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  • 151.
    Pettersson, Anders
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Frej, Anton
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Feeling the Film: En undersökning om förmedlandet av stämning2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 152.
    Poon, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Text till bild: Från en kontext till en annan2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

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

  • 153.
    Popescu, Adrian
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Yao, Yong
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ducloux, Xavier
    Harmonic, FRA.
    Video Distribution Networks: Models and Performance2018In: Greening Video Distribution Networks: Energy-Efficient Internet Video Delivery / [ed] Adrian Popescu, Springer, 2018, p. 227-Chapter in book (Refereed)
    Abstract [en]

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

  • 154.
    Rabitsch, Tamara
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digital Publishing and its influences on litarcy2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

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

  • 155.
    Rooth, Rasmus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Westberg, Jacob
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljuddesign för dynamiskt narrativ2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

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

  • 156.
    Rosenqvist, Robin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gårdeskog, Alfred
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digitala servicescapes: En undersökning om samspelet mellan dramaturgi, storytelling, och servicescapes i en digital miljö2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 157.
    Rudolphson, Filip
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Mannerdahl, Anton
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ord skapar mening, tecken skapar film: En undersökning om semiotiska teckens betydelse för ett berättande i en spelfilm2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 158.
    Rundquist, Björn
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Joensen, Johan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Medierade Verkligheter: Verklighetsuppfattningen i Virtual Reality2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 159.
    Ryborg, Nils
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Svensson, Carolin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Distortion In Horror2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

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

  • 160.
    RYDÉN, HENRIK
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    STRACHAL, ALBERT
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tala utan ord!: Audiell kommunikation i ett fysiskt rum2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 161.
    Rynningsjö, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Wahlström, Tim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuellt berättande i spelmiljöer2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

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

  • 162.
    Sagayam, K. M.
    et al.
    Karunya University, IND.
    Hemanth, D. J.
    Karunya University, IND.
    Vasanth, X. A.
    Karunya University, IND.
    Henesey, Lawrence
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Ho, C. C.
    Multimedia University, Cyberjaya, MYS.
    Optimization of a HMM-based hand gesture recognition system using a hybrid cuckoo search algorithm2018In: Hybrid Metaheuristics for Image Analysis, Springer International Publishing , 2018, p. 87-114Chapter in book (Other academic)
    Abstract [en]

    The authors develop an advanced hand motion recognition system for virtual reality applications using a well defined stochastic mathematical approach. Hand gesture is a natural way of interaction with a computer by interpreting the primitive characteristics of gesture movement to the system. This concerns three basic issues: (1) there is no physical contact between the user and the system, (2) the rotation of the hand gesture can be determined by the geometric features, and (3) the model parameter must be optimized to improve measurement of performance. A comparative analysis of other classification techniques used in hand gesture recognition is carried out on the proposed work hybrid with the bio-inspired metaheuristic approach, namely the cuckoo search algorithm, for reducing the complex trajectory in the hidden Markov model (HMM) model. An experimental result is as to how to validate the HMM model, based on the cost value of the optimizer, in order to improve the performance measures of the system. © Springer International Publishing AG, part of Springer Nature 2018.

  • 163.
    Salomonsson, Lisa
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Leveling-Up With Cultural Heritage: Aspects from Gamification and Alternate Reality Games2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 164.
    Scalet, Carlotta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    AR Experience Design in Museums: Designing for People with Constraints2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

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

  • 165.
    Sefyrin, Johanna
    et al.
    Linköpings universitet, SWE.
    Elovaara, Pirjo
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Mörtberg, Christina
    Linnéuniversitetet, SWE.
    Feminist technoscience as a resource for working with science practices, a critical approach, and gender equality in Swedish higher IT educations2018In: IFIP Advances in Information and Communication Technology, Springer New York LLC , 2018, Vol. 537, p. 221-231Conference paper (Refereed)
    Abstract [en]

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

  • 166.
    Sheqiri, Besa
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Aftonbladet online and on paper2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

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

  • 167.
    Skarpemo, Simon
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Historiskt Ljudlandskap2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

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

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

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

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

  • 168.
    Sonesson, Daniel
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Öhman, Olle
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Pantametoden: En metod som alternativ för att skapa ljuddesign2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis we have tried to create a method that could help sound designers within the indiecommunity, often having limited resources, to achieve a sound design that holds a good qualityby using a kind of recycling. The purpose of our method, which we call “pantametoden”, isabout reusingsound material with the help of different effects that can help creating new andcreative sounds possible to use in a production. We will demonstrate the necessary parts toillustrate how we have used our method, for example which tools there are and how they can beused in order to achieve desirable results. The method has been tested on two games which wehave participated in developing and where we have contributed with the sound design by usingour method. We will present the results achieved and what kind of problems we have encountered.

  • 169.
    Spiropoulos, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Internal Consistency: Ett steg bort ifrån sexistiska karaktärsporträtteringar inom spel2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today there is a constant debate about how women are portrayed in games and what effect is has on us game consumers. Past research and studies show that female characters in games are considerably more sexualized than their male counterpart. In this thesis my question formulation discuss “What are the factors when it comes to visual design in the gaming world that makes sexualized character portrayal of the female character non consistent compared to their male counterpart?” Through a thorough inquiry about character portrayal and image analysis of a collection of game titles from year 2010-2015, a conclusion could be made that the upholding of an internal and logical consistency within the portrayal of characters could be a step against the sexualisation of video game characters.

