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  • 151.
    Nieznanska, Marta
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Experimental evaluation of the smartphone as a remote game controller for PC racing games2014Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race results and user experience. Objectives. To this end, two applications were developed - a game controller application for Android‑based smartphones (i.e. the client application) and a PC server application. The applications support a selected open-source PC racing game called SuperTuxKart. The evaluation of the smartphone encompasses both race results (whether the smartphone enables players to achieve comparable results to the keyboard – a standard game controller) and user experience (whether this game controller may be satisfying to players). Methods. An experiment was conducted where 20 participants controlled the SuperTuxKart game using first the smartphone, and then the keyboard or vice versa. The experiment was followed by a questionnaire-based survey of the user experience. Results. The experiment results indicate that the smartphone may achieve results which are comparable to those achieved by the keyboard. The race times corresponding to the smartphone were somewhat longer than those obtained with the keyboard, but the average relative difference was below 18%. The questionnaire results show that more than half of the participants enjoyed the smartphone more than the keyboard, despite the fact that the smartphone turned out to be a more challenging game controller for many players and did not provide so good control of the racing game as the keyboard. Conclusions. Overall, this study shows that the smartphone has a potential to be a suitable, satisfying and enjoyable controller for PC racing games.

  • 152.
    Nilsson, Max
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Lidåker, Tim
    Blekinge Institute of Technology, School of Planning and Media Design.
    Motivation och digitala spel2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Spelens dragningskraft har länge varit outforskad och vad som motiverar oss att spela är fortfarande svårt att definiera. Spelindustrin saknar ett ramverk för att ersätta termen ”kul” för att i stället på ett vetenskapligt sätt kunna bryta ner vad det är som får spelare att vilja fortsätta spela. Vi har i vår undersökning tittat på orsaken till spelande, för att på så vis undersöka den grundläggande motivationen hos spelare. Undersökningen utforskar inte bara vad som motiverar spelare utan försöker även destillerar den vida använda bransch-termen ”kul” för att kunna ersätta den med termer är baserade på behovstillfredsställande teorier, som istället redogör för varför spelare blir motiverade att fortsätta spela. Vi har även använt oss av teorier om spelberoende för att kunna separera begreppen behovstillfredsställelse och spelberoende för att kunna isolera och diskutera dem separat. Vi har med hjälp av teorier om behovstillfredsställelse genomfört en analys av två spel samt implementerat dessa teorier och slutsatser i en egen spelprototyp. Med analysen och prototypen som grund har vi ur ett utvecklarperspektiv diskuterat kring applicering av teorierna och problem som uppkommer. Det vi kom fram till efter undersökningen är hur man som utvecklare kan anpassa teorier om behovstillfredsställelse och göra dem till en del av utvecklingsprocessen.

  • 153.
    Nilsson, Robin Lindh
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Contact Sound Synthesis in Real-time Applications2014Student thesis
    Abstract [en]

    Synthesizing sounds which occur when physically-simulated objects collide in a virtual environment can give more dynamic and realistic sounds compared to pre-recorded sound effects. This real-time computation of sound samples can be computationally intense. In this study we investigate a synthesis algorithm operating in the frequency domain, previously shown to be more efficient than time domain synthesis, and propose a further optimization using multi-threading on the CPU. The multi-threaded synthesis algorithm was designed and implemented as part of a game being developed by Axolot Games. Measurements were done in three stress-testing cases to investigate how multi-threading improved the synthesis performance. Compared to our single-threaded approach, the synthesis speed was improved by 80% when using 8 threads, running on an i7 processor with hyper-threading enabled. We conclude that synthesis of contact sounds is viable for games and similar real-time applications, when using the investigated optimization. 140000 mode shapes were synthesized 30% faster than real-time, and this is arguably much more than a user can distinguish.

  • 154.
    Nordling, Rasmus
    et al.
    Blekinge Institute of Technology, School of Computing.
    Berntsson, Robin Rietz
    Blekinge Institute of Technology, School of Computing.
    AI in Neverwinter Nights using Dynamic Scripting2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    In this paper research about dynamic scripting and the top culling difficulty scaling enhancement in the game Neverwinter Nights is investigated. A comparison between both a static and a dynamic opponent is made. The human opinion about dynamic scripting is also highlighted. To get an understanding of what the players think about and how they approach an opponent, two experiments were made. One where tests are made on a static opponent and a dynamic opponent, then a second where differences in behavior of the dynamic opponent using top culling and an ordinary dynamic opponent are analyzed. Results from the first test shows the static opponent is more preferable whereas the dynamic opponent using top culling is preferred in the second experiment. Since comparing the two experiments the results are ambiguous. The conclusion is that further investigation is needed in order to answer the question if human players prefer static or dynamic opponents when playing computer games.

  • 155.
    Nässén, Mattias
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Motion controls in a first person game: A comparative user study using various input methods2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Context. Virtual reality is getting closer and closer to being realized with new technologies emerging. This will lead to new ways to experience interactive worlds such as games. In order to keep the highest immersion possible new ways of interaction are needed. Objectives. In this thesis a control method using motion tracking devices such as the PlayStation Move and the Microsoft Kinect is examined as a method of interaction. This is then compared to the use of a gamepad in a prototype first person puzzle game without a virtual reality device. The aim is to discover how it affects the experience in terms of ease of use, immersion and fun factor as well as how it affects the efficiency of the player when completing the same in-game tasks. With this information it’s hoped to get an indication of how viable motion controls can be in a first person game and as a theoretical interaction method for virtual reality. Methods. To compare the control methods user studies are conducted with eight participants who play the prototype game using the two control methods and complete test chambers where their effectiveness is recorded. They are then interviewed to learn what they thought about the control methods and the experience. Results. Results consisting of time and points from the test chambers and answers from the interviews are compiled and analyzed. Conclusions. Analyzing the results of the user studies it is concluded that using motion controls rather than a traditional gamepad decreases the effectiveness of completing in-game tasks. There is an indication that motion controls increases the fun factor and immersion of the experience overall. The motion controls examined needs some getting used to and higher precision in order to be as effective as a gamepad but developing motion controlled games with the limitations in mind can give benefits such as higher immersion and fun factor.

