products and services (MPS) can help the organizations for developing more user friendly products and services that can meet the user expectations, needs and acceptance. Objectives: In this thesis study, one of our main focuses was to explore different definitions and concepts of UX present in academia, ISO and other standards. Also, we were interested to identify different UXEMs and the UX role in mobile industry in order to develop a better understanding about the importance of UX in the success of Mobile products and services (MPS). Methods: An exploratory case study was carried out to answer the research questions of this thesis study. At the end, the results of the case study were evaluated from a workshop, held at Ericsson AB (Karlskrona). On the basis of case study and workshop, final results are presented. Results: During this thesis study, we have proposed an initial framework to understand UX. We have also proposed a toolkit of UXEMs that can provide guideline about UXEMs i.e. which UXEM is suitable for which factor of UX and during which phase of development life cycle. Conclusions: In academia (literature), different definitions and terminologies are present for UX but still no consensus is found on one single definition of UX. In academia, different authors have identified different UX factors that may influence the UX in adoption of MPS. Through Case Study, we identified different UXEMs and UX evaluation criteria that are used to capture the UX. We have presented different UX factors that need to be focused for evaluating UX in Mobile Industry. We conclude that there is a need of such UXEM or UXEMs that can capture the broader picture of UX as most of the identified UXEMs were only useful to measure some of the UX factors. After conducting workshop at Ericsson AB (Karlskrona), we conclude that there is need to make industry and academia more closer for developing good understanding about UX i.e. still industry people are not much familiar with different UXEMs and UX factors .

  • 142.
    Martini, Marco De
    Blekinge Institute of Technology, School of Planning and Media Design.
    Magellan on Foursquare2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The paper explores the rise of digital cartography and subsequently location-based services, using Foursquare as case study. In fact, the rise of smartphones and wireless technologies have made Internet ubiquitous and online services accessible from anywhere. In this context, I address the changes in carthography and how it has been remediated on digital media. I then analyze some of the developments brought by the Web 2.0 in relation to location-based services, especially user-generated content, social networking websites, tagging and geotagging. Foursquare's content is created by its users, therefore enabling them to map the(ir) world. Foursquare remediates maps and travel guides, and it uses game dynamics to foster usage and sharing. The concept of online identity-building will be also addressed in relation to the sharing of one's location and how these factors enhance performative aspects. I conclude by investigating how the geotagging tendency on social networking platforms could be as well seen as a tool for enhancing user-generated surveillance.

  • 143.
    Martinsson, Robin
    et al.
    Blekinge Institute of Technology, School of Computing.
    Rosenlund, William
    Blekinge Institute of Technology, School of Computing.
    Autentisering i programvaruapplikationer2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Dagens människa är ytterst beroende av webbtjänster och med tiden har det blivit fler och viktigare tjänster som startat upp på internet. Viktiga tjänster som internetbanker. Oftast är det bara ett användarnamn och ett lösenord som krävs för att bli autentiserad så man skulle kunna tro att användarna håller hårt i sina lösenord och att de väljer starka/unika lösenord. För många verkar det dock, enligt källor, vara ett besvär. Borde man ha associeringar för att lätt komma ihåg sitt lösenord eller är det för riskabelt? Det har visat att många tycker om att använda ord som förknippas med webbsidan. LinkedIn hade för ett tag sedan 6,46 miljoner konton hackade då studierna visade att många använt ord som “link”, “work” och “job”; lösenord som är förknippade med sidans innehåll. Det är inte bara ovana användare som slarvar med sina lösenord, det har kommit fram att även många IT-administratörer väljer simpla lösenord eller förvarar viktiga inloggningsuppgifter på lättåtkomliga lappar. Frågan är vems fel det egentligen är. Ska alla som inte har ett starkt och unikt lösenord för varje tjänst skylla sig själva eller är det omänskligt att förvänta sig detta? Finns det alternativa vägar att gå och vad är för- och nackdelarna med dessa metoder? Vad vår litteraturstudie samt enkät påvisar är att vid vissa fall kan alternativa metoder för autentisering behövas. Det vanliga textbaserade lösenordet kanske inte alltid är det ultimata alternativet. Vad är så bra med ersättningarna då? Hur kommer det sig att vi inte ser mer av de biometriska alternativen t. ex? Vi har undersökt de idag mest kända autentiseringsmetoderna med säkerhetsbrister, användarvänlighet och om vissa metoder är i olika syften bättre att använda än dagens lösenordsmetod. Resultatet vi har kommit fram till har visat att användare är villiga att testa nya metoder motiverat utifrån dagens användaresituation. Säkerhetsmässigt är flera metoder bättre än lösenord. Varje metod har sina för- och nackdelar och varför nya metoder inte testas mer är fortfarande oklart.