  • 170.
    Strandman, Veronica
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hur skapar man en dokumentärfilm, med utgångspunkt från ett dramaturgiskt bildspråk?: Med fokus på trovärdighet2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Målet med denna uppsats är att visa hur den dramaturgiska kurvan påverkar publikens sätt att ta till sig dokumentärfilm, med hänsyn till upplevelse och trovärdighet. I följande uppsats kommer man att på viktiga beståndsdelar som bidrar till hur man kan arbeta fram ett dramaturgiskt bildspråk inom det dokumentära skapandet av film. Viktiga punkter som delges innefattar även hur man bygger på trovärdighet mot sin publik och binder detta samman genom en bra dramaturgi, detta i kombination med ett projekt, följt av diskussion och slutsatser. De verktyg, som tidigare forskning hänvisar till, upplevs som positiva hjälpmedel för att genomföra en trovärdig produktion. Dock bör tilläggas att min erfarenhet av detta kandidatarbete, visade på att man bör lägga större fokus på att arbeta i realtid, än att påverka materialet allt för mycket i efterbearbetning. The purpose of this essay is to present how the dramaturgical curve affect the audience's way to absorb a documentary, regarding to experience and credibility. The following essay will encounter important elements that contribute to how you can work out a dramaturgical imagery, in the making of a documentary. Important points to be served, include how to build credibility towards the audience and at the same time work with a good dramaturgy, this combined with a project, followed by discussion and summary. The tools provided by earlier research meets with the positive resources to complete a reliable production. However, it should be added that my experience of this candidate's work, showed that there should be greater focus on working in real time, than to affect the material too much in post processing.

  • 171.
    Ström, Jesper
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Savemark, Robin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuell Företagsdata2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Målet med denna uppsats har varit att undersöka hur grafer och data kan presenteras på ett flexibelt sätt genom responsiv webbteknik. Nya metoder och tekniker har tillkommit för att förbättra användarens upplevelse genom snabbare interaktion med realtid. Nya webbtekniker gör det möjligt för utvecklaren att skapa attraktivare webbapplikationer. I denna uppsats har vi gått igenom några av dessa nya tekniker, samt vilka problem de löser och hur de löser dessa. Vi har utvecklat en responsiv prototyp med HTML5, CSS3/LESS och JavaScript-baserade ramverk

  • 172.
    Stålstierna, Oskar
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rhizocial media: Rhizomet och filterbubblor i sociala medier2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Social media has become an inseparable part of society and its design has far reaching consequences beyond the producer's intent. In the design of these two-way communicative media, filters are central part which has consequences for the contexts of the users moving through them. What can a Deleuzian method make visible by crashing it with filter bubbles and social media? What happens to the individuals whose truths are shaped by social media, when these media are on track to take over as the primary information channel? Why are social media designed in a way that tend to exclude variation in perspective. The examination aims at investigating thoughts on how the design creates filter bubbles in favor of social, ideological and principal positions based on how the user has built up her social media accounts. How does the filter bubble relate to the rhizome, what brings them together and what sets them apart? Can design utilize the heterogeneous links of the rhizome while at the same time limiting it? By reviewing what social media produces, I want to investigate its design, and thereby see new ways to develop the platforms of the future.

  • 173.
    Sun, Bin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Liyao, Ma
    University of Jinan, CHI.
    Wei, Cheng
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Wei, Wen
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Prashant, Goswami
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Guohua, Bai
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    An Improved k-Nearest Neighbours Method for Traffic Time Series Imputation2017Conference paper (Refereed)
    Abstract [en]

    Intelligent transportation systems (ITS) are becoming more and more effective, benefiting from big data. Despite this, missing data is a problem that prevents many prediction algorithms in ITS from working effectively. Much work has been done to impute those missing data. Among different imputation methods, k-nearest neighbours (kNN) has shown excellent accuracy and efficiency. However, the general kNN is designed for matrix instead of time series so it lacks the usage of time series characteristics such as windows and weights that are gap-sensitive. This work introduces gap-sensitive windowed kNN (GSW-kNN) imputation for time series. The results show that GSW-kNN is 34% more accurate than benchmarking methods, and it is still robust even if the missing ratio increases to 90%.

  • 174.
    Sundberg, Martin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Nyqvist, Nikolai
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Illusion av val i spel2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Vad är val? Är de val vi har våra egna? Spelutvecklare idag kämpar med spelares fria vilja då detta kan orsaka problem. Till exempel när spelare gör val som spelutvecklare inte har räknat med, vilket som följd kan skapa frustration hos båda parter. Problemet med spelares oförutsägbarhet i sina val är något som spelutvecklare ständigt har försökt lösa. Idag finns det flera tekniker som syftar till att diskret manipulera möjligheten till val inom spel och samtidigt låta spelare vara ovetande om detta. I följande kandidatarbete eftersträvar vi att belysa dessa tekniker för kontroll och manipulation inom spel, samtidigt som vi utforskar nya alternativ för hur spelutvecklare kan manipulera spelare utan att deras känsla av frihet påverkas. ---- What is choice? Are our choices entirely our own? Game developers today struggle with the problem of players free will. For example, when players make choices that the game developer had not accounted for, which can cause great frustration from both parties. The problem with players unpredictability in their choices is something that game developers have continuously tried to solve. Today there are multiple techniques whose purpose is to manipulate the possibility of choice within games, while still keeping the players none the wiser. This thesis persues to shine a light upon these techniques for guidance and manipulation within games, while also exploring new options for how developers may controll players without having them lose their sense of freedom.

