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  • 101.
    Johnsson, Mikael
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    The innovation facilitator: characteristics and importance for innovation teams2018In: Journal of Innovation Management, E-ISSN 2183-0606, Vol. 6, no 2, p. 12-44Article in journal (Refereed)
    Abstract [en]

    This research develops the understanding of the innovation facilitator’s (facilitator) role in terms of inexperienced innovation teams in an industrial context. Qualitative data was collected from three X-functional innovation teams’ members and their sponsor to identify the requirements for a facilitator. Forty characteristics were identified and charted in an innovation process. Significant findings, contributing to prior research, are that the facilitator’s presence and involvement in the innovation teams was crucial in the pre-phase and first phase of the innovation process due to the very high complexity; in these phases, personal characteristics as well as skills in, for example, facilitating, teaching, coaching, and group dynamics were central. The importance of the pre-phase was unexpected, resulting in an extended innovation process, during which an initial preparation phase has been added to the traditional innovation process. This knowledge is applicable, for example, when creating and educating new innovation teams within an organization. Future research is suggested.

  • 102.
    Johnsson, Mikael
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Hyrén, Cecilia
    RISE Research Institutes of Sweden AB, SWE.
    Problems when creating inter-organisational innovation teams2018Conference paper (Refereed)
    Abstract [en]

    This research aims to gain knowledge on how inter-organisational collaborative innovation and research projects can be initiated through a systematic workshop series. A series of workshops was planned and executed by an intermediator organisation. Sixteen participants representing academia, industry, and funding institutions were invited with the goal of initiating collaborative innovation or research projects. Data were collected through observations, statement-based questionnaires, and interviews. At the end of the workshop series, no projects were initiated. The problems were identified as the intermediator’s lack of knowledge in selecting and preparing participants for this setting, but also the participants’ lack of knowledge regarding innovation work and collaboration on an inter-organisational basis. Further research is suggested. 

  • 103.
    Johnsson, Mikael
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Swenningsson, Kristina
    Crearum AB, SWE.
    Svensson, Ewa
    Crearum AB, SWE.
    Problems when creating innovation teams2019Conference paper (Refereed)
    Abstract [en]

    This research explores problems occurring when practitioners use a research-based methodology regarding how to create high-performing innovation teams, namely the CIT-process, which has not been used by practitioners before. The CIT-process is recommended to be used prior to the ideation phase, which otherwise is considered to be the first phase in the innovation process. The CIT-process is a five-step process in which the innovation project kick-off is the final step. Prior steps refer to management commitment and identification and to the preparation of a convener and team members. A consultancy firm was educated and evaluated before organisations were involved, who brought real innovation projects to work on. Three innovation teams were created. Data were collected through observations at team meetings and interviews. Any problems were mainly caused by management that underestimated the value of preparation in innovation work. Scepticism towards the newly developed CIT-process and the practitioners' inexperience with the CIT-process were also addressed as reasons. The need for educational tools was highlighted. Further research is suggested.

  • 104.
    Juneskär, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den digitaliserade verktygslådan: Om moderna verktyg och dess inverkan på skapandeprocess och resultat2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor’s thesis is about art & design and the way the tools used creating these impacts both the work process and the finished piece. To research this, works of art and design from three historic art & design movements and the world the creators of these lived in are analyzed. This research was then applied to the making of a motion graphic which interprets these works using modern tools. In the conclusion & discussion part of the thesis the studied impact is then discussed.

  • 105.
    Karlegrund, Robin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Åkesson, Fabian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuellt berättande i Digitala Spel: Virtuella spelmiljöer och deras berättelser2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis we examine how narration in a digital game can be accomplished through visual means exclusively, written text excluded. The purpose of this article is an exploration in understanding of how different tools for narration can affect how the player experience, interpret and compile a narrative based on their surroundings. The analysis was made possible through the formation of two game environments, to which we applied different methods of narration to varying degrees. Game tests were performed with the help of undergraduates in media technology from different fields, where of the results were compiled from and we reflect upon the effect our chosen narrative tools had.

  • 106.
    Karlson, Max
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Olsson, Fredrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Investigating the Newly Graduated StudentsExperience after University2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today’s labor market is teeming with software development jobs, and employeesare needed more than ever. With this statement, one would believe it is easy fora newly graduated student to start their career. However, according to severalstudies, there are specific areas where newly graduated Software Engineeringstudents struggle when beginning their first job. Currently, there is a displace-ment about what the school should focus on when teaching their students. Thiscauses various challenges to arise for newly graduated students when they areinitially starting their career. To address this issue, this study aims to iden-tify whether or not there exists a gap between the education provided by theuniversities, and what is expected from the industry. In accordance with this,the purpose is also the point out which areas might be challenging for newlygraduated students, and highlight how the school and industry can benefit fromthe results of this study.By conducting interviews with both newly graduated student with one to threeyears working experience or personnel responsible for hiring new employees atcompanies, this study will give an insight on which common areas newly grad-uates may struggle with. Although the result specifies several areas which arechallenging to newly graduated students. The greatest challenges which thenewly graduated graduated students faced were areas revolving around softskills. This was in accordance with the opinions of the recruiters. Insinuatingthat these areas are what the school should focus more on. Other differencesbetween the newly graduated interviewee’s opinions and the recruiters are alsohighlighted in the report Several subjects in school could improve its way ofteaching. Furthermore, there are possibilities for companies to better adjusttheir on-boarding of newly graduated. By addressing the challenges which newlygraduated face they can provide their new employees with a better understand-ing of how to properly work and function in the industry today.