  • 144.
    Mattsson, Linda
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Persson, Tobias
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Användare från båda håll ? Utökat informationsstöd inom design av registreringsprocesser2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Vi har under vårterminen 2001 varit på webbyrån Doberman Digital Agency och utfört vårt kandidatarbete. Vi har i vårt arbete inriktat oss på registreringar och dess förlopp via digitala medier, främst Internet. Under arbetets gång har vi genomfört ett antal studier och analyser. Etnografiska metoder såsom strukturerad intervju och iakttagande observation har använts främst i vårt fältarbete. Även brainstorming har använts mycket i vår designprocess. Aktivt deltagande i workshops och designsessioner har lett fram till material och underlag för både mockup och prototyping men även själva rapportskrivandet. Vårt mål har varit att bryta den traditionella synen på registreringsdesign och ge upphov till nya tankesätt inom detta område. Vi ville utforska om det verkligen gick att ersätta den traditionella registreringsprocessen med en sådan process som fortfarande gör att användaren känner sig trygg i miljön, men att den utmärker sig på ett sätt som är annorlunda.Genom att använda metafordesign i vårt arbete har vi tagit fram alternativa lösningar och synsätt på registreringar. Den fysiska blanketregistreringen har vi helt bortsett från som utgångspunkt för nya digitala idéer och tankar. Det centrala i vår studie har varit människans olika synsätt och aspekter på dagens registreringssidor. Vi har sökt ta fram ett bättre samspel mellan de båda involverade parterna inom registreringsprocessen, det vill säga användaren och tjänsteproducenten. Vi ansåg att en bättre kommunikation vore nödvändig för att tillgodose båda parternas krav och behov. I rapporten redovisar vi förslag på förbättringar inom den digitala registreringsprocessen. Detta skedde genom att vi bearbetade material från intervjuer, litteratur, egna erfarenheter ur designarbeten och självklart prototyping.

  • 145. Moberg, William
    et al.
    Pettersson, Joachim
    Interacting with Hand Gestures in Augmented Reality: A Typing Study2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Smartphones are used today to accomplish a variety of different tasks, but it has some issues that might be solved with new technology. Augmented Reality is a developing technology that in the future can be used in our daily lives to solve some of the problems that smartphones have. Before people will adopt the new augmented technology it is important to have an intuitive method to interact with it. Hand gesturing has always been a vital part of human interaction. Using hand gestures to interact with devices has the potential to be a more natural and familiar method than traditional methods, such as keyboards, controllers, and computer mice.

    The aim of this thesis is to explore whether hand gesture recognition in an Augmented Reality head-mounted display can provide the same interaction possibilities as a smartphone touchscreen. This was done by implementing an application in Unity that mimics an interface of a smartphone, but uses hand gestures as input in AR. The Leap Motion Controller was the device used to perform hand gesture recognition. To test how practical hand gestures are as an interaction method, text typing was chosen as the task to be used to measure this, as it is used in many applications on smartphones. Thus, the results can be better generalized to real world usage.Five different keyboards were designed and tested in a pilot study. A controlled experiment was conducted, in which 12 participants tried two hand gesturing keyboards and a touchscreen keyboard. This was done to compare how hand gestures compare to touchscreen interaction. In the experiment, participants wrote words using the keyboards, while their completion time and accuracy was recorded. After using a keyboard, a questionnaire was completed by the participants to measure the usability. 

    The results consists of an implementation of five different keyboards, and data collected from the experiment. The data gathered from the experiment consists of completion time, accuracy, and usability derived from questionnaire responses. Statistical tests were used to determine statistical significance between the keyboards used in the experiment. The results are presented in graphs and tables. The results show that typing with pinch gestures in augmented reality is a slow and tiresome way of typing and affects the users completion time and accuracy negatively, in relation to using a touchscreen. The lower completion time, and higher usability, of the touchscreen keyboard could be determined with statistical significance. Prediction and auto-completion might help with fatigue as fewer key presses are needed to create a word.

    The research concludes that hand gestures are reasonable to use as input technique to accomplish certain tasks that a smartphone performs. These include simple tasks such as scrolling through a website or opening an email. However, tasks that involve typing long sentences, e.g. composing an email, is arduous using pinch gestures. When it comes to typing, the authors advice developers to employ a continuous gesture typing approach such as Swype for Android and iOS.

  • 146.
    Mohammed, Asif Iqbal
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Growth factors of Service based internet commerce in South Asian markets2007Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    The world business has been changed tremendously during last thirteen year. This is all due to the revolutionary dot com digital business. The dot com digital business has given big swing to world business. No one now can deny the power and capabilities of the internet technology. However, from 2001 onwards the growth of internet business has declined. Our paper investigates the major reasons behinds this. The focus of our paper is south Asian market because we believe this region has more potential of growth within internet business as compare to any other part of the world. The focal point of our paper is to identify obstacles which are hindering the growth of service based internet commerce in south Asian market. We have also come up with the possible solutions which when applied can create a room for big growth of internet business.