  • 175.
    Sundmark, Malin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Berätta med bilder: Hur tolkas djurens beteende i bilder beroende på hur de är redigerade?2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I dagens samhälle har nästan alla tillgång till en kamera på något sätt. Oftast kan man även ställa in direkt i kameran om man vill ta färgbild eller svartvitt. Men jag har tagit steget längre och har valt att redigera bilderna själv till svartvitt. Har tagit en bild, men gjort två olika redigeringar på den. Av den färgade bilden har jag skapat lite mer dramatiska men samtidigt harmoniska bilder i svartvitt för att sedan göra en undersökning för att se hur tittaren har tolkat de olika bilderna och på så sätt försöka styra lite hur betraktaren ska se på bilden, men även att tittaren ska få tolka fritt.

    Genom min undersökning “Hur tolkas djurens beteende i bilder beroende på hur de är redigerade?”, har jag kommit fram till att det är möjligt och att även om det är samma bild fast två olika redigeringar så har vissa tolkat det till en berättelse, men att det finns två sidor utav den. Alla har olika bakgrund och förknippar vissa saker med annat som gör att man tolkar som man gör.

    Jag har valt att göra denna undersökning för att jag tycker den är intressant, att se hur olika manfaktiskt tolkar de bilder man ser.

  • 176.
    Svensson, Jesper
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Barn i den digitala världen2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Bachelor Thesis is about how the school works with digitalization and how they use the digital tools that are available. It is about the transitions that digitalization faces that could prevent the school from becoming more digitized. The work will also address the importance of adult’s presence for the children's use of the internet and support them if they had a bad experienced on the internet. The output of the Bachelor Thesis will be about children who have not yet started school. The children will help to create their own design on an application that they would like to play with. Children's knowledge of how technology is used is limited in a positive way, that enables them to open up new ways to see the technology. Children are willing to use the technology and it doesn't matter if it is paper or digital. They enjoy the company of grownups when they interact with what's in front of them.

  • 177.
    Thepparit, Tunyaporn
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Färg och minne i berättande bild2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this Bachelor thesis, I want to enlighten if there are some connection between how we relate to colours in relations to separate places and how mush our previous experiences interfere with this relation. With the support of Donna Haraway´s works with the concept situated knowledge and with the concept diffraction of Karen Barad. In this Bachelor thesis, I use the concept diffraction as a tool in the design process. Colour is something as we see around us all the time in daily life. Therefor our memory connects colours together in a consciousness way and a unconsciousness way with a lot of different things as Places, Company Logos, food, different kind of Houses, Cars and Flowers among others. Because of my Bachelor thesis is about Pictures and colours, have I used a tool for analyses called Semiotic analyse, with this tool I got some support in the way of interpretation of colours and shapes in different Pictures. The conclusion is about how mush previous experience are going to affect the visual memory that is to say association between colours and separate places, a lot, little or almost nothing. The result is probably going to be some kind of influence.

  • 178.
    Trojer, Lena
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Change @ campus Karlshamn - Our Story: Culture, Norms and Gender at Blekinge Institute of Technology2015Book (Other academic)
  • 179.
    Trojer, Lena
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. BTH.
    Sharing Fragile Future: feminist technoscience in contexts of implication2017Book (Refereed)
    Abstract [en]

    Like a winding string passing tryings at risk, this book is my endeavour to make explicit the situatedness and responsibility of research and researchers in the trouble, let it be in the ‘grand challenges’ of our time or in the very local challenges of survival. Efforts to promote more complex and integrated understandings of ‘society in science’ or science as a political arena is urgent when facing the incalculabilities in our late modern spheres of society. There is no doubt technologies co-evolve out of interactions in specific contexts. This implies the responsibility to be a collective one for where and how technologies travel and with what use. No innocent position exists. The demand on us as knowledge and technology producers is focused on the direct reality producing consequences of our research and thus put us right into the context of implication.

    The frames of understanding are developed within feminist technoscience linked to practitioners and writers of mode 2 knowledge production. How can feminist research as well as other research disciplines taking a critical view of science be able to mobilize the transformatory potential needed?

    Part I presents insights into needed relocations in (onto)epistemological infrastructures and Part II a positioning in the fields of feminist research and feminist technoscience. Part III includes experiences and discussions about two political dimensions – research political initiatives to support feminist research followed by reflections on the convergence of science and politics. Part IV offers examples of research in contexts of not only application but implication.

  • 180.
    Trojer, Lena
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    When society speaks back. Relevance issues for research in cluster contexts in low income countries2014In: The Role of Universities in Inclusive Innovation, Cluster Development in East Africa / [ed] Rydhagen, Birgitta; Trojer, Lena, Arusha, Tanzania: Nelson Mandela African Institution for Science and Technology , 2014, p. 47-57Chapter in book (Refereed)
    Abstract [en]

    Universities are relatively neutral bodies/platforms in political contexts that can differ profoundly. Please note relatively. The universities have to manoeuvre strategically, though, in order to be durable. In low income countries with more or less stable political systems the university is a vital asset for social, cultural and economic sustainability and development. The universities in these countries face challenging demands to have their outcomes used in society for economic growth, challenging of more reasons than e.g. in Europe. This means that the “voice of society” in science argues for use of the very limited public resources in ways benefitting the people as soon as possible, if not immediately. Society speaks back in demand for relevant knowledges for survival and better living conditions. This is a strong incentive to find other ways than a dominant linear way of disseminating R&D results, which often takes too long time and is not always efficient or context relevant. In this chapter I will give some aspects on why and how initiatives from universities for trying other models like inclusive innovation and cluster development are relevant, important and have a proved success record.