  • 107.
    Karlsson, Albin
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Evaluation of the Complexity of Procedurally Generated Maze Algorithms2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background. Procedural Content Generation (PCG) in Video Games can be used as a tool for efficiently producing large varieties of new content using less manpower, making it ideal for smaller teams of developers who wants to compete with games made by larger teams. One particular facet of PCG is the generation of mazes. Designers that want their game to feature mazes also need to know how to evaluate their maze-complexity, in order to know which maze fits the difficulty curve best.

    Objectives. This project aims to investigate the difference in complexity between the maze generation algorithms recursive backtracker (RecBack), Prim’s algorithm (Prims), and recursive division (RecDiv), in terms completion time, when solved using a depth-first-search (DFS) algorithm. In order to understand which parameters affect completion time/complexity, investigate possible connections between completion time, and the distribution of branching paths, distribution of corridors, and length of the path traversed by DFS.

    Methods. The main methodology was an implementation in the form of a C# application, which randomly generated 100 mazes for each algorithm for five different maze grid resolutions (16x16, 32x32, 64x64, 128x128, 256x256). Each one of the generated mazes was solved using a DFS algorithm, whose traversed nodes, solving path, and completion time was recorded. Additionally, branch distribution and corridor distribution data was gathered for each generated maze.

    Results. The initial results showed that mazes generated by Prims algorithm had the lowest complexity (shortest completion time), the shortest solving path, the lowest amount of traversed nodes, and the lowest proportion of 2-branches, but the highest proportion of all other branch types. Additionally Prims had the highest proportion of 4-6 length paths, but the lowest proportion of 2 and 3 length paths. Later mazes generated by RecDiv had intermediate complexity, intermediate solving path, intermediate traversed nodes, intermediate proportion of all branch types, and the highest proportion of 2-length paths, but the lowest proportion of 4-6 length paths. Finally mazes generated by RecBack had opposite statistics from Prims: the highest complexity, the longest solving path, the highest amount of traversed nodes, the highest proportion of 2-branches, but lowest proportion of all other branch types, and the highest proportion of 3-length paths, but the lowest of 2-length paths.

    Conclusions. Prims algorithm had the lowest complexity, RecDiv intermediate complexity, and RecBack the highest complexity. Increased solving path length, traversed nodes, and increased proportions of 2-branches, seem to correlate with increased complexity. However the corridor distribution results are too small and diverse to identify a pattern affecting completion time. However the corridor distribution results are too diverse to make it possible to discern a pattern affecting completion time by just observing the data.

  • 108.
    Karlsson, Anna
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Identifiering med tv-seriers karaktärer och inverkan på åskådaren2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is about the viewers’ identity of TV series characters, if it can be a contributory key factor to TV series addiction. There is no previous research about this, however, some similarities can be drawn to video game addiction.By holding a focus group regarding the subject I was able to confirm what previous researchers had found out. The participants confessed that due to the bond they felt between themselves and the characters, they would feel as if they were addicted to the TV series they were watching.My final result is presented with my own edited music video with the track Addicted to you by Avicii, where I use previous research, my own research and my results to account during my edit. There is an addiction - not only between characters and characters, but also between the viewer, characters and TV series. 

  • 109.
    Karlsson, Louise
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    A product-oriented Product Service System for tracing materials on autonomous construction sites: A product development for today’s and future construction sites2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The global population is growing, and more people than before are moving to cities. This creates a need for increased building efficiency and possibility to work in remote environments. On today’s construction sites, there is a need to able to organize the site in a better way. In the future, autonomous vehicles will instead find it difficult to localize materials on a construction site. The autonomous vehicles can localize themselves with cameras and sensors, but they do not know how to localize the materials and items.

    This report is based on a project where Volvo Construction Equipment acted as a customer and the project was performed by students from Blekinge Institute of Technology and Stanford University. The prompt for this project was “From elephants to ants – from Earth to Mars” and would later be interpreted as finding a solution for the future that will be able to function without human’s intervention.

    From this project, this report was created. The following research questions for this report were:

    • How can workers locate building materials on today’s construction sites?

    • How will autonomous vehicles be able to locate material without human assistance in future construction sites?

    To solve these problems a design-process started, using an engineering design method. This method was chosen because of the type of problem. In engineering, the problem is identified to create a solution to the problem, comparing to when studying science, a question should be answered.

    The outcome from this report is a Product Service System (PSS) for a tracking system and a device for materials on today’s and future construction sites. When this solution was created no economic aspects were considered. Also, the focus of this report is the first steps of going from today’s construction sites to the future construction sites where autonomous vehicles will be used.

    The result from this research shows that the same problem of organizing a construction site is a pattern that can be seen in the majority of the sites that were visited during field works. Also, the workers today have little trust in the autonomous vehicles which is a result of lacking information and communication within companies. Furthermore, to be able to move to an autonomous future the mindset and attitude has to be changed. The collected data was analysed, and the outcome was a tracing system that will enable, both humans and machines, to localize materials on today’s and future construction sites. With this solution, today’s workers can track their materials wherever it is placed, without any need of changing the site. The autonomous vehicles will be able to use the tags to localize materials when there are no humans around.

