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  • 201.
    Svensson, Viktor
    Blekinge Institute of Technology, School of Computing.
    Navigating an AI-bot within Game-like Environments using Genetic Algorithms2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Genetic Algorithms is a field of computer science that have many applications, ranging from teaching robots how to overcome a problem, to improving designs and optimizing solutions. Genetic Algorithms is a perfect tool for optimization of an AI’s thought process. In this thesis, I explore one way of how to make an AI-bot move through an area with obstacles and try to get to a goal somewhere on that playing field. Genetic Algorithms will be used to improve how the AI reacts when faced with obstacles and getting better at it with each generation. The thesis shows that it is possible to use Genetic Algorithms to optimize an AI at a specific task and a notion that the more resistance it encounters, the the better it gets.

  • 202.
    Södergren, Gunnar
    Blekinge Institute of Technology, School of Computing.
    Exploring Need-based AI Behaviour and its Effect on the Game Experience of Neverwinter Nights2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Single Player Roleplaying Game (SPRPG) is a popular genre among players as well as developers, with recent blockbuster titles such as Skyrim by Bethesda and Mass E↵ect 3 by Bioware. In recent years, an occurrence that have been gaining a lot of attention is the development of more advanced and vivid Artificial Intelligence (AI) within these SPRPG and a lot of progress has been made towards making the Non-player Character (NPC) more vivacious and life-like. It is, however, still a common occurrence that NPCs wait around for the player to interact with them; never having a plan or agenda of their own. Their purpose seem to be to wait for the player and provide him or her with information, bartering or a quest. This could result in a game environment that feels static and lifeless to some players and, thus, possibly become detrimental to the game experience. The main objective of this thesis was to implement a need-based system, resembling, to some degree, the one used in The Sims by Maxis, where NPCs get hungry, thirsty, sleepy and similar, and to test whether this system will enhance the game experience. If the NPCs of a SPRPG have needs of their own and therefore can not just wait around for the player to come to them, it may make the game experience more life-like and dynamic. A need-based system that allows the designer to define a set of needs for each NPC, was implemented using the Aurora Toolset for Neverwinter Nights by Bioware. The system was then tested by allowing a number of people play a custom module for Neverwinter Nights twice: once with the system in place and once without, then answering questionnaires regarding their experience. The results show, unanimously, that this prototype did enhance the game experience. Though this was a small module and only a prototype, it does indicates that the use of a need-based system might indeed enhance the dynamic and vivacity of a SPRPG.

  • 203.
    Talib, Tabassum Riaz & Kamran
    Blekinge Institute of Technology, School of Computing.
    User Driven Innovation (Investigating the ways to involve users at local companies)2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    ABSTRACT Keywords: Users, Innovation, User driven innovation, Design, Mobile, Products/services, benefits. User driven innovation helps companies to compete in a global market by developing what the customers or end users want. So users are considered as a resource for companies developing mobile products/services because user driven innovation process is mainly carried out by the end users or user firms/partner companies. The companies perceive the needs and wishes of the users through their involvement in idea creation, design, development and feedback. Mobile companies involve users in their innovation process in different phases but they have no standard guidelines regarding which type of users to be involved in which phases of the innovation process. This thesis work is aimed at filling this research gap. Qualitative research methodology was used to carry on this research work. The literature review provided the current status of research in the problem domain. Then industrial and academic interviews were conducted on the basis of the findings of the literature review. Finally, a short survey was conducted in mobile companies to validate our findings from literature review and interviews. There are major four phases of the innovation process: Exploration, Idea creation, Idea selection and Commercialization. We identified four types of users to be involved in the innovation process i.e. Ordinary end users, corporate users/partner companies, and professional/expert users and lead users. Mobile companies should involve users in different innovation phases of the innovation process by using different methods like diary search, explorative interviews, workshops, market test and field tests. So it is beneficial to involve different types of users in phases of the innovation process by using different methods.