  • 181.
    Trojer, Lena
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Byanyuma, Mastidia
    Neslon Mandela African Institution of Science and Technology.
    Zaipuna, Yonah
    Neslon Mandela African Institution of Science and Technology.
    Simba, Fatuma
    University of Dar es Salaam.
    Overview of Broadband Connectivity for Rural Areas-Tanzania as a Case Study2017In: International Journal of Computer Science and Information Security, ISSN 1947-5500, Vol. 15, no 4Article in journal (Refereed)
    Abstract [en]

    Broadband connectivity is a necessary service

    required not only in urban areas but more so in rural areas

    where most of the basic services are inadequate or do not exist

    at all. Broadband services can enable many services to be

    offered through information and communication technologies

    (ICTs) to the extent that rural people can get a chance to enjoy

    quality communication and other services as in urban areas

    and be part of the socio-economic development of a given

    community. Currently, there is a number of technologies and

    initiatives to connect rural and urban-underserved areas at a

    reasonable cost but most of the rural users are yet to be

    connected. This paper gives an overview and a discussion on

    technologies, broadband connectivity models, infrastructure

    and policy readiness, and initiatives towards achieving

    connectivity and bridging the digital divide. The context of this

    paper is rural areas in Tanzania.

  • 182.
    Trojer, Lena
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rydhagen, Birgitta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Kjellqvist, Tomas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Inclusive innovation processes – experiences from Uganda and Tanzania2014In: African Journal of Science, Technology, Innovation and Development, ISSN 2042-1338, Vol. 6, no 5Article in journal (Refereed)
    Abstract [en]

    It has been well known since the 1960s that developing countries need to improve their capacity to use science and technology and that more efforts must be put into R&D that would benefit poor countries and people. Serious efforts to accomplish this exist but they are still too few and small in relation to the size of the problem. Whilst the supply of knowledge and competent people slowly has been growing, there is still a continued lack of demand for domestic knowledge. Foreign consultants dominate knowledge supply to government, industry and aid donors. Small firms and farms are not used to articulate their demand for knowledge. Such weak demand and timid articulation are typical signs of emerging innovations systems. Despite this, there are signs of a fragmented domestic creative potential that could be mobilised to increase innovation for inclusive development. In this article, practical experiences in Uganda and Tanzania illuminate possibilities to articulate and address the knowledge demand from firms and farms through cluster formation. In this type of cluster formations, universities have key roles as knowledge providers and as intermediaries that assist in building the ties and linkages necessary to move the innovation system to a higher state.

  • 183.
    Tärnskär, Filip
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Jonatan, Helgason
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    "Film med undertext": - "En studie om tillgänglighet av film för döva och personer med hörselnedsättning."2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis studies the experience of movies for Deaf and hard of hearing. The purpose is to study the possibilities of increasing the accessibility of movies, when you no longer can rely on the narrative audio. The investigative part of the thesis consists of two parts. The first part consists of a survey where the target group, Deaf and hard of hearing where asked to describe their experience of movies. The second part of the investigation consists of a practial test of the survey results in the form of a media conformation. 

    Through being humble and inclusive, and with the use of subtitles we can make our film more accessible to the Deaf and the hard of hearing.

  • 184.
    Utbult, Max
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Refai, Rami El
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Musikalisk gestaltning av Trudvang2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Syftet med kandidatarbetet är att skapa musik till en folkgrupp som saknar en etablerad musikkultur. För att göra detta valdes folkgrupper ut ur den fiktiva spelvärlden Drakar och Demoner: Trudvang. Fornnordisk kultur var en inspiration till Trudvang och detta studerades för att påvisa likheter till folkgrupperna i Trudvang. Parallellerna mellan de olika kulturerna blev uppsatsens förundersökning. Uppsatsens förundersökning resulterade i att det finns en efterfråga på musik i spelet varpå två folkgrupper från Trudvang valdes ut för gestaltning med musik, alferna och virannerna. Baserat på instrument som samerna och anglosaxarna kunde tänkas använda producerade vi musik till den andra delen av forskningen. Musiken undersöktes genom att dela ut en enkät till erfarna spelare på spelets forum för att bestämma huruvida gestaltningen av alferna och virannerna var lyckad. Resultaten visade att det lämpar sig att gestalta dessa folkgrupper med den producerade musiken och som ett resultat ge dem en musikkultur.

  • 185.
    Vaara, Jonatan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rahden, Tomas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Vem Kan Spela Förutan Bild?: En undersökning om diegesis och ledande ljud i förstapersonsspel2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor’s thesis examines the question “How can diegetic sound design be used to guide players in first-person shooters?”. This is done with theories from authors including Michel Chion, Christine Jørgensen and Karen Collins, which are then applied in two analyzes of the games “Half-Life 2” (Valve Corporation 2004) and Shadow Warrior” (Flying Wild Hog 2013) to find out which techniques they use when working with sound. We then used these techniques in our own first-person shooter, a game without any form of visual feedback, in order to performe a game test and draw our own conclusions concerning guiding sound design. The results show that it’s possible to play a game without any visual feedback, as long as the sound design follows a set of specific rules.