  • 156.
    Oketunji, Temitope
    et al.
    Blekinge Institute of Technology, School of Computing.
    Omodara, Olalekan
    Blekinge Institute of Technology, School of Computing.
    Design of Data Warehouse and Business Intelligence System: A case study of Retail Industry2011Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Business Intelligence (BI) concept has continued to play a vital role in its ability for managers to make quality business decision to resolve the business needs of the organization. BI applications comes handy which allows managers to query, comprehend, and evaluate existing data within their organizations in order to obtain functional knowledge which then assist them in making improved and informed decisions. Data warehouse (DW) is pivotal and central to BI applications in that it integrates several diverse data sources, mainly structured transactional databases. However, current researches in the area of BI suggest that, data is no longer always presented in only to structured databases or format, but they also can be pulled from unstructured sources to make more power the managers’ analysis. Consequently, the ability to manage this existing information is critical for the success of the decision making process. The operational data needs of an organization are addressed by the online transaction processing (OLTP) systems which is important to the day-to-day running of its business. Nevertheless, they are not perfectly suitable for sustaining decision-support queries or business questions that managers normally needs to address. Such questions involve analytics including aggregation, drilldown, and slicing/dicing of data, which are best supported by online analytical processing (OLAP) systems. Data warehouses support OLAP applications by storing and maintaining data in multidimensional format. Data in an OLAP warehouse is extracted and loaded from multiple OLTP data sources (including DB2, Oracle, SQL Server and flat files) using Extract, Transfer, and Load (ETL) tools. This thesis seeks to develop DW and BI system to support the decision makers and business strategist at Crystal Entertainment in making better decision using historical structured or unstructured data.

  • 157.
    Oldberg, Daniel
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Blomgren, Oliver
    Blekinge Institute of Technology, School of Planning and Media Design.
    Hardcorespel och mobila plattformar2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Android Play store och iOS App stores speltopplistor domineras av enkla tidsfördrivsspel, så kallade casualspel, med en klar underrepresentation av svårare hardcoretitlar. Detta kandidatarbete undersöker orsaken bakom detta fenomen med hjälp av en undersökning, där en testgrupp spelar hardcorespelet Fenix box och sedan besvarar frågor. Från undersökningens data har en bättre förståelse om detta fenomen tagits fram. En gestaltande spelproduktion har även genomförts, där hardcore element blev implementerade i ett casualspel. Gestaltningen sätts sedan i relation till undersökningen för en avslutande reflektion.

  • 158.
    Olson, Clas
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Dragonlord Campaign Setting2008Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Dragonlord Campaign Setting, which is a book of 250 pages, is an accessory to the role playing game Dungeons and Dragons, published by Wizards of the Coast, Inc. It describes the game world Saviat that largely is like an ordinary fantasy world, with its fantastic elves and dwarfs, its magic, and supernatural monsters and events. What sets this world apart from all the other worlds that players can place their game in, is the complex and unique caste system in society, as well as the fact the it is real dragons that rule as feudal kings and nobles over the lands on the continent. In the book, the different nations’ geography, culture, history, and society are described, and also places and people that can be interesting for a player or Dungeon Master to know about. It also contains tips and tools that can be used by gamers playing in the world, so that their play in the world of Saviat becomes more interesting and connected to the world. The book directs itself mostly towards people who play D&D, and then mainly to the Dungeon Master. The book is available to be ordered from the Internet, and it is printed with a case-wrap hard cover.

  • 159.
    Olsson, Filip
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Richey, Ellinor
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Inlevelse genom narrativ i spel2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

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

  • 160.
    Olsson, Henrik
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Marklund, Simon
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    En digital kärlekshistoria2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

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

  • 161.
    Olsson, Jimmie Diep
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Karlsson, Thobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Together Together2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

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

  • 162.
    Olsson, Martin Wexö
    Blekinge Institute of Technology, School of Computing.
    GPU based particle system2010Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    GPGPU (General purpose computing on graphics processing unit) is quite common in today's modern computer games when doing heavy simulation calculations like game physics or particle systems. GPU programming is not only used in games but also in scientific research when doing heavy calculations on molecular structures and protein folding etc. The reason why you use the GPU for these kinds of tasks is that you can gain an incredible speedup in performance to your application. Previous research shows that particle systems scale very well to the GPU architecture. When simulating very large particle-system on the GPU it can run up to 79 times faster than the CPU. But for some very small particle systems the CPU proved to be faster. This research aims to compare the difference between the GPU and CPU when it comes to simulating many smaller particle-systems and to see what happen to the performance when the particle-systems become smaller and smaller.

  • 163.
    Osękowska, Ewa A.
    Blekinge Institute of Technology, School of Computing.
    Performance Evaluation of Wireless Mesh Networks Routing Protocols2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    The tremendous growth in the development of wireless networking techniques attracts growing attention to this research area. The ease of development, low installation and maintenance costs and self healing abilities are some of the qualities that make the multi-hop wireless mesh network a promising solution for both - rural and urban environments. Examining the performance of such a network, depending on the external conditions and the applied routing protocol, is the main aim of this research. It is addressed in an empirical way, by performing repetitive multistage network simulations followed by a systematic analysis and a discussion. This research work resulted in the implementation of the experiment and analysis tools, a comprehensive assessment of the simulated routing protocols - DSDV, AODV, OLSR and HWMP, and numerous observations concerning the simulation tool. Among the major findings are: the suitability of protocols for wireless mesh networks, the comparison of rural and urban environments and the large impact of conditions such as propagation, density and scale of topology on the network performance. An unexpected but valuable outcome is the critical review of the ns network simulator.

  • 164.
    Palm, Daniel
    Blekinge Institute of Technology, School of Computing.
    Eye on the Prize: Enhancing Realism during Interaction towards Non-Player-Characters with Natural Eye Movements2013Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    In the wake of motion capture and visual animation one aspect seems to be lacking. A realistic representation of the dynamic and unpredictable human visual perception. A human examines her surroundings in a unpredictable, saliency based and top-down task oriented manner. In the field of computer science, interaction design and the industry of game development, great leaps have been taken when it comes to capture motion of bodies. Motion capture helps developers and film makers to portray realistic humans in virtual environments. Where motion has come far, eyes and perception has not. As of yet a virtual representation of human visual perception, has not been mimicked as close as body motion. This thesis will examine perceived realism in virtual agents, with a focus on eye motion. In this study a virtual agent has been given eye movements of human beings and been compared to an agent based on current virtual agents in games. This is the first step towards synthesizing more than just human motion in virtual agents. It will provide future research with the data and tools needed to produce an algorithm based on the gathered data. Prior context research includes a study of current games. Two participant experiments have been be conducted, both has recorded eye positional data for analysis. The first experiment helps build the second as it compares virtual agents using a Likert scale for a subjective rating of realism. The results offers some very interesting data, indeed data that lie at the core of the study as well as data for further studies. While statistical analyses of Likert scales might be considered ambiguous this study has done so and reached a conclusion. A virtual agent enhanced with eye-motion based on human eye movements does portray a more realistic human like behaviour.