  • 204. Thuemmler, C.
    et al.
    Mival, O.
    Lim, A. K.
    Holanec, I.
    Fricker, Samuel
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    A social-technological alignment matrix2015In: IEEE 16th International Conference on e-Health Networking, Applications and Services, Healthcom 2014, 2015, Vol. Article number 7001841, p. 200-205Conference paper (Refereed)
    Abstract [en]

    This paper refers to the term ’implementation’ as the process of integrating a new technology into established workfows. Especially in health care this has proven to be a very critical phase and many large-scale projects have failed on this very last mile. Although strategies such as requirements engineering, co-designing and user interaction design have been proposed to reduce the risk of end-user rejection and subsequently project failur. There is still no tool to analyze, predict and quantify user acceptance and identify critical areas which might be addressed before the start of the implementation phase in order to reduce resistance and increase the effectiveness and effciency. © 2014 IEEE.

  • 205. Topaz, M.
    et al.
    Ronquillo, C.
    Peltonen, L.-M.
    Pruinelli, L.
    Sarmiento, R.F.
    Badger, M.K.
    Ali, S.
    Lewis, A.
    Georgsson, Mattias
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Jeon, E.
    Tayaben, J.L.
    Kuo, C.-H.
    Islam, T.
    Sommer, J.
    Jung, H.
    Eler, G.J.
    Alhuwail, D.
    Advancing nursing informatics in the next decade: Recommendations from an international survey2016In: Studies in Health Technology and Informatics, IOS Press, 2016, Vol. 225, p. 123-127Conference paper (Refereed)
    Abstract [en]

    In the summer of 2015, the International Medical Informatics Association Nursing Informatics Special Interest Group (IMIA NISIG) Student Working Group developed and distributed an international survey of current and future trends in nursing informatics. The survey was developed based on current literature on nursing informatics trends and translated into six languages. Respondents were from 31 different countries in Asia, Africa, North and Central America, South America, Europe, and Australia. This paper presents the results of responses to the survey question: "What should be done (at a country or organizational level) to advance nursing informatics in the next 5-10 years?" (n responders=272). Using thematic qualitative analysis, responses were grouped into five key themes: 1) Education and training; 2) Research; 3) Practice; 4) Visibility; and 5) Collaboration and integration. We also provide actionable recommendations for advancing nursing informatics in the next decade. © 2016 IMIA and IOS Press.

  • 206.
    Tännström, Ulf Nilsson
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    GPGPU separation of opaque and transparent mesh polygons2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Context: By doing a depth-prepass in a tiled forward renderer, pixels can be prevented from being shaded more than once. More aggressive culling of lights that might contribute to tiles can also be performed. In order to produce artifact-free rendering, only meshes containing fully opaque polygons can be included in the depth-prepass. This limits the benefit of the depth-prepass for scenes containing large, mostly opaque, meshes that has some portions of transparency in them. Objectives: The objective of this thesis was to classify the polygons of a mesh as either opaque or transparent using the GPU. Then to separate the polygons into two different vertex buffers depending on the classification. This allows all opaque polygons in a scene to be used in the depth-prepass, potentially increasing render performance. Methods: An implementation was performed using OpenCL, which was then used to measure the time it took to separate the polygons in meshes of different complexity. The polygon separation times were then compared to the time it took to load the meshes into the game. What effect the polygon separation had on rendering times was also investigated. Results: The results showed that polygon separation times were highly dependent on the number of polygons and the texture resolution. It took roughly 350ms to separate a mesh with 100k polygons and a 2048x2048 texture, while the same mesh with a 1024x1024 texture took a quarter of the time. In the test scene used the rendering times differed only slightly. Conclusions: If the polygon separation should be performed when loading the mesh or when exporting it depends on the game. For games with a lower geometrical and textural detail level it may be feasible to separate the polygons each time the mesh is loaded, but for most game it would be recommended to perform it once when exporting the mesh.