  • 186.
    Vasireddy, Sindhu
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Impact of Initial Delay and Stallings on the Quality of Experience of the User2018Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context: In telecommunications, it is important for network providers to have a knowledge of generic relationships between multi-dimensional QoE and QoS parameters to be able to provide quality service to the customers, keeping in mind the real-time constraints such as time, money and labor. So far, there have been several research works on formulating a generic quantitative relationship between a single QoE and a single QoS parameter in literature. As per the research conducted, the most common examples of mapping between a QoS parameter and QoE were found to be the exponential model (the IQX hypothesis), the logarithmic model (the WeberFechner law), and the power model. However, it has been less common to study the multi-dimensional relationship between QoE and QoS parameters.

    Objective: The purpose of this paper here is to discuss the impact of several QoS parameters on QoE. The proposal put forth by existing literature is that a multiplicative model better explains the impact of QoS parameters on the overall quality as perceived by the user. The proposal was, however, never backed by subjective data.

    Method: We have performed several subjective tests in this regard to test our hypothesis. Non-adaptive streaming of videos in a monitored server-client setup was used. In these tests, the objective was to obtain the Mean Opinion Scores(MOS) for varying QoS parameters such as the initial delay and the number of stalls. Network shaping was used for introducing the disturbances in the videos. The experimental setup consisted of a total of 27 experiments per user and each user was handed over a questionnaire. The questionnaire mainly consisted of four questions aimed at gathering feedback from the users regarding the quality of the videos shown to them. Users were asked to mark their MOS on a continuous scale. The videos were subjected to three different values of Initial Delay, Stalls and Resolution, each. The average duration per stalls throughout the experiments was maintained at 2 seconds.

    Results: Data was collected from 15 users. Thus, in total 405 MOS values were recorded for 27 combinations of Initial Delay, number of Stalls and Resolution. The impact of initial delay and stalls on the QoE as indicated by the MOS was then categorized and studied for each Resolution. With the help of regression tools in MATLAB and Solver in Excel, possible models that explain the multi-dimensional QoS-QoE relationship were studied.

    Conclusion: The results mostly indicated towards the multiplicative model just as proposed by the existing literature. Also, it was observed that Initial Delay alone has not much impact on the overall QoE. So, the impact of Initial Delay could be described either by an additive or a multiplicative model. However, the impact of Stalls on QoE was found to be multiplicative.

  • 187.
    Vighagen, Anders Hallgren Jesper
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuellt kaos2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Den här uppsatsen handlar om hur serietidningens narrativa likheter och olikheter med litteratur samt film och hur dessa kan användas för skapandet av ett ickelinjärt narrativ. Vi ville se var styrkan ligger i serietidningar för att försöka berätta en berättelse på ett nytt sätt som vi inte är vana vid att se. För att undersöka detta forskade vi kring vad ickelinjärt berättande är och vad som skiljer olika berättande medium från varandra. Vi applicerade sedan denna forskning i skapandet av en serietidning där vi testa de tekniker och metoder vi lärt oss om tidigare. Resultatet bygger på erfarenheterna som vi fått från skapandet av serietidningen och hur de olika narrativa likheterna samt olikheterna kunde appliceras på en serietidning. Den färdiga produkten beskrivs i resultatdelen och de delar som är relevanta för problemformuleringen beskrivs i detalj och skapar en stark bild av vad serietidningar kan skapa.

  • 188.
    Viidas, Isabelle
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Nauclér Löfving, Johan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Det Personliga museet: Känslomässigt engagemang genom interaktion i museer2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis examines how interactive technologies can be used to convey cultural heritage by enhancing an exhibition in a museum context. Following the growing digitalization of society, an opportunity arises for museums to offer new experiences with added value besides facts and pictures. In order to take advantage of this digitalization, we have chosen to explore possibilities for new media to enhance a figurehead exhibition and focus on emotional aspects of the experience. Supported in previous research and a design ethnographic perspective, we have presented a design product as a proposal for how one can enhance an exhibition in a museum context. This design product is based on projection, gesture controls and microelectronics. This bachelor thesis offers a perspective on the use of interactive technology in the cultural sector and opens up for further discussion and investigation.

  • 189.
    Wahlström, Albin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lööf, David
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Utveckling av spelmekaniker: Analogt och Digitalt2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor Thesis we have researched different ways of creating new game mechanics through the use of analogue and digital techniques in collaboration with each other. By working with these techniques as our main focus, we have been able to develop a physical, three dimensional puzzle game which shows off the combination of techniques that can be used to further develop new game experiences. Some of the Methods that have been used to complete the project have been method 635 for generation of puzzle ideas, Scrum for better work ethics as well as MDA framework to create an understanding for the player. The results show modules that implement both digital and analogue techniques that work in combination with each other to create new unique game mechanics. The most difficult during this Bachelor Thesis have been finding the balance between the analogue and the digital during the designing of the puzzles.

  • 190.
    WANNERÖ AVRAMIDOU, LINDA
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    RENNEMARK, MARIA
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Att levandegöra ett museum: med hjälp av medieteknik2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I detta kandidatarbete undersöker vi hur man med medieteknik kan levandegöra och väcka liv i ett museum där utvecklingen idag nästintill står still. Barn och ungdomar har en bristfällig interaktion med museet idag och därför blev vår utmaning att se till hur vi, med deras hjälp, kan väcka deras intresse och med medietekniken som verktyg knyta nya och starkare relationer däremellan. Museet har en begränsad budget vilket utmanade oss att hitta en lösning som är hållbar och klarar att överleva på sikt utan pengar som stöd. Vi undersöker vägar att ta oss fram genom design workshops där vi skapar tillsammans med barnen och ungdomarna för att skapa ett “happy place”. Vi undersöker teknik, såsom Parallax Scrolling, att arbeta med och som kan vara passande för att skapa nytt liv. Vi ger utrymme för ett nytt sätt att tänka och idéer som kan gynna i flera led. Nyckelord: Barnens museum, medieteknik, webbplats, designworkshop, parallax scrolling.