  • 165.
    Paulsson, Evy
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Björklöf, Jenny
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Immersierande Motivation: Hur immersion upplevs vid lärande spel av yrkesverksamma2015Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Spellärande blir allt vanligare, även inom arbetslivet. Det finns flera olika skäl till varför dataspel som läromedel har ökat i popularitet. Ett av argumenten för spellärande är att de är motiverande. En av motivationsfaktorerna i dataspel är immersion. I denna studie ville vi undersöka om im-mersion verkar motiverande vid lärande vid kompetensutbildning. Syftet med studien var att nå en förståelse om hur immersion och lärande spel kan verka som stöd vid kompetensutbildning, vad som ger upphov till immersion vid spel och hur detta upplevs. För att få svar på detta problematiserades följande frågeställningar fram; hur upplever yrkesverk-samma immersion vid spel? Vad är det yrkesverksamma upplever ger upphov till immersion vid spel? Hur upplever yrkesverksamma att immersion kan verka som stöd till lärande och motivat-ionshöjande faktor vid användning av lärande spel vid kompetensutbildning? En hermeneutisk studie genomfördes var sex yrkesverksamma deltog. Resultatet av studien blev att yrkesverksamma upplever att immersion i samband med lärande spel vid kompetensutbildning kan: ge möjlighet till att snabbt komma in i information, vara en förutsättning för lärande, bidra till att alla spel lär, påverkas av spel tillsammans med andra, falla för långt ifrån ämnet och kräva kunnande för spelutveckling.

  • 166.
    Pedersen, Henrik
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Carlson, Daniel
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    IT-säkerhetspolicy – efterlevs den av anställda?2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    SAMMANFATTNING IT säkerhetspolicys är huvudsakligen till för att skydda företag mot intrång och oönskad spridning av information. Statistik visar att den IT-relaterade brottsligheten ökar och då är det viktigt att företagen är väl förberedda mot dessa. IT-säkerhetspolicyn utgör en viktig del i denna förberedelse. Statistik visar på att de IT relaterade brotten ökar och då är det viktigt att företagen är väl förberedda mot dessa. IT säkerhetspolicyn utgör en viktig del i denna förberedelse. Många av de IT brott som begås kan härledas indirekt till anställda vid de företag där brotten sker. Genom att skapa en bättre förståelse för säkerhetsmässiga risker och hot hos den anställde kan man skydda företaget mot denna indirekta medverkan till brottslighet. Detta kandidatarbete undersöker huruvida personalen vid Blekinge Flygflottilj (F 17) efterlever sin gällande IT säkerhetspolicy. Detta görs i form av en omfattande enkätundersökning. Syftet med arbetet är att se hur en förankrad IT-säkerhetspolicy efterlevs av anställda vid F 17. Resultatet av undersökningen visar att de anställda i viss mån bryter mot F 17:s IT säkerhetspolicy. Beroende på vilken grad av IT säkerhetsutbildning och på vilket sätt den anställde tagit del av policyn, visar det sig vara skillnader i hur de efterlever denna. De som inte alls tagit del av policyn var de som bryter mest mot denna.

  • 167.
    Peng, Cong
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    A Hybrid Cloud Approach for Sharing Health Information in Chronic Disease Self-Management2013Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context: Health information sharing improves the performance of patient self-management when dealing with challenging chronic disease care. Cloud computing has the potential to provide a more imaginative long-term solution compared with traditional systems. However, there is a need for identifying a suitable way to share patient health information via cloud. Objectives: This study aims to identify what health information is suitable and valuable to share from a type 2 diabetes patient when multiple stakeholders are involved for different purposes, and find out a promising and achievable cloud based solution which enables patients to share the health information what and where they want to share. Methods: To get a clear and deep understanding on the subject area, and identify available knowledge and information on relevant researches, a literature review was performed. And then, a prototype on the case of type 2 diabetes is implemented to prove the feasibility of the proposed solution after analyzing the knowledge acquired from literatures. Finally, professionals and patient were interviewed to evaluate and improve the proposed solution. Results: A hybrid cloud solution is identified as a suitable way to enable patient to share health information for promoting the treatment of chronic disease. Conclusions: Based on the research with type 2 diabetes, it was concluded that most records in daily life such as physiologic measurements, non-physiologic measurements and lifestyle are valuable for the treatment of chronic diseases. It was also concluded that hybrid cloud is suitable and achievable for sharing patient-recorded health information among trusted and semi-trusted stakeholders. Moreover, anonymous and patient opt-in consent model are suitable when sharing to semi-trusted stakeholders.

  • 168.
    Persson, Anders
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Exploring Phishing Attacks and Countermeasures2007Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Online banking and e-commerce applications have good protection against attacks directed direct towards their computer systems. This, the attacker has considered and instead use “social engineering” attacks, such as phishing to gain access to the information inside [1] [15] [21]. Phishing is a growing problem that many different companies are trying to develop a working protection against. The number of new phishing-sites per month increased by 1363 % between January 2005 and October 2006, from 2560 to 37 444 attacks [3] [2]. Today there are several different antiphishing applications as well as implemented methods to prevent attacks, but it’s not certain they giving enough protection. In this paper we plan to investigate the concept of phishing to better understand the threat it provides. We will analyse 252 different phishing attacks and examine a number of existing antiphishing applications to see if there are possibilities to improve the different protection methods to improve the accuracy of such tools.

  • 169.
    Persson, Gustav
    et al.
    Blekinge Institute of Technology, School of Computing.
    Udd, Jonathan
    Blekinge Institute of Technology, School of Computing.
    Ray Tracing on GPU: Performance comparison between the CPU and the Compute Shader with DirectX 112010Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The game industry have always looked for rendering techniques that makes the games as good looking and realistic as possible. The common approach is to use triangles built up by vertices and apply many different techniques to make it look as good as possible. When triangles are used to draw objects, there is always edges and those edges often make the objects look less realistic than desired. To reduce these visible edges the amount of triangles for an object have to be increased, but with more triangles more processing power from the graphics cards is needed. Another way to approach rendering is ray tracing which can render an extremely photo realistic image but to the cost of unbearable low performance if you would use it in a realtime application. The reason raytracing is so slow is the massive amount of calculations that needs to be made. In DirectX 11 a few new shaders where announced and one of them were the compute shader, the compute shader allows you to calculate data on the graphics card which is not bound to the pipeline. The compute shader allows you to use the hundreds of cores that the graphic card has and is therefore well suited for a raytracing algorithm. One application is used to see if the hypothesis is correct. A flag is used to define if the application runs on the CPU and the GPU. The same algorithm is used in both versions. Three test where done on each processing unit to confirm the hypothesis. Three more tests where done on the GPU to see how the performance scaled on the GPU depending on the number of rendered objects. The tests proved throughout that the compute shader performs considerably better than the CPU when running our ray tracing algorithm.

  • 170.
    Persson, Jakob
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Folkrörelser och nätverk: sociala, informativa och tekniska2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This project covers the development and design of a website, with a content management system for site maintenance, and a web community for the Vileda Network organization. It also includes my thoughts and ideas on Vileda Network as a voluntary association and the role of the network, both as a social phenomenon but also as a channel for communication and how it has changed and evolved throughout the past century.