  • 207.
    Ukus, Buket
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Tejle, Kaarina
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Application Service Provider: A viable solution seen from the customer's point of view?2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    An Application Service Provider (ASP) is a company that offers individuals or enterprises access over the Internet to applications and related services that would otherwise have to be located in their own personal or enterprise computers. The simplest way to understand the ASP concept is to think of it as "application-renting". However, the customer always owns the data. The primary purpose of this thesis is to see what kind of demands there is on an ASP solution from the customers? side. The secondary purpose is to see if the customers could consider an ASP solution if their demands were met. We have also given an explanation of the ASP concept and what factors, within the data security context, makes the solution acceptable among customers. The method we have used to find a result to our hypothesis and research questions, is that we have collected different text materials and conducted interviews. The interviewed companies where four ASP suppliers and four future possible ASP customers. The result of our investigation showed that a majority of the interviewed persons could consider an ASP solution. The result could however not be estimated and applied for the entire company, because of the variety of knowledge between the different departments. The ASP industry is clearly in the stage of maturity within the IT business, but it seems like the psychological barrier may be the strongest factor that can diminish the success of ASP.

  • 208.
    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.

  • 209.
    Uusitalo, Tim
    Blekinge Institute of Technology, School of Computing.
    A first approach in applying Artificial Potential Fields in Car Games2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    In car racing simulation games, finishing first is the main goal. To reach that goal, it is required to go around a racing track, competing against other cars aiming for the same goal. Implementing a bot for doing so may have its difficulties, although using a technique called multi-agent systems combined with artificial potential field, let- ting the agents take care of subtasks like keeping the car on the track, minimize how much the car turns in a curvature and basics in navigation around the track, has showed that artificial potential fields very well fit the problem of driving a car in simulated car racing in a competitive way.

  • 210.
    Valtonen, Arto
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Change Lab: Att arbeta med lärande förändring2002Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Detta Magisterarbete (20 poäng) berättar om processen kring ett Change Lab på ett svenskt high-tech företag och analyserar vilka faktorer i metoden som gör förändring möjlig.

  • 211.
    Valtonen, Arto
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Wessman, Björn
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Smarta Hus: Nya behov och lösningar med participativ design2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    In this Bachelor Thesis (20 p.), we present the history and development of "Intelligent Houses", and most important- explore some of the future possibilities in this area. The project has been carried out through an interdisciplinary cooperation between three different educations at the Blekinge Institute of Technology. By conducting a dialogue with various actors with different professions, we have been trying to identify needs within the concept of "Intelligent Houses", were the end user is not only the tenant or homeowner. Through Participatory Design methods, such as a Future Workshop, we have brought the users together to discuss their own and each others needs and hindrances in their respective work practice, and how intelligent house technology could improve their work conditions. We have also been testing a highly sophisticated CO/CO2/Moisture/Temperature/Enthalpy multi-sensor & controller, originally developed for regulating indoor climate systems. Based on the needs we have found in our fieldwork, we have been looking at possibilities to make multi user solutions with the sensor.

  • 212.
    Wadstein, Erik
    Blekinge Institute of Technology, School of Computing.
    Artistic Techniques to Influence Navigational Behavior in 3D-Games2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Todays video games use diff erent aids to help players navigate and proceed in a 3D-environment. It is common that players are assigned an objective to complete and have to navigate from point A to point B, often with the help from navigational aids. This study contains an experiment where test-players had to navigate through a set of 3D-environments to complete an objective, without navigational aids. Instead the author used artistic techniques (geometry, lighting and texture) to see if they could aff ect test-players decisions in how to proceed. Results where compared to predictions in how test-players where believed to proceed. The results from the experiment states that some artistic techniques can aff ect test-players decisions in how to proceed.