  • 110.
    Krig, Marie-Louise
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Sandra, Lindvall
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Business Value Enhancing Factors of Aligning IP Strategy with Corporate Strategy2017Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
  • 111.
    Kritikos, Konstantinos
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Barreiros, Jacinto
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Business model innovation to explore data analytics value; A case study of Caterpillar and Ericsson.2016Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of the thesis is to identify a roadmap for well-established companies towards business model innovation to explore data analytics value. The business model innovation currently taking place at Caterpillar and Ericsson in order to explore data analytics value is presented to answer the question: “How do established companies explore data analytics to innovate their business models?” Initially, the problem discussion, formulation and purpose are given. Then, the relevant theory is presented covering the importance of data analytics, IT infrastructure challenges due to the increased volume of data created, data analytics methods currently being used, smart connected products and the Internet of Things. The meaning of business model innovation is given, followed by a well-structured business model process which includes the business model canvas for representation purposes. The business areas affected by data analytics value and the barriers of business model innovation are given as well. After that, the theory addressing business model innovation to explore data analytics value is presented and the main industries which are currently on this journey along with the required initial steps and the business models that can come out of this process are identified. The challenges and risks if the option of not following this route is chosen are also shown. The method section follows to explain the case study design, data collection method and way of analysis. The results cover all the information gathered from numerous sources including on-line available information, papers, interviews, videos, end of year reviews and most importantly current Caterpillar and Ericsson mid-level management employee answers to a questionnaire created and distributed by the authors. The business model canvas tool is used to aid the reader understanding Caterpillar’s and Ericsson’s business model innovation. Each company’s business model is given before and after data analytics adoption. Finally, the analysis of the results and the link with the theory is given in order to answer the thesis question.

  • 112.
    Krohn, Anton
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Petersson, Daniel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tillfälliga öar: – tillsammans med havet i materiell-diskursiva praktiker2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor thesis we aim to establish a conversation with the sea. With Karen Barads posthumanist performativity, agential realism, as our companion we aim to challenge the anthropocentric role of the designer. In doing this we question the view of materiality as passive and the designer as the sole creator of meaning in the design process. 

    With Barads onto-epistemological standpoint we explore how the process of design is enacted in a performance of human and non-human actors, where meaning is negotiated through relations within phenomena. By putting this posthumanist notion into practice through playful experiments together-with-the-sea, we can understand how meaning is situated and shaped within the material-discursive phenomenas and apparatuses that is, and is part of, the design process. 

    We understand the design process as an intervening in the world’s becoming. An intervening where an assemblage of actors stands as co-creators and where meaning, bodies, subject and object is enacted and co-shaped through intra-action. This perspective gives us an awareness of our responsibility to intervene in the world’s becoming and our accountability for the bodies produced, an ethics in action.

  • 113.
    Krüger, Anders
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Recognizing and classifying a golf swing using accelerometer in a Smartwatch2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
  • 114.
    LANDÉN, ERIKA
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Genusmedveten mönsterdesign - med textil som budbärare2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Our society is built up by norms that tell us how to live, what to look like and how to act. Many of these norms apply how one should be relative to one’s gender, and the frames for that are often very tight. Gender roles can be reflected in many ways, including in design and what is being shaped. This bachelor thesis examines how gender theoretical perspectives can be applied in the making of norm-critical pattern design and what happens in the relationship between them. Through an external analysis and discourse analysis, I investigate in selected clothing stores in a small Swedish town what gender in patterns can be and highlight how gender standards are reproduced in what we design. I also explore and reflect on the relationship between pattern design and social patterns, and how they co-reproduce norms.

    With my own pattern design, I investigate whether gender theory is a working tool and if norm criticism serves as an approach in a design process to shape norm-critical patterns. During the investigation, it appears that through the identification of patterns, we can develop a deeper understanding of the world we live in and why it is the way it is, but also that it can change with the help of patterns. 

  • 115.
    Larsson, Fredrik
    et al.
    Blekinge Institute of Technology.
    Hallengren, Filip
    Blekinge Institute of Technology.
    Andrapersonsvy i film2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this research we have explored how second-person view can be defined and applied in film. Since there is no established definition for second-person view, we originate from the gaming industry’s definitions of first- and third-person view to form a theory on how it can be defined. This origin is compared and relativized to the use of the terms first-, second- and third-person in grammar, literature, narrative and philosophy.

    With the use of the research methodology grounded theory, Donna J. Haraway’s technoscientific concept situated knowledges and diffraction, Karen Barad’s discussion on diffraction, and Michael Pauen’s diskussion on intersubjectivity, we argue for how second-person view can be defined and applied.

    We form a theory on how second-person view can be defined: Second-person view is positioned in the eyes of the person involved in the interaction/situation with the first-person. The theory is then adapted to be applied in film: Second-person view positions the camera in the eyes of the person that the protagonist is interacting with.

    From this theory we have made films with second-person view, and tested second-person view in reality. We then have seen how second-person view effects and diffracts the film medium, by giving a new view into the medium.

    From this research, there is much that can be evolved and improved with the definition of second-person view, and how it can be applied.

  • 116.
    Larsson, Jennifer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Inkluderande grafisk form: En studie i hur deltagande design kan göra grafisk form inkluderande.2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

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

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

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

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

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

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

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

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

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

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

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

    inkluderande och Sverige till ett bättre land att leva i.

  • 117.
    Lindstedt, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Derler, Hannes
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljud som sammankopplar oss: Ett utforskande av Augmented Audio Reality för att hitta interaktioner som kopplar oss samman2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

  • 118.
    Lindton, Fredrik
    et al.
    Blekinge Institute of Technology.
    Svensson, Tobias
    Blekinge Institute of Technology.
    Med protagonisten i fokus: En undersökning om kvinnliga karaktärsmodeller och hur de används i film.2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this work is to explore what makes a protagonist in a film interesting. With thehelp of the book Dramatiskt berättande by Mats Ödeen we have become versed in the termdramaturgy. We have chosen to analyze films featuring characters that we think are wellconstructed and interesting based on dramaturgical and technical aspects. The films we havechosen to analyze are True Grit and Big Eyes. The analysis of True Grit focuses on theprotagonists journey through the story. The analysis of Big Eyes will focus on the relationshipsbetween characters during a mayor turningpoint. Finally we will analyze our own script and thencompare and explore the character models featuring characters from True Grit and Big Eyes.2With the help of a developed method borrowed from the article From Antz to Titanic: A StudentsGuide to Film Analysis , we identify the parts that influence the outcome of the protagonist. Inthis way we can see for ourselves what it actually is to creating a good character, and then beable to create our own, in the final production. The findings of this work is limited since we havechosen to analyze only female protagonists and not protagonists in general. To analyzeprotagonists from both sexes would have been too extensive for the time scope that has been setof for this project. We will also analyze our own short film script, because this will help us to geta better understanding of what we have done and what we can do differently in the future.