  • 171.
    Persson, Jenny
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Death and Who Comes Next: A Neverwinter Nights Adventure2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The following is an overview of the final project of my Bachelor’s Degree, which I worked on during the spring of 2009. The first part of the document describes the goal, creation and final result of the project, as well as the work process. In the second part I reflect on my work and consider what I have learnt. Finally there is a glossary in which some technical terms are explained, as well as a couple of excerpts from the design document that was part of my project.

  • 172.
    Petersson, Jonas
    Blekinge Institute of Technology, School of Computing.
    Real-time JPEG based video decoding on mobile phone hardware using C# and XNA 4.02012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Using the mobile phone to play games is very common today. The development is going forward, which has increased the demands from the users. Demands such as; increased visual appearance, faster feedback and improved interactive possibilities. To meet with these requirements a more powerful computer can facilitate the work for the mobile phone, for example rendering a game and sending the image data to the phone using wireless communication. The phone can then decode and display the image on its screen. The main object for this thesis is to implement a JPEG based decoder on Windows-based phones using C# and XNA 4.0. The decoder is based on an existing C++ implementation, which follows the JPEG standards. The need of an 8x8 matrix made the existing XNA matrix inapplicable, which lead to the use of own defined matrices instead. Even though it seemed promising, the matrices that were own defined were too slow and created a bottleneck in the decoding process. C# is not efficient at iterating through arrays with lots of data. An XNA based stream to decode the compressed image data made it possible to decode the image without using the matrices, and resolve the bottlenecks. The FromStream method is in some cases almost nine times faster than the own implementation, the bottlenecks are for the mostly found in the matrix calculations. When possible, use C++ when creating applications, it handles large amounts of data much faster than equal C# applications, unfortunately C++ will not work on all devices, such as Windows based phones.

  • 173.
    Petersson, Robin
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Preutz, Alexander
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Dacevic, Nebojsa
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Björkander, Daniel
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Multiplayerspel utvecklat i Flash, Slutreflektion för ”Monsters & Masonry”2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Flashspel är en väldigt populär form av ledigt spelande, men det finns fortfarande spelformer som är outforskade. Vi bestämde oss för att göra det ingen utvecklare hittills lyckats med, det vill säga att skapa ett så kallat ’Massively Multiplayer Online Flash Game’. Ett spel som konstant är uppkopplat till internet och lever vidare genom spelarna. Problemet ligger i plattformen. Flash har alltid varit krävande för datorer och det görs inte lättare av att en ständig kommunikation med en server måste ske. Utmaningen har legat i att implementera många funktioner och mycket grafik utan att få en märkbar prestandaminskning, samt att minska fördröjningen mellan klient och server. Vi valde att dela upp arbetstiden i tre stadier: Koncept, research och produktion. I konceptstadiet bestämde vi oss för hur spelet skulle fungera. I researchstadiet förberedde vi oss för produktionsdelen genom att samla information inom våra respektive arbetsområden. I produktionsstadiet kodade vi spelet och ritade all grafik. Musik och ljudeffekter fick vi levererat på beställning av utomstående personer.

  • 174.
    Pettersson, Fredrik
    et al.
    Blekinge Institute of Technology, School of Computing.
    Ronnje, Erik
    Blekinge Institute of Technology, School of Computing.
    Karlsson, Patrik
    Blekinge Institute of Technology, School of Computing.
    The Treasure Hunters2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The treasure hunters är ett spel utvecklat av Patrik Karlsson, Fredrik Pettersson och Erik Ronnje, med hjälp från Hampus Mecklund, Fredrik Häthén och Svante Joelsson. Vårt mål var att göra ett tydligt och färgglatt samt roligt spel som var lätt att lära sig, där flera spelare skulle kunna spela tillsammans. Idén utvecklades snabbt till ett klassiskt plattformsspelsäventyr likt New Super Mario Bros Wii(2009). Spelet går inte ut på att spela mot varandra även om det går, däremot är det tänkt att spela tillsammans upp till fyra spelare för att försöka klara av banorna. Slutreflektionen kommer att innehålla en beskrivande del av produktionen och produktionsprocessen från start till slut. Vi ger också en inblick i hur spelresultatet blev. Förutom detta går vi också igenom olika sätt för spelaren att lära sig på, genom att förklara hur speldesigners kan tänka för att göra det enkelt för spelaren att förstå. Vi beskriver också våra undersökningar som vi har gjort under tiden med projektet, hur det har hjälpt oss och hur det har påverkat spelprojektet i sig.

  • 175.
    Pokhrel, Prasanna
    et al.
    Blekinge Institute of Technology, School of Computing.
    Vemulapalli., Siva Praneeth Babu
    Blekinge Institute of Technology, School of Computing.
    MEASURING SATISFACTION OF USAGE OF WEB-BASED INFORMATION SYSTEM (WBIS) FOR e-SERVICES2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Advances in Information and Communication Technology (ICT) and the drastic growth of the Internet over the past decade have considerably changed the environment for end users of computer systems. Therefore, it is important to review how user satisfaction is measured with information systems, especially in a web-based environment. User satisfaction has become one of the most important measures of the success or effectiveness of information systems; however, there is a need of better understanding of its structure and dimensionality in the web environment. The objective of this research was to develop and validate an instrument for measuring user satisfaction in a web-based environment. In this research, three commercial websites were taken as representatives of Web-Based Information Systems (WBIS) for e-services. This study involved testing the validity and reliability of the end-user satisfaction over a set of heuristics, based on responses from users of three e-service websites. This thesis explores not only the role of user satisfaction but also the role of aesthetics and other factors, which play a significant role in service oriented websites. In the past, satisfaction was thought to originate from the effectiveness and efficiency of a product and less from its aesthetic qualities. This theory is beginning to change as numerous studies have indicated the importance of visual aesthetics in web design. In service interfaces, aesthetics (the perceived visual appeal and appropriateness of an object) has shown to correlate positively with many aspects of usability and emotional satisfaction.

  • 176.
    Pour, Shiva. Abdi Farzaneh
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    User Identification Roadmap towards 2020: A study of personal identification challenges for ubiquitous computing world2008Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    This thesis is about Personal Identification challenges towards Ubiquitous Computing world as targeted in 2020. The study starts by defining the problems that how diversity of tools for personal identification as an always-foreground activity is problematic in order to become a pervasive interaction. The thesis is divided into three parts. Part one is introduction, background and related works. Part two will describe the empirical study—Triangulation— that is supported by qualitative and quantitative methods. Observation and the analysis over collected data, also the result of informal interviews will cover the qualitative part. The informal interview consists of pre-determined questions that some answers have been analyzed by graphs and the last part of interview was the open discussion that ascertain what values the interviewees counts in today’s identification designs and what challenges or improvements they believe for future of personal identification. Last part is the future works and conclusion. The result of empirical study was applied on new technologies like RFID, Mobile identification and Biometrics, to investigate whether new identification tools and techniques cover the challenges on today’s identification and what future works they might need to focus on.