  • 213.
    Wasti, Syed Muhammad Taha
    Blekinge Institute of Technology, School of Computing.
    Achieving Personalized Interoperable Patient Information Systems;benefits & challenges in Swedish context2009Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Due to a rapid increase in aging population, demand for personalized health care increases proportionally. Personalized patient data can be a helpful way of catering the needs and requirements of elderly people staying at home. Indirectly, it can be a manner of providing better eHealth services according to their needs. Another interesting aspect of providing better personalized eHealth services is to make patient information systems interoperable. Interoperability of eHealth systems is an issue of great concern to current research and development but in this study, we focus on patient information systems. Like in some other European countries, introduction of open source platform to achieve interoperability and personalization of patient information system could save money for health care organizations and make the procedure easier in Sweden also. The purpose of this study is to identify what standards are available for interoperability and what are the benefits and challenges of introducing open source systems for achieving personalized interoperable patient information systems (PIPIS). In light of this investigation, author has identified the benefits and challenges of introducing OSS for achieving PIPIS. Author has also made several recommendations regarding the challenges identified.

  • 214.
    Wessman, Björn
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Hallqvist, Magnus
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Virtuella Communities: Sociala faktorer i digitala miljöer2002Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [sv]

    Virtual Communities is an increasingly common phenomenon on the Internet. Most of the Virtual Communities are operated and maintained on a non-profit basis with a direction towards entertainment. However, as more state administrated and commercial services become web-based, we believe that the number of Virtual Communities with a community-based or commercial direction will increase in a near future. In this thesis, we describe our participation in, and studies of, a number of Virtual Communities with focus on the IRC-channel ?3dfxsweden?. On the basis of our experiences, we describe the social elements that form the foundation on which the Virtual Community rely on. Based on this, we give suggestions on how to consider social factors in the operation of a Virtual Community.

  • 215.
    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.

  • 216.
    Westman, Adam
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Gransing, Jonas Chanasima
    Blekinge Institute of Technology, School of Planning and Media Design.
    Palm, Mikael
    Blekinge Institute of Technology, School of Planning and Media Design.
    Malmgren, Tommie
    Blekinge Institute of Technology, School of Planning and Media Design.
    Spelskapande men en komponentbaserad arbetsprocess2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The purpose is to test a work-flow that is a bit different from what small groups usually use: a component-based work-flow. To execute and process this work-flow, we have decided to develop a digital game.

  • 217.
    Westphal, Florian
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Grahn, Håkan
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Lavesson, Niklas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    User Feedback and Uncertainty in User Guided Binarization2018In: International Conference on Data Mining Workshops / [ed] Tong, H; Li, Z; Zhu, F; Yu, J, IEEE Computer Society, 2018, p. 403-410, article id 8637367Conference paper (Refereed)
    Abstract [en]

    In a child’s development, the child’s inherent ability to construct knowledge from new information is as important as explicit instructional guidance. Similarly, mechanisms to produce suitable learning representations, which can be trans- ferred and allow integration of new information are important for artificial learning systems. However, equally important are modes of instructional guidance, which allow the system to learn efficiently. Thus, the challenge for efficient learning is to identify suitable guidance strategies together with suitable learning mechanisms.

    In this paper, we propose guided machine learning as source for suitable guidance strategies, we distinguish be- tween sample selection based and privileged information based strategies and evaluate three sample selection based strategies on a simple transfer learning task. The evaluated strategies are random sample selection, i.e., supervised learning, user based sample selection based on readability, and user based sample selection based on readability and uncertainty. We show that sampling based on readability and uncertainty tends to produce better learning results than the other two strategies. Furthermore, we evaluate the use of the learner’s uncertainty for self directed learning and find that effects similar to the Dunning-Kruger effect prevent this use case. The learning task in this study is document image binarization, i.e., the separation of text foreground from page background and the source domain of the transfer are texts written on paper in Latin characters, while the target domain are texts written on palm leaves in Balinese script.

  • 218.
    Westphal, Florian
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Lavesson, Niklas
    Grahn, Håkan
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    A Case for Guided Machine Learning2019In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) / [ed] Andreas Hozinger, Peter Kieseberg, A Min Tjoa and Edgar Weippl, Springer, 2019, Vol. 11713, p. 353-361Conference paper (Refereed)
    Abstract [en]

    Involving humans in the learning process of a machine learning algorithm can have many advantages ranging from establishing trust into a particular model to added personalization capabilities to reducing labeling efforts. While these approaches are commonly summarized under the term interactive machine learning (iML), no unambiguous definition of iML exists to clearly define this area of research. In this position paper, we discuss the shortcomings of current definitions of iML and propose and define the term guided machine learning (gML) as an alternative.