  • 119.
    Linnell, Pontus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Schjøtt Hannevig, Camilla
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Normer på Instagram2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 120.
    Ljung, Fredrika
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Kruse, Amelia
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Hur kan ubåtar nå nya höjder?: - En studie om kundnöjdhet på en eftermarknad för komplexa produkter2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    ABSTRACT

    Background.

    The aftermarket can be described as the activities taking place after the purchase of the product. In

    today's business environment more attention is placed on the aftermarket area due to the increased

    competition between companies and the fact that the aftermarket has proved to be a key differentiator

    for companies. Nowadays it has also been crucial to satisfy the customers need of having a

    competitive aftermarket offer. Despite the advantages for companies having such an attractive offer

    together with good customer relations there is still missing research describing how companies should

    act in order to create and develop aftermarket business in practice. This study can be seen as an

    attempt to bring knowledge and clarity to which areas to prioritize in the design of an aftermarket that

    meets customer needs.

    Objectives.

    The purpose of this study is to find out which factors, with regard to customer satisfaction,

    that are important for companies to pay attention and manage when they organize complex aftermarket activities.

    Methods.

    The study is based on a quantitative approach, given the complexity of the subject and the purpose of

    the study. As a tool, a questionnaire survey was sent out to 35 customers, which resulted in 30

    responses and a response rate of 85.7%. The respondents are existing customers at Saab Kockums in

    Sweden. The collected data was applied and analysed by Partial least squares method (PLS).

    Results.

    The results of the study show the strength of the relationship between the latent variables; company

    image, customer expectations, perceived quality and perceived value that imply customer satisfaction

    and customer loyalty. The results differed from previous studies, which indicates that the aftermarket,

    unlike a normal market, can be seen as complex.

    Conclusions.

    The study concludes that the relationship between factors that affect customer satisfaction in a

    aftermarket differs from previous studies with the explanation that the aftermarket is complex in its

    nature. Furthermore, it is concluded that customer satisfaction is also affected by the nature of the

    defence industry that is characterized by long-term, complex and costly projects with high demands on

    technology development and that supplies are compatible with previous purchases. The study's results

    also lead to the identification of development areas that provide practical guidance to companies in the

    area. The result is relevant when designing a general aftermarket strategy as well as aftermarket

    strategies with a focus on customer satisfaction.

    Keywords: Customer satisfaction, Aftermarket, Complex products, Defence industry

  • 121.
    Loe, Karl
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Karlsson, Fanny
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Dialoger är Valfritt2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 122.
    Lund, Alexander
    Blekinge Institute of Technology.
    Is Seeing Believing?: A Study in Virtual Realities, Immersion and Game Design2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Virtual reality has as a new mediaform dramatically changed how we look at interactive digital experiences. With this there is also a subsequent change in how we look at designing these experiences. Can we use our already established methods and design principles to create content for this new mediaform? This paper aims to explore if our more classical design principles and methods of designing digital experiences is applicable to the virtual reality. Along with this i will also create a better understanding of what defines immersion in digital mediums and virtual realities as well as how we can deconstruct the term “immersion”. All of this is then used in conjunction with the creation of a VR* game and the design method “Zen Game Design (2007)” to give a better picture of how a complete design method and process could look like for VR* games.

  • 123.
    Lundblad Åfors, Viktor
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Drivkrafter och motivationsfaktorer för utforskande i spel.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 124.
    Lundgren, Fredrik
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gesse, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Överföring av kunskap: från spel till verklighet2015Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

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

  • 125.
    Lundin, Tim
    et al.
    Blekinge Institute of Technology.
    Olsson, Sebastian
    Blekinge Institute of Technology.
    Normkreativt filmskapande2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Där det finns människor finns även sociala normer och filmmediet är inget undantag. Film kan användas för att förstärka dessa normer likväl som de kan användas för att bryta dem. Normer kan skapa en utsatthet och utanförskap för de personer som är avvikande. De stereotyper som reproduceras i det offentliga rummet påverkar vilka som får synas och vilka som göms undan. Detta kandidatarbete är gjord för att utforska hur vi kan inkludera normkritik och normkreativitet i filmskapande för att bryta stereotyper och inkludera fler personer i något som vi anser vara ett mer ansvarsfullt filmskapande. Denna studie har tagits fram med hjälp av begrepp som normkreativitet, normkritiska analyser, situerad kunskap och “located accountabilities”. Normkreativitet innebär att omvandla en normkritisk analys till en handling. Vi har gjort normkritiska analyser av filmer för att sedan skapa en egen normkreativ kortfilm utifrån våra analyser. Under arbetets gång upptäckte vi att det är roligt och inspirerande att arbeta med normer. Genom att leka med normer kan vi hitta mer inkluderande sätt att göra film på där olikheter ökar och skapar frihet och styrka med att aktivt vara utanför normen.