  • 191.
    Wen, Wei
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Biological Inspired Deformable Image Sensor2019Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Nowadays, cameras are everywhere thanks to the tremendous progress on sensor technology. However, their performance is far away from what we experience by our eyes. The study from evolution process shows how the sensor arrangement of retina in human vision has differentiated from other species and is formed into a specific combination of sub-arrangements from hexagonal to elliptical ones. There are three major key differences between our visual cell arrangement and current camera sensors which are: the sub-arrangements, the pixel form and the pixel density.

    Despite the advances in sensor technology we face limitations in their further development; i.e. to make the cameras close to the visual system. This is due to the optical diffraction limit which prevents us to increase the sensor resolution, and rigidity of hardware implementation which prevent us to change the image sensor after manufacturing. In the thesis the possibilities to overcome such limitations are investigated where the intention is to find a closer sensory solution to the visual system in comparison to the current ones.

    Breaking the diffraction barrier and solving the rigidity problem are simultaneously achieved by introducing and estimating virtual subpixels. A statistical framework consisting of local learning model and Bayesian inference for predicting the incident photons captured on each such a subpixel is used to resample the captured image by any current camera sensor. By investigating the virtual variation of pixel size and fill factor the validity of the proposed idea is proven by which the results show significant changes of dynamic range and tonal levels in relation to the variation. As an example, for both monochrome and color images the results show that by virtual increase of fill factor to 100%, the dynamic range of the images are widened and the tonal levels are enriched significantly over 256 levels for each channel.

    The results of virtual variation of the fill factor and pixel size indicates that it is feasible to change the rigidity of the image sensor using the software-based method. Inspired by the mosaic in the fovea, the center of human retina, the hexagonal sub-arrangement and pixel form are proposed to generate images based on the estimated virtual subpixels. Compared to the original square images, not only the dynamic range and tonal levels are improved, but also the hexagonal images are superior in detection of edges, i.e. more edge points on the contour of the objects are detected in hexagonal images.

    The evaluation of different sub-arrangements or pixel forms of the image sensor is a challenging task and should be directed to a more specific task. Since the curvature contours contain most of the information related to object perception and human vision is highly evolved to detect curvature object, the task is focused to investigate the impact of the curviness on the different pixel forms and sub-arrangements, by comparing two categories of images; having curved versus linear edges of the objects in a pair of images which have exact similar contents but different contours. The detectability of each of the different sensor structures for curviness is estimated and the results show that the image on hexagonal grid with hexagonal pixel form is the best image type for distinguishing the curvature contours in the images.

    According to the pattern of pixels tiling, there are two types of pixel sub-arrangements, i.e. periodic (e.g. square or hexagonal), and aperiodic (e.g. Penrose). Each type of sub-arrangements is investigated where the pixel forms and density are variable. By having at least two generated images of one configuration (i.e. specific sub-arrangement, pixel form and density), the result of histogram of gradient orientation of the certain sensor arrangement shows a stable and specific distribution which we called it the ANgular CHaracteristic of a sensOR structure (ANCHOR). Each ANCHOR has a robust pattern which is changed by the change of the sensor sub-arrangement. This makes it feasible to plan a sensor sub-arrangement in the relation to a specific application and its requirements, and more alike the biological vision sensory. To generate such a flexible sensor, a general framework is proposed for virtual deforming the sensor with a certain configuration of the sensor sub-arrangement, pixel form and pixel density.

    Assessing the quality difference between the images generated by different sensor configuration or addressing from on configuration to another one generally needs the conversion of one to another. To overcome this problem, a common space is proposed by implementing a continuous extension of square or hexagonal images based on the orbit function, for quality evaluating the images with different arrangements and addressing from one type of image to another one. The evaluation results show that the creation of such space is feasible which facilitates a usage friendly tool to address an arrangement and assess the changes between different spatial arrangements, for example, it shows richer intensity variation, nonlinear behavior, and larger dynamic range in the hexagonal images compared to the rectangular images.

  • 192.
    Wen, Wei
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Khatibi, Siamak
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    The impact of curviness on four different image sensor forms and structures2018In: Sensors, ISSN 1424-8220, E-ISSN 1424-8220, Vol. 18, no 2, article id 429Article in journal (Refereed)
    Abstract [en]

    The arrangement and form of the image sensor have a fundamental effect on any further image processing operation and image visualization. In this paper, we present a software-based method to change the arrangement and form of pixel sensors that generate hexagonal pixel forms on a hexagonal grid. We evaluate four different image sensor forms and structures, including the proposed method. A set of 23 pairs of images; randomly chosen, from a database of 280 pairs of images are used in the evaluation. Each pair of images have the same semantic meaning and general appearance, the major difference between them being the sharp transitions in their contours. The curviness variation is estimated by effect of the first and second order gradient operations, Hessian matrix and critical points detection on the generated images; having different grid structures, different pixel forms and virtual increased of fill factor as three major properties of sensor characteristics. The results show that the grid structure and pixel form are the first and second most important properties. Several dissimilarity parameters are presented for curviness quantification in which using extremum point showed to achieve distinctive results. The results also show that the hexagonal image is the best image type for distinguishing the contours in the images. © 2018 by the authors. Licensee MDPI, Basel, Switzerland.