  • 177.
    Qureshi, Kashif Manzoor
    et al.
    Blekinge Institute of Technology, School of Computing.
    Irfan, Muhammad
    Blekinge Institute of Technology, School of Computing.
    Usability evaluation of e-learning applications, A case study of It’s Learning from a student’s perspective2009Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    The basic purpose of e-learning applications is to deliver knowledge, share information and help learners in their learning activities in an effective and efficient way by involving advanced electronic technologies. Usability of e-learning applications is of great significance because their success depends upon basic usability principles. The criteria for judging the success can be defined by user satisfaction level after the user’s interaction with interface of e-learning system. In this research report we present the results of a usability evaluation of an e-learning system. Appropriate use of usability evaluation methods according to given scenarios is an important aspect of this report. Both end-users and usability experts participated in our study, during which we used different methods for usability evaluation of specific e-learning platform It’s Learning. The authors give recommendations for the improvement of It’s Learning after validating the results of methods used for usability evaluation. Moreover, the authors discuss the areas of e-learning with relation to usability where future could be more beneficial to learners by involving and adopting new technologies.

  • 178.
    Rasmus, Jensen
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Markus, Lundberg
    Blekinge Institute of Technology, School of Planning and Media Design.
    Phobia, ett grafiskt koncept2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Genom att samla kunskap om psykoser och analysera spel och film utvecklar vi ett grafiskt koncept för ett skräckspel. Genom intervjuer tar vi reda på hur konceptet uppfattas av spelare och spelutvecklare. Konceptet saknade grafiskt narrativ, vilket gjorde att spelets tema tolkades olika av alla respondenter. Vi diskuterar vikten av ett grafiskt narrativ, och hur spelets grafiska stil kan fortsätta utvecklas.

  • 179.
    Raza, Syed Tosif
    et al.
    Blekinge Institute of Technology, School of Computing.
    Naveed, Sundas
    Blekinge Institute of Technology, School of Computing.
    Mobile Communication Technologies and Their Effects on Elderly, A Case Study of Diabetes type 2 Elderly2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Ageing population’s increasing ratio is alarming and the needs of elder persons are increasing day by day. Fast increase in ageing population means the growing of chronic diseases as well. Diabetes type 2 is a chronic disease which commonly found in elder persons. Technological innovations in Health care sector playing an enormous role in improving the healthy life of all humans. Use of latest technologies in perceiving the health services are now common. Each technology in this era is facilitating in many ways, same is the case with mobile phone which can provide multiple functionalities for the betterment of elderly life. The focus of this study is to investigate the reasons of less use of mobile phone in elderly life and what other functionalities elderly want in coming mobile phones. The results of this study would be supportive in understanding the problems of diabetes type 2 patients in using mobile phone. This study would also be helpful for the manufacturers in developing the mobile phones according to the needs of elder persons. The analysis of this research work depends on three study stages. It starts from the literature review, in which we learned the effects of diabetes on elder persons. It also includes the usability features of mobile phone which necessary for implementing the future functionalities with elderly perspective. On the basis of literature review we designed the questionnaire and prepare the interviews. Interviews were conducted with two health care professionals and questionnaires with the citizens of county of Blekinge. We believe that our analysis will be helpful for both elderly and mobile phone manufacturing companies and they will also be supportive in increasing the quality of life of elderly.

  • 180.
    Remelin, Rickard
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Biosteel2008Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This is the reflection of a graduation work done by Rickard Remelin. The work was made to create a proof of concept for a complex 3D computer game. All common elements such as creating Design document, story, programming, 3D modeling, texturing, animation, sound, etc, has been developed singlehandedly. Software used are Gimp, Blender, Gameblender and Audacity. The code was partly written in Python.

  • 181.
    Ridbäck, Petra
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    En analys av tillgängligheten på Osby kommuns hemsida2007Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Frågan om en tillgänglig hemsida har fått en allt större betydelse i offentliga verksamheter. Genom att följa riktlinjerna i Vägledningen 24-timmarswebben, utgiven av Verva (Verket För Förvaltningsutveckling), kan man få en tillgänglig hemsida. En rapport från FunkaNu som gjordes 2006 visade att Osby kommuns hemsida hade tillgänglighetsproblem och kommunen bestämde sig för att förbättra tillgängligheten. Ett första steg i detta arbete var att uppgradera till ny version av sitt publiceringssystem och att utbilda webbredaktörerna i webbtillgänglighet. Vilket resultat har dessa satsningar gett? Syftet med denna rapport är att undersöka i vilken omfattning Osby kommuns hemsida följer riktlinjerna i Vägledningen 24-timmarswebben och därigenom se hur tillgänglig Osby kommuns hemsida är. Genom att utföra teoretiska och praktiska tester har webbplatsen www.osby.se undersökts för att se vilka riktlinjer som följs. Totalt har 77 riktlinjer granskats. Resultatet av undersökningen visar att Osby kommuns hemsida följer 47st (cirka 60%) av de undersökta riktlinjerna. I samband med att publiceringssystemet uppgraderades minskade valideringsfelen med 90% på startsidan. Hemsidan använder sig av en stilmall för att styra merparten av presentation och layout samt är den uppbyggd med en kombination av fasta och flexibla mått. Navigation, struktur och utformning är konsekvent. Hemsidan har en rubrikstruktur, tabbordning och det fungerar att navigera med tangentbordet. Det finns fortfarande en hel del saker webbplatsen behöver förbättra för att bli mer tillgänglig. Det finns 30 riktlinjer som inte följs. Genom att de inte följs har hemsidan brister i sin tillgänglighet av allvarligare och mindre allvarlig karaktär. Till exempel visar resultatet att information på teckenspråk saknas och uppgifter om informationsansvarig likaså. Webbplatsens html-kod och även koden för stilmallen följer inte någon standard. Om användaren använder webbläsarens inbyggda funktion för utskrift får den inte hela sidan utskriven. För att öka tillgängligheten bör kommunen arbeta vidare med att öka andelen av riktlinjerna som följs. Då får de med automatik en mer tillgänglig hemsida.