    Where there’s people there’s social norms and movies are no exception. Film can be used to strengthen norms as well as breaking them. Norms can create an exposedness and an alienation for people that are deviant. The stereotypes that are reproduced in the public rooms effects who’s seen and who is hidden away. This bachelor thesis is written to explore how we can include norm critic and norm creativity in the process of movie making to break stereotypes and include more people in something we see as a more responsible film creation. This study is based on the concepts of norm creativity, norm critic analysis, situated knowledges and located accountabilities. Norm creativity is about converting a norm critical analysis to action. We have made norm critical analysis of movies and used them to create our own norm creative short film based of the analysis. During this study we noticed that it’s fun and inspiring to work with norms. Through playing with norms we found more including ways of making movies where differences can increase freedom and strength to actively choose to be outside the norm.

  • 126.
    Maaruf, Prosha
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Mohamed Abdi, Anab
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Pay per screen: developing Result-oriented PSS in Small and Medium-Sized Enterprises: A case study at a mercury recycling equipment manufacturer2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today’s companies are struggling with the competitive environment driven by resource scarcity, technical progress and market demand for increased value and flexibility. For these reasons companies are shifting their focus from selling products to selling need fulfillment. The result-oriented product-service (PSS) is a PSS type that provides value mainly through delivery of services with the premise of the producer taking responsibility over the entire product life cycle. It is highlighted in the literature as a business strategy to generate a high profit and stable the revenue. Despite the new market opportunities related to the provision of PSS, it inherently comes with complexity linked to the extended responsibility. More importantly, very little is mentioned in the PSS literature regarding real case PSS development and how service-oriented PSS contracting impacts Small and Medium-sized Enterprises (SMEs).

    The objective of this thesis is to examine how result-oriented PSS can create new opportunities for SMEs. It is targeting to explore this topic from a cost and value creation perspective for both the company and customer. To achieve the objective a main research question is stated which answer is given by answering the two sub questions as below.

    How can a result-oriented product-service system be implemented in small and medium-sized enterprises?

    1. What result-oriented PSS solution can be designed for the recycling equipment industry to increase the value for both the manufacturer and the customer?

    2. What are the financial implications of a result-oriented PSS?

    To explore answers for the research questions, a case study inquiry is carried out on MRT (Mercury Recovery Technology) System International AB. It is a small international recycling equipment manufacturer in Karlskrona. A PSS development process resulting in a new concept referred to as “Pay per screen” is developed.

    The development and analysis of the result-oriented PSS shows that it is more profitable for the company to offer the proposed Pay per screen concept compared to the current product- oriented business. Even the customer has proven to be profitable while providing several advantages such as avoid being responsible for initial investment and maintenance costs.

  • 127.
    Maleus Larsson, Hanna
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Vägen från platsvarumärke till det fysiska rummet.2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Sedan en tid tillbaka arbetar flera länder, regioner och större städer med platsvarumärke. Detta används till marknadsföring av sin plats men även för att framhäva det som karaktäriserar eller är unikt för platsen. Idag syns platsvarumärken på kommunen och mindre städer. En snabb sökning av platsvarumärke på internet visar att flera kommuner arbetar aktivt med att utveckla sitt platsvarumärke. Tydligt syns det att platsvarumärke idag är ett aktuellt ämne för kommuner och lokalpolitiker att lyfta fram det som karaktäriserar sin plats och sin framtida utveckling. Kommunen kan med platsvarumärket belysa vad man vill utveckla och vad kommunen anser vara betydande för platsen. Detta kan vara lokaliseringen eller det som anses vara kommunens identitet och det man vill framställa sig som.

    Syftet med denna uppsats är att få en djupare förståelse för begreppet platsvarumärke för en kommun och hanteras i fallet Lund och Brunnshög. Undersökningen riktar sig till hur platsvarumärket och samhällsplaneringen påverkar varandra i en kommun och om platsvarumärket påverkar utformningen av det fysiska rummet. För att få en förståelse för hur platsvarumärket finns i planeringsdokument har litteraturstudie genomförts med metoden kvalitativ innehållsanalys. I analysen appliceras det teoretiska ramverket och kunskapsöversikten som utgår från platsvarumärke och samhällsplanering. Undersökningsmaterialet har varit Lunds översiktsplan 2010 och fördjupade översiktsplanen för Lund NE/Brunnshög. För att besvara frågeställningen undersöks även två detaljplaner för att finna hur utformningen av det fysiska rummet skett.

    Slutsatserna som kan dras av undersökningen är att det finns inga tydliga kopplingar mellan detaljplanerna och platsvarumärket. Däremot finns kopplingarna mellan platsvarumärket och översiktsplanen och fördjupade översiktsplanen. Vidare frågeställningar har uppkommit i arbetet med uppsatsen om hur påverkan mellan platsvarumärket och den valda utvecklingen av större bebyggelse sker.

  • 128.
    Manakou, Afroditi
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    The phenomenon of rural depopulation in the Swedish landscape: Turning the trends2018Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The objective of the study at hand is to explore the phenomenon of rural depopulation and more specifically to find out what are the methods that a region can apply in order to reverse it. Rural depopulation is a phenomenon that started taking place at the beginning of the century in Sweden. Lately the interest about urbanization and how to deal with it has increased tremendously, thus rural population decline was neglected. Some researchers though identified the problematic situation and the threats behind the phenomenon. The present paper focuses on Sweden, a country which is one of the most sparsely populated in Europe and where the phenomenon is also observed. Even though the overall population of the country keeps increasing, the number of inhabitants residing in certain peripheral municipalities decreases. The fact that Sweden experienced a significant influx of immigrants and asylum seekers during the last years doesn’t seem to have worked in an alleviating way for rural areas. As argued by previous researchers, this particular group could be a rejuvenating source for depopulated regions. Nevertheless the aforementioned group also seems to prefer relocating to the bigger centers due to better job opportunities. Starting from a research-based view the present paper will attempt to list the patterns advocating why people choose to move, and most importantly study the different initiatives that municipalities can follow in order to turn this trend that rural areas have to encounter.