  • 219.
    Wiafe, Samuel
    Blekinge Institute of Technology, School of Computing.
    Examining Internet and E-commerce Adoption in the Music Records Business in Ghana2012Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context: Information Communication Technologies (ICT) and its related applications are increasingly penetrating all spheres of individual, organizational, and societal aspects of everyday life in the developing economies and Africa as well. The Internet is emerging as an important technology for commerce and business. The employment of Internet based technologies and applications in music service both in online sales and marketing of music records and digital music service is significantly altering the approach that traditional commerce is done. It eliminates all geographical bottlenecks, allowing the establishment of virtual outlets and presence throughout the world, and permits direct and instant foreign market entry to less known artistes and music records businesses. Objectives: In this study, I investigate the state of internet and e-commerce adoption in the music record business in Ghana. I seek to find out the reasons for the adoption of e-commerce platform within the music industry and to assess the challenges confronting the adoption of e-commerce. Methods: We conducted a Literature Review to get an overview of the music industry as a whole, and also to describe the diffusion of e-commerce technologies in music services. We use qualitative research approach to collect data and to identify reasons for the adoption of e-commerce platforms primarily among consumers and retailers of the music services. We conducted interviews with musicians and managers of record companies were conducted to ascertain their reasons for using or non using e-commerce technologies, and identify prospects and challenges confronting its adoption within the industry. Conclusion: The evaluation from musicians, consumers and other key players indicated their willingness to go for the e-commerce platforms in music service delivery. However, they are challenged by poor infrastructures, unsettled issues of monetization of music contents coupled with high digital gap among the citizenry. Prevailing government efforts contribute nevertheless in closing the digital disparity among the populace, and Telecom and ISPs improvement in service delivery give an outlook of full realization of the goal of e-commerce adoption in the music industry in Ghana.

  • 220.
    Widén, Jon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Johansson, Michelle
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    BPMN flows as variation points for end user development: from a UX perspective2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. How end user development can be enabled and made attainable through the use of a web based graphical user interface, in systems that contains logic for handling BPMN flows as variation points. Investigated from a UX and usability perspective.

    Objectives. Designing prototypes of such a web-based interface, and then evaluating the usability with regards to the usability attributes effectiveness and learnability, with the goal finding relevant usability issues & solutions as well as investigating how the two usability attributes affected the participants’ subjective satisfaction.

    Methods. Two prototype versions were implemented, one based upon the other. A usability inspection (expert evaluation) was performed after the first prototype version (named alpha) was finished and the second version (named beta) was built based on that feedback. The usability of the prototypes were then evaluated in usability test sessions using the think aloud method together with the SUS (System Usability Scale) questionnaire.The recorded data from the usability test sessions was analysed. Usability issues & solutions were noted, filtered, tagged and grouped by design principle with the goal of looking for patterns. SUS scores were calculated from the questionnaires. Additional factor analysis was performed on the SUS data to get separate usability and learnability scores.

    Results. The results consisted of SUS scores for both prototypes together with learnability and usability scores. Common and noteworthy usability issues & solutions grouped by design principle. Detailed appendixes with scenarios exemplifying recorded video & voice data for four of the most relevant test participants.

    Conclusions. The two prototypes were compared. Improvements to effectiveness and learnability was found to have a positive impact on the participants’ subjective satisfaction in the described context. Additionally, a number of usability issues and solutions was identified that could be of value when developing similar software. In summary, the following findings were made related to effectiveness:

    • Adding constraints to the number of options available to users helped increase effectiveness.

    • The lack of keyboard shortcuts was a deal breaker for many users and had a negative impact on effectiveness..

    • Consistency in navigation was more important than expected.

    • The lack of functionality for saving drafts in the browser, without downloading, was something that most users expected and was surprised not to find.