  • 182.
    Rodríguez, Jessica
    Blekinge Institute of Technology, School of Computing.
    Software Process Improvement for SMEs using OMM2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Software Process Improvement initiatives have been implemented by many companies in order to achieve quality of products and practices. Many models like CMMI and IDEAL have been adopted as a means to gain competitive advantages among competitors and trustworthiness of customers. Although these models have proved successful results, the inherent characteristics of SMEs make it difficult and in many cases unfeasible to implement such models, without meaning that those companies are less capable of producing quality products or adopting well-defined practices. This research presents a model to guide Software Process Improvement (SPI) according to the context of Small and Medium Enterprises (SMEs) using the Open Maturity Model (OMM) elaborated by the QualiPSo consortium. Different literature reviews, a survey and a focus group were done in order to build the theoretical foundations that support the structure of the proposed SPI model, validate the findings and evaluate the resulting SPI model. SPI in SMEs, CMMI implementations in SMEs, issues affecting SPI programs, and Knowledge Management approaches supporting improvement of software processes and practices are the four main pillars of the theoretical background supporting the design of the proposed SPI model, which is the major outcome of this thesis project and is aimed to guide SPI programs considering OMM assessment results. The proposed SPI model was subject of a preliminary evaluation with researchers and a validation with practitioners. The results have confirmed that SPI outcomes are more valuable when business requirements and SPI objectives are chosen to drive the improvement actions. The importance of organizational awareness and the value of knowledge management strategies to mitigate potential problems faced when implementing SPI has also been highlighted when evaluating the model.

  • 183.
    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.

  • 184.
    Rudvi, Emil
    Blekinge Institute of Technology, School of Computing.
    Digital Game Mechanics: to create an analog board game prototype2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Analog games misses a lot of quick games in terms of game time and play time in the FPS genre. This genre often takes more time to play in an analog game. Could the game play become quicker by examining the different game mechanics in order to give the players a smoother game play by a reduction of downtime. Game mechanics that could be found in a digital FPS game such as Doom III, were converted to a prototype. These digital gameplay mechanics were converted so that an analog game could be played simultaneously. These game mechanics decrease the game time and down time in a way that a game using a turn based game order would not. The digital game Doom III was used to create the prototype and eight analog games of different types and genres were examined to collect more unique game mechanics. All were suited for a multiplayer type of gameplay. To get an understanding of what game elements were well liked in both digital and analog games, a questionnaire was created with twelve questions. The participants answered questions on the subjects of their favourite genre, missing game mechanics in both digital and analog games, well liked game mechanics, and also what the participants thought was impossible to create in a game in terms of game mechanics. The results of both the analysis of the eight analog games and the answers from the participants created the base plan for the development of the prototype focusing on low downtime, re-playability, and an average amount of luck. Several game mechanics were discussed and some of them were play tested. This resulted in keeping some game mechanics while others were removed because these game mechanics did not provide a rewarding gameplay. Several game mechanics were nearly impossible to implement without the use of a digital representation. An example on this type of issue was the first person view in the digital game. The perception of skill based game mechanics could be moved to an analog board game but would have to be determined by other game mechanics instead of the player’s physical capabilities. The conclusion lead to a prototype that could be played in an hour, which is a low game time for games in this genre. The FPS gameplay mechanics was converted to an analog game, but all game mechanics could not be transferred to the prototype without a conversion.

  • 185.
    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.

  • 186.
    Saganowski, Stanislaw
    Blekinge Institute of Technology, School of Computing.
    Analysis of Social Group Dynamics2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    The continuous interest in the social network area contributes to the fast development of this field. New possibilities of obtaining and storing data allows for more and more deeper analysis of the network in general, as well as groups and individuals within it. Especially interesting is studying the dynamics of changes in social groups over time. Having such knowledge ones may attempt to predict the future of the group, and then manage it properly in order to achieve presumed goals. Such ability would be a powerful tool in the hands of human resource managers, personnel recruitment, marketing, etc. The thesis presents a new method for exploring the evolution of social groups, called Group Evolution Discovery (GED). Next, the results of its use are provided together with comparison to two other algorithms in terms of accuracy, execution time, flexibility and ease of implementation. Moreover, the method was evaluated with various measures of user importance within a group. Obtained results suggest that GED is the best method for analyzing social group dynamics.

  • 187.
    Sahar, Farrukh
    et al.
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Asim, Muhammad
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Citizen Access to eHealth Services in County of Blekinge2009Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    In the presence of challenges arise from ageing populations, increasing incidence of chronic diseases, high health care cost, rapid changes in technological equipment and medical knowledge, eHealth offers tremendous abilities to develop and deliver health care services to the end user that is both seamless and integrated according to the needs and requirements of individuals. Even though the prospective of eHealth is accepted in academia as well as among policy-makers, health care planners and health care practitioners, the implementation of its applications has appeared to be difficult then expectations. In order for successful implementation of eHealth, it is necessary to offer eHealth services according to the citizens and patients expectations. The purpose of this study was to investigate citizens‘ accessing the eHealth services in the county of Blekinge by identifying the accessible, currently accessed, projected and imagined eHealth services. The knowledge from this study would be supportive to the regional health authorities to understand the citizens‘ needs and requirements for a successful delivery of eHealth services in county of Blekinge. In the first phase through extensive review of the literature the eHealth services which are more in health care practices within European countries were identified. On the basis of findings of first phase interviews were conducted to know strategies plans regarding eHealth services. After analysis of interviews, questionnaire was conducted to know the citizens opinions about eHealth services. The authors find that, after understanding the success criteria of effectively running eHealth services within European countries, many eHealth services could be implemented successfully in the county of Blekinge. The rules of interoperability among Hospitals, GP‘s, Primary Cares and Dental Services would provide substantial benefits to citizens and they can access the eHealth services whenever and wherever they want. Moreover in future citizens would have eHealth services according to their expectation.

  • 188.
    Salman, Muhammad
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Collision Detection and Overtaking Using Artificial Potential Fields in Car Racing game TORCS using Multi-Agent based Architecture2013Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    The Car Racing competition platform is used for evaluating different car control solutions under competitive conditions [1]. These competitions are organized as part of the IEEE Congress on Evolutionary Computation (CEC) and Computational Intelligence and Games Sym-posium (CIG). The goal is to learn and develop a controller for a car in the TORCS open source racing game [2]. Oussama Khatib [3] (1986) introduced Artificial potential fields (APFs) for the first time while looking for new ways to avoid obstacles for manipulators and mobile robots in real time. In car racing games a novel combination of artificial potential fields as the major control paradigm for car controls in a multi-agent system is being used to coordinate control interests in different scenarios [1]. Here we extend the work of Uusitalo and Stefan J. Johansson by introducing effective collision detection, overtaking maneuvers, run time evaluation and detailed analysis of the track using the concept of multi-agent artificial potential fields MAPFs. The results of our extended car controller in terms of lap time, number of damages and position in the race is improved.