  • 129.
    Manjusak, Sejla
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Co-located and Distributed Teams in Software Development Projects: An evaluation of differences in terms of soft factors, performance and cost efficiency in co-located and distributed teams2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background It is evident that due to the globalization, offshoring and cross-national collaboration has become a natural evolution for many companies which have created the virtual world. The virtual world has many advantages, but when this is put into practice it turns out that there are also some disadvantages that affect the teams that are working with different sites. Teams face big challenges in communication and collaboration due to the physical distance, cultural differences and time zones. While believing that the work becomes more efficient, this process is at the same time slowed down due to the challenges that arise that affects the performance which in turn affects the costs. Purpose The purpose of this study is to develop an understanding about whether or not there are differences in globally distributed teams and co-located teams in terms of soft factors, team performance and cost efficiency. The projects that will be studied are global software development projects where the teams are either located in Sweden or in India. Method This study is a case study at Ericsson that operates in many distributed software development projects where team members are located all over the world. 11 projects were selected and compared. Two surveys were made in order to collect data from developers who worked with the different projects that were selected. Furthermore, internal data about the performance for each project were collected and used in the statistical tests together with data from the survey in SPSS. The performance data was also used in order to calculate the performance deviations from the expected performance and in order to calculate the associated costs. Results There is a statistically significant difference in communication efficiency, shared identity, trust and cultural clashes between co-located and distributed teams. These soft factors are strongly related to the team performance. The co-located teams perform better than expected while distributed teams perform worse than expected which also increase the extra costs in the project. Conclusion The communication efficiency, shared identity and trust are higher in co-located teams, and the values of cultural clashes are lower than in distributed teams. Co-located teams perform better than distributed teams and the performance in co-located teams leads to cost savings while the performance in distributed teams leads to cost losses.

  • 130.
    Mattsson, Cecilia
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Effect of Filtering Function on User Search Cost and How to Enable the Creation of this Function2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    It has been noticed that one of the main challenges for e-commerce sites is providing the users with an efficient search function. It has also been noticed that the search function is one of the things the user is valuing the most when evaluating an e-commerce. The information technology enables the possibility to consume almost anything one could wish for. The challenge is in how to find this specific item. It is hence of interest to examine how to improve the search tool and what effect the updated search tool results in.

    The objective of this research is twofold. The objective motivated by economic factors is to examine how a user’s ability to find relevant items is affected by being able to refine a search result by selecting relevant attribute values. The other objective has a more technical character and is to examine how the rule based method performs in terms of extracting attribute values for enable the creation of the filtering function.

    The examinations for this research is conducted at a Swedish online auction company that due to the structure of its e-catalogue provides a suitable setup for the examinations. Because of the examinations being conducted in the environment of the auction company’s system this limits the result to only being representative for data with the same characteristics as the auction company’s.

    For answering the questions stated in the objective two methods are applied. One for examining the economic part and one for examining the technical part. The economic question is answered after analysing the result of an A/B-test conducted at the auction company. For answering the technical examination an information extraction technique is evaluated.

    The result of the economical examination is that a significant increase in conversion rate can be concluded for the system version with filtering enabled. The result of the technical examination shows that the rule based method can be used for information extraction in some cases. However, the obtained accuracy will be affected by the characteristics of the data the information extraction is performed on. 

  • 131.
    Micael, Frideros
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Artificial Intelligence: Progress in business and society2018Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates the progress of corporate implementations of Artificial Intelligence and discusses the effects that this might have on the corporate sector as well as some implications on a societal level. The analysis is based on data from surveys conducted by Accenture, Bain & Company, Capgemini Digital Transformation Institute, Deloitte, Gartner Inc., McKinsey Global Institute and MIT Sloan Management Review & Boston Consulting Group.

    Over the last 3 years the adoptions of Artificial Intelligence have increased 2-3 times and the trend is expected to continue in the coming years as well, since 40-55 % of the surveyed companies are in the initial stages of AI adoption. Further, the growth rate in AI investments has been even more radical and increased 15-20 times over the last 7 years.

    Companies who have implemented AI report significant benefits and companies with a proactive strategy for Artificial Intelligence report higher profit margins than their industry competitors. Further the data indicates that companies that are successful in implementing AI have better general organizational capabilities, higher data & skills readiness and more AI focus in leadership and strategic planning.

    Another result in the study is that most managers in companies implementing AI expect that the technology will enable them to enter new markets and also that new competitors will enter their market. This will probably lead to increased competition and the results from other technology transitions indicate that this might force more companies to adopt AI to stay competitive.

    Regarding competence strategy some theorists have argued that companies without AI experience should compensate by acquiring a high tech start-up with the needed technology and competence. However, the data indicates that the most limiting factors for companies without AI experience are related to leadership and technical capabilities, not access to competence. It is only in later stages of the adoption process that access to competence becomes the primary limiting factor.

    The data gives mixed indications on AI consequences on employment. Half of the companies implementing AI expect job losses in the organization in the coming 3 years, while almost a third expects AI to lead to new jobs. However, the data also suggests that existing employees will need to change their skill sets. Therefor both the public and private sector will need to adapt and find ways to support employees that need to re-educate themselves.