    • Several users expected their drafts to be automatically saved. They were frustrated when their changes were lost without warning.

    • The lack of an undo function was also a big issue for users, causing problems with recovery.

    • Giving immediate feedback with a notification popup after users had deployed a flow worked well and was easier to implement than expected.

    • The connection tool that ship with bpmn-js was hard to learn and use for several users.

    Additionally, some learnability related findings:

    • Sandbox intended to boost learnability but caused problems with effectiveness.

    • The BPMN notation was not familiar to the test participants. Some training or introduction would have been necessary in a real usage scenario.

    • When important functionality was concealed in submenus it was harder for users to learn how to operate the editor, specifically a problem with the context pad.

    • Properties panel. Issues with visibility of single items due to tabs being too cluttered. Affordance issues on input/output parameters tab. Consistency issue with the bpmn.io logo being placed in the where users expected a save button.

    • Consistency. Negative impact on learnability due to lack of keyboard shortcuts. Users likely to learn faster if they could use the shortcuts they already know. Placement of the download button not consistent with other webapps. Unconventional to only have drag and drop for upload and no button.

    • Issues with visibility and consistency related to maximizing/minimizing editor in beta prototype.

    • Familiarity findings related to deploy button colour and label might have affected learnability.
  • 221.
    Zeb, Falak
    et al.
    Blekinge Institute of Technology, School of Computing.
    Naseem, Sajid
    Blekinge Institute of Technology, School of Computing.
    Guidelines for the Deployment of Biometrics Technology in Blekinge Health Care System with the Focus on Human Perceptions and Cost Factor2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Biometrics Technology is an authentication technology that identifies the individuals from their physical and behavioral characteristics. Despite the fact that biometrics technology provides robust authentication and enhanced security, it has not yet been implemented in many parts of the world due to certain issues i.e. human perceptions of the biometrics technology and cost factor, involved in the deployment of biometrics technology. As the biometrics technology involves identity management of individuals that’s why the humans perceptions of biometrics technology i.e. privacy concerns, security concerns and user acceptance issue play a very important role in the deployment of biometrics technology. There for the human perceptions and cost factor need to be considered before any deployment of biometrics technology. The aim of this thesis work is to study and analyze how the people’s perceptions and cost factor can be solved for the deployment of biometrics technology in Blekinge health care system. Literature study, interviews and survey are performed by authors for the identification and understanding of the human perceptions and cost factor. Based on these, solutions in form of guidelines to the issues involved in the biometrics technology deployment in Blekinge health care system Sweden are given.

  • 222.
    Zhang, Yiran
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Liu, Xiaohui
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Design of Eco-Smart Homes For Elderly Independent Living2015Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    The aging of the world population has increased dramatically during the past century. The rapid increase of elderly population is putting a heavy strain on healthcare and social welfare. Living conditions and service provision for elderly people have thus become an increasingly hot topic worldwide. In this paper, we address this problem by presenting a conceptual model of an integrated and personalized system for an eco-smart home for elderly independent living. This approach was inspired by an on-going European project, INNOVAGE, which researchers at Blekinge Institute of Technology are currently participating in, and which focuses on regional knowledge clusters for promoting eco-smart homes for elderly independent living. Contrasting the social situation of elderly in China and Europe, we have chosen to focus on a solution for a Swedish context, which takes technical, environmental, social and human-computer interaction aspects into consideration in the design of eco-smart homes for elderly people in Sweden. Three studies have been carried out in order to clarify and explore the main issues at stake. A literature review gave an overview of on-going research and the current state-of-the-art concerning smart homes. The literature review, along with an interview of an expert on solar energy, also gave insights into additional design challenges which are introduced when focusing specifically on eco-smart building solutions. In order to explore and gain a better understanding of the perceived needs and requests of the target group, i.e. the elderly population, we carried out interviews with three experts in healthcare and homecare for the elderly, and also carried out interviews among the elderly in Karlskrona and interviews and a web survey among the elderly in China. As a way of addressing the design challenges of integrating a multitude of diverse, complicated technical systems in a home environment while at the same time high-lighting the need for comprehensive personalized service provision for elderly people, we designed a conceptual model – an exemplar – of an eco-smart home for elderly independent living. The eco-smart home exemplar aims to inspire interdisciplinary and multi-stakeholder discussions around innovative design and development of environmentally friendly, comfortable, safe and supportive living for the elderly in the future. Finally, we did an evaluation of the model in two workshops with elderly people in two different towns in Blekinge.