  • 147.
    Mohammed, Mufasir Muthaher
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Enterprise Resource Planning Model for Connecting People and Organization in Educational Settings2007Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    In this age of overwhelming technological innovation, organizations expect better prospectus and strategy for improving business in their own specific areas of interest. Organizations want to open new horizons by developing new communication techniques for communicating with their clients. With this step, they want to reduce the communication barrier between their clients and the organization itself. In future, organizations will use improved techniques for getting connected with their clients. When we talk about an educational organization it becomes very important for an educational institution to communicate with their students. The educational organizations have improved a lot in providing services to their students. But, there is lots of work to be done in the field of connecting the students with the educational institutions. If there is a good means of communication between students and the organization then there would be more scope for the aspiring students to join the institution. If an educational organization develops a medium for better communication with their students, that will help the university in finding new relations with aspiring students. In my thesis, I will explore the frameworks used in an educational setting using Enterprise Resource Planning model in developing Student community portal. Enterprise Resource Planning is used to integrate all the modules of the community portal, to maintain integrity of the system. I will also find the requirements that are necessary for developing such interactive system. This investigation will be helpful for developing a Student community portal; it helps to know about the services provided by the educational organization and for mutual communication in the student community. By this approach, it becomes very easy for a two way communication between the university and Student community. This will help to develop a framework and creates Design Pattern Architecture for the development of interactive system for student community in educational organizations.

  • 148.
    Mossberg, Tommy
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Personas and Ethnography within a commercial context2001Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Abstract: ***************************************************** There are several challenges to bridge when designing useable software for mobile devices. The information devices of tomorrow are going to be used in constantly changing contexts and they are going to be designed to enable a mass market for mobile communication. In the software industry the "time to market" factor, which sets firm deadlines for developers, is also important. In such a landscape of complexities is it very important to have design methods that afford the work in an effective way without giving up the impact of potential user. This thesis is the outcome of twenty weeks? research in the field of mobile computational artefacts in relation to developing design methods that will help designers focus on real world use situations. I will examine the opportunity to use the Personas concept [Cooper, A. 1999] in relation to ethnography as a method to afford the design process. I point at how long term work with background field studies in various ways can afford the design process in specific projects and how the traditionally usability work mostly built up around scenario based tests can be helped of the same. I will base my analyses on empirical data from my research site, Symbian. The primary method in my research is participation and observations in the daily work within a design team consisting of eight people. I will show how they work with design today and which methodological directions I think should develop their design work in the future. My research question is, put simply, how background fieldwork and Personas can afford design work. I hope readers of this thesis will gain useful insights and ideas concerning developing design methods in a commercial context for wireless information devices.

  • 149.
    Muñoz, Álvaro Aranda
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Comparing 3D interfaces of virtual factories: an iconic 3D interface against an abstract 3D visualisation2014Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context. 3D visualisations are highly demanded in different industries such as virtual factories. However, the benefits that 3D representations can bring to this industry have not been fully explored, being most of the representations either photorealistic or presenting abstract visualisations. Objectives. This thesis explores and compares two prototypes that present a visualisation of the process state of a factory. The first prototype presents a generic interface in which primitive 3D shapes convey the information of the factory status. The second prototype is complemented with specific and iconic 3D models of the factory that help the users associating the conveyed information to the factory flow. The motivation behind this dissertation is that the type of generic interface presented can lead to more reusable interfaces in the future. Methods. For the creation and development of the prototypes, the user-centered design process was followed in which the designs are iterated with users of the factory. Based on the two prototypes, a usability evaluation is conducted to analyse the perceived usability and the usability performance. This is complemented with post-interviews with all the participants. The results are presented attending to the triangulation methodology to support the strength of the qualitative findings. Conclusions. The results show that both interfaces are perceived as highly usable. However, the 3D iconic interface seemed to help the users more in depicting a better mental model of the factory flow, helping the users to complete most of the tasks with faster times.

  • 150.
    Nazir, Muhammad Abid
    Blekinge Institute of Technology, School of Engineering.
    Study of Development of Java Applications in Eclipse Environment and Development of Java Based Calendar Application with Email Notifications2013Student thesis
    Abstract [en]

    Eclipse is one of the mostly used software in professional development of programming applications and software solutions. It is open source software and provides extensive availability of free libraries. In this thesis work, Eclipse was studied for Java applications development. To enhance the study and to get hands on experience over Eclipse IDE, an application was developed using Java programming language. The proposed application is a desktop application that can be used on all modern operating systems. Application was developed using Java SE (standard edition) version 1.7, which is the latest version available from Oracle Corporation. Java Swing API has been used for building GUI (graphical user interface) of the application. Database for event credentials was developed by MySQL database management system. The connection between application and database has been done through Java database connectivity JDBC. Some additional Java APIs were loaded to Eclipse project work space, and a comprehensive explanation has been provided on how to use external libraries in Eclipse environment.

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