  • 132.
    Milveden, Victor
    et al.
    Blekinge Institute of Technology.
    Skog, Anton
    Blekinge Institute of Technology.
    Interaktivt Tittande: Ökat intresse för E-sport genom socialt gameplay2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor's thesis we have investigated how an interactive viewing and the environment the viewer finds themselves in can contribute to increased interest. When writing interactive viewing, we mean a form of perception where the spectator also integrates with the viewing experience. We take up the progress of Esport and how it has influenced the growth of interactive viewing. With our design, we have tested how our theoretical claims can be applied in a social environment. During the work process we have used a number of methods such as ethnography and scrum to complete our survey and design.

  • 133.
    Modigh, Stefan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Makt i bild: Hur makt kan manifesteras i bild2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 134.
    Molin, R.D.
    et al.
    Federal University of Santa Maria, Brazil.
    Fabrin, A.C.F.
    Federal University of Santa Maria, Brazil.
    Sperotto, P.
    Federal University of Santa Maria, Brazil.
    Alves, D.I.
    Federal University of Santa Maria, Brazil.
    Bayer, F.M.
    Federal University of Santa Maria, Brazil.
    Machado, Renato
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mathematics and Natural Sciences.
    Pettersson, Mats
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mathematics and Natural Sciences.
    Dammert, P.
    Saab AB, SWE.
    Hellsten, H.
    Saab AB, SWE.
    Ulander, L
    Totalförsvarets Forskningsinstitut, SWE.
    Iterative Change Detection Algorithm for Low-Frequency UWB SAR2016Conference paper (Refereed)
  • 135.
    MOUSSAN, JAD
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Närvarande på Plats och Tid i Film2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 136.
    Månsson, Mattias
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Perception of Colors in Games as it Applies to Good and Evil2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. Color can be used to convey allot of information but in particularly when it comes to tellingwho is good and who is evil. The most common color to use when displaying good and evil is blue forgood and red for evil.

    Objectives. This study will take a look at what colors people automatically associated with good andevil respectively.

    Methods. The two methods that are used in this paper is a survey in the form of a questionnaire andthe second method is a statistical hypothesis testing that was done on the data collected in the survey.The statistical hypothesis testing was done in the form of a chi-square test. From the chi-square testyou get a chi-square value and a p-value.

    Results. The result of the survey was that most participants thought of green, white and blue as goodcolors, while black and red where thought of as evil. The statistical hypothesis testing revealed thatthere where a significant statistical difference when comparing two colors in all but two cases. Thosecases where white vs. blue and orange vs. purple.

    Conclusions. The conclusions that can be drawn are that there is a significant statistical differencebetween how a color is perceived as good or evil. The perceived convention for what a good charactershould have, as a color is that it should be green and the perceived convention for an evil character isthat it should be either red or black.

  • 137.
    Mårtensson, Dennis
    et al.
    Blekinge Institute of Technology.
    Persson, Jonatan
    Blekinge Institute of Technology.
    Sundberg, Simon
    Blekinge Institute of Technology.
    Vikten av Ljud för Navigation i Virtuell Miljö: Orientering med Binaural ljudsimulering2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today’s digital games are incredibly complex productions which often requires a multitude of  sophisticated tools to be fulfilled. An intricate network of modern solutions where visual as well  as audiovisual elements consociates to produce intriguing and engaging experiences is what  makes up todays game productions, and no other industry has seen the same rapid growth as the  games industry since it’s commencement. The role of sound design in digital games however  have remained passive whereas other elements have taken on more dynamic roles in varying forms. Sound is generally speaking more of a complement to the visual elements than an  independent mediation tool. Since audiovisual communication does not share some of the  limitations that visual communication possess, such as graphical processing power, the  boundaries of the computer monitor etc, we can see that sound design possess a large amount of  untapped potential that in theory could tremendously enhance gaming experiences.

    This paper researches, both through analog and digital means, how the implementation of  binaural listening in game productions could improve navigational prerequisites for the user  considerably so that depth and height can be depicted with much better effeciency, as well as  how it’s application in three dimensional environments could support both purposes of  entertainment and learning in so called Audio based Environment Simulators (AbES).  

  • 138.
    Napieralla, Jonah
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Comparing Graphical Projection Methods at High Degrees of Field of View2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

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

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

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

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

  • 139.
    Nielsen, Camilla
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Möllerstedt, Martina
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Audiovisuell Perception: Uttryckt genom ämnet psykisk ohälsa.2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 140.
    Nilsson, Max
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    VR som verktyg i kommunal fysisk planering av offentliga platser2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The process of digitalizing our society is in full swing and the Swedish government has set its sight on Sweden being the spearhead of development and innovation in the field. There is great demand for digital solutions among Swedish citizens and most branches of industry are making investments to answer it. What this means for spatial planning is, among other things, that new technical solutions should be explored to keep up with citizens demands regarding participatory planning today and in the future.

    The purpose of this thesis has been to explore virtual reality technology’s potential and application in municipalities spatial planning. With point of departure in Jan Gehl’s “12 quality criteria for public space” a case study was performed on Nättraby center in Karlskrona municipality. This was followed by a plan proposal constructed in 3D with a documented design process and work methodology for working with VR in spatial planning. Gehl’s method was then applied in the virtual environment where officials from Karlskrona municipality evaluated the plan proposal. The purpose of the method for analyzing public space was to highlight the strengths and weaknesses of the technology to create a discussion with officials from Karlskrona municipality, through an interview, about where VR is best used and how spatial planning proposals should be visualized to fulfill the municipality’s intent with using the technology.

    The results showed that the analysis method “12 quality criteria for public space” proved to be applicable in a virtual environment, but some of the criteria were easier to evaluate than others. Criteria related to scale, space and relation between volumes deemed easiest to evaluate. Criteria related to actual movement and senses that were not simulated like sound and touch were deemed harder to evaluate, but their lack of representation did not hinder the planning officials to evaluate the criteria. In the design of planning proposals for VR the officials emphasized the need to communicate to its citizens that the proposal was changeable and discuss the importance of the relation between level of detail and the proposals communicative intent.