  • 193.
    Wen, Wei
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies. Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Khatibi, Siamak
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Virtual deformable image sensors: Towards to a general framework for image sensors with flexible grids and forms2018In: Sensors, ISSN 1424-8220, E-ISSN 1424-8220, Vol. 18, no 6, article id 1856Article in journal (Refereed)
    Abstract [en]

    Our vision system has a combination of different sensor arrangements from hexagonal to elliptical ones. Inspired from this variation in type of arrangements we propose a general framework by which it becomes feasible to create virtual deformable sensor arrangements. In the framework for a certain sensor arrangement a configuration of three optional variables are used which includes the structure of arrangement, the pixel form and the gap factor. We show that the histogram of gradient orientations of a certain sensor arrangement has a specific distribution (called ANCHOR) which is obtained by using at least two generated images of the configuration. The results showed that ANCHORs change their patterns by the change of arrangement structure. In this relation pixel size changes have 10-fold more impact on ANCHORs than gap factor changes. A set of 23 images; randomly chosen from a database of 1805 images, are used in the evaluation where each image generates twenty-five different images based on the sensor configuration. The robustness of ANCHORs properties is verified by computing ANCHORs for totally 575 images with different sensor configurations. We believe by using the framework and ANCHOR it becomes feasible to plan a sensor arrangement in the relation to a specific application and its requirements where the sensor arrangement can be planed even as combination of different ANCHORs. © 2018 by the authors. Licensee MDPI, Basel, Switzerland.

  • 194.
    Wen, Wei
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Khatibi, Siamak
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Kajínek, Ondřej
    Czech Technical University, CZE.
    Chadzitaskos, Goce
    Czech Technical University, CZE.
    A Common Assessment Space for Different Sensor Structures2019In: Sensors, ISSN 1424-8220, E-ISSN 1424-8220, Vol. 19, no 3, article id 568Article in journal (Refereed)
    Abstract [en]

    The study of the evolution process of our visual system indicates the existence of variational spatial arrangement; from densely hexagonal in the fovea to a sparse circular structure in the peripheral retina. Today’s sensor spatial arrangement is inspired by our visual system. However, we have not come further than rigid rectangular and, on a minor scale, hexagonal sensor arrangements. Even in this situation, there is a need for directly assessing differences between the rectangular and hexagonal sensor arrangements, i.e., without the conversion of one arrangement to another. In this paper, we propose a method to create a common space for addressing any spatial arrangements and assessing the differences among them, e.g., between the rectangular and hexagonal. Such a space is created by implementing a continuous extension of discrete Weyl Group orbit function transform which extends a discrete arrangement to a continuous one. The implementation of the space is demonstrated by comparing two types of generated hexagonal images from each rectangular image with two different methods of the half-pixel shifting method and virtual hexagonal method. In the experiment, a group of ten texture images were generated with variational curviness content using ten different Perlin noise patterns, adding to an initial 2D Gaussian distribution pattern image. Then, the common space was obtained from each of the discrete images to assess the differences between the original rectangular image and its corresponding hexagonal image. The results show that the space facilitates a usage friendly tool to address an arrangement and assess the changes between different spatial arrangements by which, in the experiment, the hexagonal images show richer intensity variation, nonlinear behavior, and larger dynamic range in comparison to the rectangular images.

  • 195.
    Wen, Wei
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Siamak, Khatibi
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Estimation of Image Sensor Fill Factor Using a Single Arbitrary Image2017In: Sensors, ISSN 1424-8220, E-ISSN 1424-8220, Vol. 17, no 3, p. 620-Article in journal (Refereed)
    Abstract [en]

    Achieving a high fill factor is a bottleneck problem for capturing high-quality images. There are hardware and software solutions to overcome this problem. In the solutions, the fill factor is known. However, this is an industrial secrecy by most image sensor manufacturers due to its direct effect on the assessment of the sensor quality. In this paper, we propose a method to estimate the fill factor of a camera sensor from an arbitrary single image. The virtual response function of the imaging process and sensor irradiance are estimated from the generation of virtual images. Then the global intensity values of the virtual images are obtained, which are the result of fusing the virtual images into a single, high dynamic range radiance map. A non-linear function is inferred from the original and global intensity values of the virtual images. The fill factor is estimated by the conditional minimum of the inferred function. The method is verified using images of two datasets. The results show that our method estimates the fill factor correctly with significant stability and accuracy from one single arbitrary image according to the low standard deviation of the estimated fill factors from each of images and for each camera.

  • 196.
    Westblad, Joakim
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Wising, Jonathan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Trippelnarrativ2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Vi har försökt utföra en omstrukturering av berättande i spel med hjälp av olika tekniska och något filosofiska metoder. Vi utvecklade något vi vill kalla för ett trippelnarrativ som är en kombination av tre olika narrativstrukturer.

  • 197.
    Westlund, Vilmer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljud, bild och provokation: medieteknikerns medvetna påverkan2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    ABSTRACT

    This bachelor thesis consists of a single research question that is examined with the

    support of relevant research and the author's own tentative interpretation. The

    concepts that are focused on in this bachelor thesis are situated knowledge and

    intra-action, but also a number of other relevant media technical concepts are

    addressed. The goal is to investigate provocations in terms of sound and image that

    stand in contrast to each other and how the concepts of intra-action and situated

    knowledge can help media technicians to consciously influence people's experience

    of art installations.