  • 189.
    shah, Syed Mehr Ali
    Blekinge Institute of Technology, School of Computing.
    Usability assessment Method of the open source applications Case Study of OpenOffice.Org 3.02009Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Open-source software is becoming a gradually more popular as a software development method; some of the most successful softwares are for example: the Linux operating system, Mozilla, Apache web server and openoffice.org. Open source softwares viewed by many as being very good in terms of their usage, reliability, performance and market share. Mostly open source software developer focus on functionality and different feature of the software; on the other hand they ignore the user centric design requirement. In this thesis the importance of the usability in Open source applications, such as Openoffice.org are described and how usability can be measured by assessing user performance such as, satisfaction, effectiveness and acceptability. Openoffice.org is a freely available office suite in different operating system and with different languages. The OpenOffice.org 3.0 feature set is similar to the feature set of Microsoft Office 2003. It has word processing, spreadsheet and presentation applications all together within a common suite. But still this application suite is not much familiar among common users that cause a major usability threat for usability studies. The basic purposed of this thesis was to find out the issues and users satisfaction regarding this Openoffice.org. Empirical method of usability assessment such as thinks aloud, Questionnaires and interviews were used.

  • 190.
    Shembilu, Allen
    Blekinge Institute of Technology, School of Computing.
    IMPORTANCE OF SOCIAL NETWORKING FOR STUDENT PARTICIPATION IN EDUCATION IN TANZANIA2013Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    The web 2.0 technology and its associated social networks have brought tremendous effects in each day life. The effect is now reaching the educational settings due to online increasing activities. Indeed, new ways of learning have started to attract the ongoing debate for inclusion web 2.0 technologies into pedagogy. The effects of Blogs, Wikis, Twitter, Facebook, MySpace, Moodle, RSS feeds and other related social networking tools in the formal and informal education, is vividly seen. Educators all over the World are keen to implement them into educational practices. What benefits have so far been observed by both students and educators? This is an important question that needs to be answered thoroughly, in order to establish a new shift in educational and pedagogical thinking. Information sharing accompanied by openness and a great deal of voluntary collaboration, is what forces the exploration in this area of informatics. In Tanzania, the Ministry for Education and Vocational Training has developed a policy for Information and Communication Technology for Basic Education in July, 2007. This was done so as to integrate ICT in education after realizing its potentials in daily life. Through this policy and other initiatives supported by Swedish International Development Agency (SIDA), a birth of eSchools was realized for integrating ICT in Education. The aim of this study is investigating the importance of online social networking sites in education in Tanzania. Using a quantitative method, this study includes a total of 56 participants (key informants) as a sample. All participants are students at the University of Dar es Salaam pursuing various courses. The instrument for data collection was a questionnaire composed of 19 questions. The usable rate of returned responses was 61% of the anticipated responses. The responses were then collated for analysis by means of MS excel. The study was conducted in March and April, 2012 and revealed that, the online social networks is not fully utilized in Tanzania for educational purposes. Lack of wider access to technology is a big hindrance, although not a definite factor by itself. Another factor has been identified as lack of sensitization among students and educators. Furthermore, the report provides recommendations on how this technology can be fully exploited for the benefits of the students and community at large.

  • 191.
    Siddiqui, Muhammad Yasir
    et al.
    Blekinge Institute of Technology, School of Computing.
    Gir, Alam
    Blekinge Institute of Technology, School of Computing.
    An Integration of policy and reputation based trust mechanisms2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context: Due to popularization of internet and e-commerce, more and more people getting involved in online shopping market. A large number of companies have been transferred to the internet where online customers have been increased due to easy access. The online business facilitates people to communicate without knowing each other. The e-commerce systems are the combination of commerce behavior and internet technologies. Therefore, trust aspects are positive elements in buyer-seller transactions and a potential source of competitive e-commerce industry. There are two different approaches to handle the trust. The first approach has a solid authentication set of rules where decisions are made on some digital or logical rules called policy based trust mechanism. The second approach is a decentralized trust approach where reputation assembled and shared in distributed environment called reputation based trust mechanism. Objectives: In this thesis, the strengths and weaknesses of policy and reputation based trust mechanisms have been identified through systematic literature review and industrial interviews. Furthermore, the process of integrated trust mechanism has been proposed. Methods: The integrated trust mechanism is proposed through mapping process, weakness of one mechanism with the strength of other. The proposed integrated trust mechanism was validated by conducting experiment with buyer/seller scenario in auction system. Conclusion: The analysis of collected results indicated that proposed integrated trust mechanism improved the trust of buyer against eBay and Tradera. At the end, we have discussed some key points that may affect trust relationship between seller and buyer. Furthermore, there is a need for further validation of proposed trust mechanism in auction system/e-commerce industry.

  • 192.
    Sidhavatula, Vikas
    et al.
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Grube, Per Pascal
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    FIM-The development of a Fault Injection and Monitoring application for work simulation support2008Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    In this thesis work, we try to enhance an industry work simulator by developing a Free and Open source fault injecting and monitoring application. We present our experiences and ideas while participating in a work simulation. We implement some of these ideas to further enhance the simulation. We also try to connect these experiences to the fields of Human Com- puter Interaction (HCI), Computer Supported Cooperative Work (CSCW) and Ubiquitous Computing.

  • 193.
    Sjöberg, Astrid Selling
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Willing Technology: Inheriting understanding and practice in an complex technological system of dialysis treatment2004Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    This thesis was originally motivated by a curiosity about how historicity and culture forms understanding in activities in a work situation. I wanted to gather and structure some thoughts about what happens when scientific, formally educated, knowledge, which dominates in a traditional desk learning situation, is facing knowledge which is learned through practice in real work situations with complex technology. These contradictions, I believe, must be something we all experience every day, more or less consciously. A study could perhaps be done at any kind of activity or work. I chose a dialysis department and the work of dialysis nurses as an example. This turned out to be a good choice, since these two perspectives of understanding becomes quite clear in a setting with new technology, which, together with routines and treatment, is developing and changing constantly. Patients, nurses, doctors, patient wards, dialysis machines, water cleansing system, and so forth create a complex system. It is not possible to analyse this system, or even create anything meaningful for it, unless bringing in a perspective of time and culture, into the discussion. Historicity explains and forms work practice at the very same time, when the nurses have to create a standpoint and an understanding for the actions they have to take. Creating meaningful design into complex environments is not helped by aiming for a total understanding of the whole system. Instead, agents that form the change of understanding, behaviour and action may work as keys into the creation of new design.