  • 141.
    Nilsson, Petra
    et al.
    Blekinge Institute of Technology.
    Thuresson, Alexander
    Blekinge Institute of Technology.
    Mellquist, Jesper
    Blekinge Institute of Technology.
    Hållbar utveckling, ett laddat ämne: En undersökning om sambandet mellan hållbar utveckling och webbutveckling2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 142.
    Nohage, Jesper
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Danielsson, Simon
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljud i rörelse: Att framhäva ljudens berättande potential2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 143.
    Nygren, Johan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Masth, Kalle
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Jammets Topologi: Från Jam Session till South Park2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 144.
    Olofsdotter Bergström, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    To design with strings for playability in cities2018In: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST / [ed] Brooks A.L.,Brooks E.,Sylla C., Springer Netherlands, 2018, Vol. 265, p. 256-265Conference paper (Refereed)
    Abstract [en]

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

  • 145.
    Olofsdotter Bergström, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Är tekniken en man?2015In: Om Sverige i framtiden: – en antologi om digitaliseringens möjligheter, Stockholm: Fritzes, 2015, 65, p. 273-289Chapter in book (Other academic)
    Abstract [sv]

    Det är mycket nedslående att leva i en tid där det är lättare att spränga en atom än en fördom, Einstein.

    Efter en genomlysning av rapporter, forskning, analyser, artiklar och ett försök till en bred blick i detta kapitel återstår egentligen bara frågor. Varför heter det Informationsteknik (it) eller Information, kommunikation och teknik (IKT) och inte något bredare som öppnar upp för fler tolkningar och möjligheter för vad denna tek-nik kan stå för, göra med oss, skapas av oss och förändra på djupet så att inte kvinnor behöver exkluderas ur denna sfär?Jag undrar ofta varför det görs skillnad på Datorspel och it? Är teknisk utveckling och nöje oförenliga för att det ena anses mindre seriöst än det andra?Varför är inte programmering obligatoriskt på grundskolorna så att eleverna kan börja tillämpa matte på ett mer pragmatiskt sätt, och göra roliga experimentella spel, robotar, appar och konst? Får vi inte ha roligt när vi lär oss? Varför ses inte teknik som en kulturskapande process, en mänsklig förståelse, en livsnjutande självklarhet? Varför utgår vi inte oftare från ordets grekiska ursprung techne som står för konst, skicklighet, hantverk? Varför ska vi hela tiden definiera och avgränsa betydelsen av teknik och därmed inkludera eller exkludera människor i den innersta kretsen? Skulle inte genuskunskap och intersektionalitet kunna vara ett obligatoriskt ämne i grundskolan som sedan också genomsyrar högskolevärlden? Behöver vi inte mer kunskap och förståelse för hur vi relaterar till varandra och till omvärlden?

  • 146.
    Olsen, Sandra
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Martinsdotter, Matilda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Storytelling i reklamfilm utifrån ett genusperspektiv2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 147.
    Olsson, Anna
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Evaluating Immersion in Video Games Through Graphical User Interfaces2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. The feeling of immersion in a video game is something most game developers try to achieve. Immersion makes the player feeling like they are a part of the game they are playing, and causes them to lose track of time and space. Immersion can be achieved in many ways, one of them being through different kinds of Graphical User Interfaces. An integrated interface might help players to get more immersed.

    Objectives. The objective of this thesis is to find out whether an integrated or "diegetic" interface improves the feeling of immersion in players.To fullfil this objective, a prototype must be made and then tested using participants who then can answer questions about their level of immersion.

    Methods. The prototype was built using Unity, a free game engine. The participants of the study played two different levels with two different interfaces and then answered a number of questions in a questionnaire. The questions were then analysed using the students t-test.

    Results. The results of the study showed there were no difference in terms of immersion in the two different interfaces.

    Conclusions. These results suggest there is no improvement of immersion when using a diegetic interface, compared to using a non diegetic one.

  • 148.
    OLUMUYIWA DELE, OLANIYAN
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    AN ANALYSIS OF  FACTORS INFLUENCING THE SUCCESS OF SOCIAL NETWORKING WEBSITES2017Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
  • 149.
    Oskarsson, Gustav
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Aktieprediktion med neurala nätverk: En jämförelse av statistiska modeller, neurala nätverk och kombinerade neurala nätverk2019Independent thesis Advanced level (degree of Master (Two Years)), 300 HE creditsStudent thesis
    Abstract [en]

    This study is about prediction of the stockmarket through a comparison of neural networks and statistical models. The study aims to improve the accuracy of stock prediction. Much of the research made on predicting shares deals with statistical models, but also neural networks and then mainly the types RNN and CNN. No research has been done on how these neural networks can be combined, which is why this study aims for this. Tests are made on statistical models, neural networks and combined neural networks to predict stocks at minute level. The result shows that a combination of two neural networks of type RNN gives the best accuracy in the prediction of shares. The accuracy of the predictions increases further if these combined neural networks are trained to predict different time horizons. In addition to tests for accuracy, simulations have also been made which also confirm that there is some possibility to predict shares. Two combined RNNs gave best results, but in the simulations, even CNN made good predictions. One conclusion can be drawn that the stock market is not entirely effective as some opportunity to predict future values exists. Another conclusion is that neural networks are better than statistical models to predict stocks if the neural networks are combined and are of type RNN.

  • 150.
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Transforming technocultures: Feminist Technoscience, Critical Design Practices and Caring Imaginaries2019Doctoral thesis, monograph (Other academic)
    Abstract [en]

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

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

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

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