    In this bachelor thesis, four installations have been designed and produced, and

    experiments have been performed on a number of test subjects. The installations in

    this bachelor thesis were created with Logic Pro X (Apple Inc 2017) and were

    shown to the test subjects using a screen and associated audio through a pair of

    headphones

    Keywords: Intra-action, Situated Knowledge, Provocation

  • 198.
    Wilk, Julie
    et al.
    Linköpings universitet, SWE.
    Jonsson, Anna
    Linköpings universitet, SWE.
    Rydhagen, Birgitta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    del Callejo, Iván
    Universidad Mayor de San Simon Bolivia, BOL.
    Cerruto, Noelia
    Universidad Mayor de San Simon Bolivia, BOL.
    Chila, German
    Universidad Mayor de San Simon Bolivia, BOL.
    Encinas, Silvia
    Universidad Mayor de San Simon Bolivia, BOL.
    Kumar, Arun
    Government College, IND.
    Rani, A.
    University of Kota, IND.
    Assessing vulnerability in Cochabamba, Bolivia and Kota, India: how do stakeholder processes affect suggested climate adaptation interventions?2018In: International Journal of Urban Sustainable Development, ISSN 1946-3138, Vol. 10, no 1, p. 32-48Article in journal (Refereed)
    Abstract [en]

    In Cochabamba, the vulnerability assessment process focused on La Maica community and the agriculture sector. Community stakeholders were involved in workshops while municipal and regional actors participated through interviews. In the Kota process, the municipality was in the geographical focal point and a multi-level stakeholder group focused upon slum inhabitants. The suggested interventions and actions in both cities were dominated by systems (infrastructure and ecosystems) while identified barriers and facilitating factors to implementation revealed a greater acknowledgement of governance issues. Focus on marginalized groups and sectors is facilitated by the direct representations of those issues. While multi-stakeholder processes can be important forums for social learning adaptation planning that benefit vulnerable sectors and groups, with limited inclusion and responsibility given to representatives of marginalized sectors and groups for implementation actions, it is likely that the interests and priorities of more powerful actors will dominate and not contribute to increasing the resilience of the most vulnerable. © 2018 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group

  • 199.
    Wilk, Julie
    et al.
    Linkopings universitet, SWE.
    Jonsson, Anna
    Swedish Meteorological and Hydrological Institute, SWE.
    Rydhagen, Birgitta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rani, Ashu
    University of Kota, IND.
    Kumar, Arun
    Alternate Hydro Energy Centre, IND.
    The perspectives of the urban poor in climate vulnerability assessments: The case of Kota, India2018In: Urban Climate, ISSN 2212-0955, E-ISSN 2212-0955, Vol. 24, p. 633-642Article in journal (Refereed)
    Abstract [en]

    Kota with a high proportion of slum dwellers and extremely high temperatures is under great demand to assess the vulnerability and adaptive capacity of different groups of its inhabitants to the impacts of climatic variability and change. Participatory workshops with key stakeholders in urban administration undertook a short vulnerability assessment to gauge current climate adaptation awareness and measures and discuss and decide on a numbered of proposed actions. The city has many policies and disaster management plans in place although implementation and enforcement was often found lacking. The actions were mainly about infrastructure and ecosystems with few related to boosting and transforming agent capabilities and institutions. The action plans outlining the frequency and responsible institutions for tree planting and cleaning streams also lacked detail or identification of lead institutions, departments, or people. Although stakeholders highlighted that local knowledge was not sufficiently used to inform good planning and policies, the action plans did not include community representatives in decision-making rather only in the implementation of the proposed actions. Although when the group identified slum populations as especially vulnerable the focus of the assessment shifted but in action plans representatives of this group were not included in any decision making or planning processes. © 2017.

  • 200.
    Wilk, Julie
    et al.
    Linkopings universitet, SWE.
    Rydhagen, Birgitta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Jonsson, Anna
    Swedish Meteorological and Hydrological Institute, SWE.
    Del Callejo, Iván
    Universidad Mayor de San Simon Bolivia, BOL.
    Cerruto, Noelia
    Universidad Mayor de San Simon Bolivia, BOL.
    Chila, German
    Universidad Mayor de San Simon Bolivia, BOL.
    Encinas, Silvia
    Universidad Mayor de San Simon Bolivia, BOL.
    Framing and blaming in the Cochabamba water agenda: Local, municipal and regional perspectives2017In: Water Policy, ISSN 1366-7017, E-ISSN 1996-9759, Vol. 19, no 4, p. 620-636Article in journal (Refereed)
    Abstract [en]

    We present framings of water issues at three administrative levels in Cochabamba, Bolivia to increase insight of how actors' perspectives facilitate, obstruct or strengthen suggested actions or solutions. Participatory vulnerability assessments were conducted with leaders in one peri-urban community and municipal and regional officials in waterrelated sectors. Actors framed water problems and potential solutions differently, placing blame most often at other levels of responsibility. While all pointed to the municipality as responsible for solving the most acute water problems, it was acknowledged that the municipality consistently underperforms in its responsibilities. All actors promoted concrete and detailed technical measures as solutions to many problems while governance-related ones such as training and increased cooperation between different levels were only discussed at an abstract level. While fiscal federalism would fit some of the suggested management solutions, issues such as ecosystem protection and flooding with cross-border externalities might require shared yet clearly defined responsibilities between different levels. We suggest that the water war of 2000 and the framings that emerged from it have so strongly impacted the current water management situation that alternative management models and solutions are rarely discussed. ©IWA Publishing 2017.

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