  • 223.
    Åberg, Adam
    Blekinge Institute of Technology, School of Planning and Media Design.
    Vehicle Design2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Abstrakt Denna uppsats syftar till att utforska hur begreppet recontextualisering kan användas i samband med design koncept av krigsfordon skapade för antingen spel eller film produktioner. Dessa krigsfordon placeras i olika miljöer och anpassas för tjänst i dessa miljöer med hjälp av grafiska koncept. Dessa grafiska koncept skapas med hjälp av begreppet rekontextualisering. Uppsatsen undersöker hur vida man kan gå tillväga för att skapa dessa grafiska koncept och vilken betydelse det har för skapandet av ett spel eller en film. Med denna uppsats undersöks även industriell design som Feng Zhu (2012) förklarar det i kombination med illustration och skillnaden däremellan samt hur bägge är relevanta för denna uppsatsen samt dess produktion eller liknande produktioner. Sammanfattningsvis skapas dessa konceptuella prototyper och därefter analyseras samt dokumenteras resultaten och slutsatserna i en diskussion. Nyckelord: Recontextualisering, prototyp, koncept, idustriell design, illustration, vehicle, design. Abstract This thesis intends to explore how the concept of recontextualisation can be used in conjunction with design based concepts of war vehicles created for either game or movie productions. These vehicles of war are placed in different environments and adapted for services in these environments via graphic concepts. These graphic concepts are in turn created using the concept of recontextualization. This essay examines how far one can go about creating these graphic concepts and what relevance it has on the creation of a game or a movie. With this essay the difference between industrial design as Feng Zhu (2012) addresses it and illustration is also examined, and how both are relevant to this thesis and its production or similar productions. In summary, the conceptual prototypes were created and thereafter the results and conclusions were analyzed and documented in a discussion. Keywords: Recontexualizing, prototype, concept, industrial design, illustration, vehicle, design.

  • 224.
    Åbom, Karl
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Comparison of effectiveness in using 3D-audio and visual aids in identifying objects in a three-dimensional environment2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Context: Modern commercial computer games use a number of different stimuli to assist players in locating key objects in the presented Virtual Environment (VE). These stimuli range from visual to auditory, and are employed in VEs depending on several factors such as gameplay design and aesthetics. Objectives: This study compares three different localization aids in order to evaluate their effectiveness in VEs. Method: An experiment is carried out in which testplayers are tasked with using audio signals, visual input, as well as a combination of both to correctly identify objects in a virtual scene. Results: Results gained from the experiment show how long testplayers spent on tests which made use of different stimuli. Upon analyzing the data, it was found that that audio stimulus was the slowest localization aid, and that visual stimulus and the combination of visual and auditory stimulus were tied for the fastest localization aid. Conclusions: The study concludes that there is a significant difference in efficiency among different localization aids and VEs of varied visual complexity, under the condition that the testplayer is familiar with each stimuli.

  • 225.
    Österlund, Mattias
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Att konstruera en gemenskap -teori och konstruktion av virtuella samhällen2000Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Virtual communities are a phenomenon that is becoming more common as the information technology comes with in reach for the general public. This report will bring the theories and construction of a virtual community together. The purpose of this report is to describe the different theories that have emerged from the research within this field and to examine the work procedures that have been used during the development of a site for a MDA-community. The MDA-website is a homepage on the Internet that was developed to bring the students closer together. The report describes the work of the project group, why the website was not completed and at the end the theories are looked at on the basis of the construction of the website.

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