  • 194.
    Smoliński, Dominik
    Blekinge Institute of Technology, School of Engineering, Department of Systems and Software Engineering.
    Application of data warehousing and data mining in forecasting cancer diseases threats2008Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Multidimensional analysis, trends analysis, summaries and drill-downs as data warehousing methods of choice provided rich, valuable and detailed perspective of cancer threats in terms of virtually any dimension covered by data. These allowed to model the risk of cancer including age, race, sex and survival chances among others, to spot most dangerous and incident cancers, revealed how little survival chances and treatment efficiency increased over last 30 years and how little early diagnosis was improved, presented trends and changes in them and changes in cancer risk related to place of residence and emphasized the importance of risk mitigation by screening and healthy lifestyle. These methods also turned out to be easy, requiring less computer science related knowledge as one could expect. With little support from IT staff, oncology domain professionals can easily benefit from vast data sets and analytical power applied to it. Data mining algorithms evaluated over melanoma of the skin data managed to extract what's already known in the domain. Therefore, when used by oncology professionals over less generic data one can expect data mining to have the potential of extending experts' knowledge. Neural networks, decision trees and clusters showed higher prediction accuracy than Naive Bayes classifiers and association rules but it is advised to merge results from many algorithms. Findings by particular algorithms are often disjoint and when combined, allow to reveal more despite varying predictive performance. Analysis of caCORE system and systemic integration experiment proved that building a large-scale oncological data system integrating distributed data is extremely complex. Integrating with it requires a lot of effort to understand its structures, prepare data mappings and implement integration procedures. Strict cooperation of IT and oncology professionals is mandatory. Suggestions were made to simplify the generic caCORE data model (ontology) or split it into smaller parts and expose as much integration functionality as web interfaces or encapsulated classes to decrease the complexity of the process. Tweaked like that, caCORE would be fully feasible and could be considered as the future of application of data warehousing and data mining techniques in oncology, providing distributed and common-model compliant dataset and leveraging the power of research community.

  • 195.
    Staberg, Helena
    Blekinge Institute of Technology, School of Computing.
    Multiple and weighted Potential Fields in arena games2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Potential Fields is an obstacle avoidance and general path-finding technique that has only quite recently started to be used in AI for video games. It has previously mainly been used in robotics for robot navigation. Although quite unexplored, Potential Fields have so far worked well in video games. Previous research has mainly focused on RTS (Real-Time Strategy) games. This research explores the use of Potential Fields in another genre called arena games (which is a quite unexplored genre as well). In the implementation, multiple Potential Fields have been used together, where each field had a different task. Also, weights were used on the different Potential Fields to give them different importance depending on some factors that are dynamic through the game, hence the use of the word weighted. The main focus of the user studies conducted was the impact the weights had on the computer controlled unit's general behaviour. The user studies conducted showed that it was hard to determine who was a computer controlled character and who was human controlled, therefore telling that multiple Potential Fields worked well for movement. The test participants became better at determining this the second match they played, no matter the properties of the match. However, the user studies did not show that the weights made a remarkable difference; there was no significant improvement on the situation adaptation and team cooperation, but no deterioration either. The concept of using weights needs to be explored further.

  • 196.
    Stensgaard, Pontus
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Alléus, Anders
    Blekinge Institute of Technology, School of Planning and Media Design.
    Palm, Jesper
    Blekinge Institute of Technology, School of Planning and Media Design.
    Adaptive Mood Audio: Rethinking Audio for Games2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The focus of this thesis is to study the way that adaptive audio can be used in digital games and how it can be used to portray different moods to the listener, how games can reflect different feelings and how quickly those feelings can change. Games audio environment is significant to be able to adapt to the ever changing narrative of the game. The purpose is to gain insight in how immersion in digital games can be improved with the use of adaptive audio ­ to study if there’s an easy way to implement a system where audio can be mixed and adjusted in real­time to mirror the events in the game and project accurate feelings. To study this we will create a parameter based system in the sound engine of the game we will make during the production phase, with different parameters based on a number of different factors . Keywords: Adaptive Audio, Parameter System, Mood Music, Digital Games, Game Production Syftet med detta kandidatarbete är att studera hur adaptiva ljud kan användas i digitala spel, hur de kan användas för att beskriva olika stämningar till lyssnaren, och hur spel kan spegla olika känslor och hur snabbt dessa känslor kan förändras. Det är viktigt att ett spels ljudmiljö kan anpassa sig till den ständigt föränderliga berättelsen i spelet. Syftet är att få en inblick i hur immersion i digitala spel kan förbättras med användning av adaptiva ljud ­ att studera om det finns ett enkelt sätt att implementera ett system där ljudet kan mixas och anpassas i realtid för att spegla händelserna i spelet och återskapa äkta känslor. För att undersöka detta kommer vi skapa ett parameterbaserat system i ljudmotorn till spelet som vi kommer göra under produktionsfasen, med olika parameterar som är baserade på ett antal olika faktorer. Nyckelord: Adaptivt Ljud, Parametersystem, Stämningsmusik, Digitala Spel, Spelproduktion.

  • 197.
    Stranne, Daniel
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Eklund, Magnus
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Using today's technologies in tomorrow's contexts2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    New technologies are constantly being developed and their success depends highly on finding applications that uses them. A couple of the latest additions to this category are mobile positioning via the GSM-net and mobile Internet. They are both predicted to play an important role in the future. The problem of developing applications for these technologies are many but the most important ones are the limited performance on the current PDA?s. These limitations force the applications to be extremely cheap both on the usage of memory and the use of processor capacity. This affects which kind of applications that are possible to implement on the PDA?s. This report offers a description of a project that aimed at developing applications using mobile Internet and mobile positioning. We focus on the development of the parts that include user involvement and describe our way of dealing with a design process that aims at designing for a nonexistent context. But this report also provides an attempt at identifying what is important when designing applications for a future context. We argue the importance of both practical attempts like the Mapster project and ethnographical studies of situations in the present similar to the future context where the applications are to work.

  • 198.
    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.

  • 199.
    Sundin, Jan-Erik
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Almén, Marcus
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Jonasson, Johan
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Ivansson, Henrik
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Fool Factory2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The documentary that we have made is about four youngsters who, for one reason or another, have chosen not to prioritize school. We were already from the start of this examination job, agreeing on making a documentary film in a positive spirit. What we mean is that we wanted to make a film that is focused on a common phenomena that occurs in our society, from a objective angle. That we wanted to tell people that there are other ways to go, than the conventional life at school. At the same time we want to wash away the brand that people who has no higher education are losers, useless and with no future. We managed to find four colourful youngsters who where very different from each other. These girls and boys have all chosen not to prioritize school. Maybe not forever, but they have made a decision to quit, not caring about, or never starting school. So the film is about why they made their decisions and what they are doing instead. We also want to show their social life, their parents and their friend’s reactions. Will they be isolated from the society when they have chosen another lifestyle? Do they have any goals? What are they doing with their new won freedom? We want the viewer to react on one or more of the people in this film, maybe recognize that he or she knows someone that is in the same situation. Another thing that we want the audience to think about is what will happen to these young people in the future. Will they survive or will they become victims of the society? This film is made in co-operation with SVT (Swedish National Television) and will be broadcasted in January 2004. The reason for making a film is that we want to work with film production and everything it involves. Now when the movie is done and we have made all the mistakes that can be done, we have got the experience that is needed to start a new career.

  • 200.
    Svensson, Peter
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Hearty Horror2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game. Thoughts and comparances are made between evil and good characters and what you, as a gamedesigner, should and should not do to make the player want to continue playing.

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