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  • 201. Giger, Peter
    et al.
    Norling, Eva
    Library Participation Cultures2007Conference paper (Refereed)
    Abstract [en]

    Getting a deeper sense of what it means to participate in a library culture, and trying to figure out what the future has in store for the library as an institution.

  • 202. Giger, Peter
    et al.
    Norling, Eva
    Library participation cultures: Durban2007Conference paper (Refereed)
    Abstract [en]

    This article examines some of the main points of recent library development, building on phenomena or concepts such as particpation, democracy, web 2.0, library 2.0 and convergence cultures. We start with two cases closely related to activities at Blekinge Institute of Technology. The first case is about building a community for national and international cooperation about learning objects in the setting of a search guide. The other case is about a project aming to bring our patrons into the discusson about the library and our future. Finally, we discuss the role of librarians in a world where knowledge processes go from a hierarchical, authoritative perspective to a participative, inclusive mindset.

  • 203. Giger, Peter
    et al.
    Norling, Eva
    Searchguide 2.02007Conference paper (Refereed)
    Abstract [en]

    Blekinge Institute of Technology library has offered education in information seeking on campus and online and has developed web based tools for this which have received much attention1. The Quick Search Guide and The Search Guide are now used in all courses we offer at Blekinge Institute of Technology. The Quick Search Guide contains very basic information about searching and evaluation of sources. The Search Guide is both more extensive and deeper than The Quick Search Guide. But in the light of Web 2.0, The Search Guide’s lack of participation seemed outdated, in some respects, so we decided to rework it, and this time we were going to do it based on open source systems. From Consultants to Open Source When we decided to switch from a system tailored by a consulting firm to an open source system, we were confronted by a fairly large set of choices. One important decision was the question of which open source system was to be the base to work on. Another important question was about the community the system was supposed to serve. In our view the community was in focus, but the choice of system was also crucial since its job is to underpin the community. Our main directives when we looked for a system were that it had to be fairly light weight and based on standards. It was also important that it was based on the most common programming languages and software structures. But the most important aspect was interactivity and communication. One of the main points for switching software was the move from information publishing to communication, and that aspect had to set the stage for what kind of system we choose. Our choice was Wordpress, the largest weblog software in the world. It is a native communication system, and it meets all requirements we had. The Searchguide 2.0 community system comprises two Wordpress installations, a shared library/community of texts and learning objects, and a local customizable end user search guide. Agendas And finally, we want to point to the theoretical/philosophical agendas of the project. * we want to participate in the open source, open access movements. We think this is an important step for the whole community of learning professionals. * we want to collaborate around learning objects. * we also want to raise awareness and knowledge about lightweight, open source, web 2.0 systems. * in the process we hope to be able to communicate participation strategies which makes us wiser and better equipped for the future. * let users participate in the creation of content – in the local search guide. * Communicate library interaction strategies. A large part of the participating organizations will probably be libraries.

  • 204. Giger, Peter
    et al.
    Trojer, Lena
    From Control to Networks in Academic Publishing: Introduction of an Open Peer Review International Journal2007Conference paper (Refereed)
    Abstract [en]

    The aim of the article is to discuss alternatives to the traditional peer review system and reconstruct the review praxis to include ideas from Mode 2 and the second generation of web solutions, often called Web 2.0. The article starts by discussing the concept of Research 2.0 which basically propose a gentle marriage between the concepts Mode 2 in the the researchosphere and Web 2.0 in the webosphere. The following discussion concerns the concept Open Peer Review. Open Peer Review is a young and still quite open concept, used to describe a general transparency in the review process as well as a complete shift in the ideology of peer review. Our preference goes to the later interpretation. The last section before the conclusion describes International Journal of Feminist Technoscience. The journal is a way of realising our ideas in a working praxis.

  • 205. Girouard, Audrey
    et al.
    Solovey, Erin Treacy
    Mandryk, Regan
    Tan, Desney
    Nacke, Lennart
    Jacob, Robert J.K.
    Brain, Body and Bytes: Psychophysiological User Interaction2010Conference paper (Refereed)
    Abstract [en]

    The human brain and body are prolific signal generators. Recent technologies and computing techniques allow us to measure, process and interpret these signals. We can now infer such things as cognitive and emotional states to create adaptive interactive systems and to gain an understanding of user experience. This workshop brings together researchers from the formerly separated communities of physiological computing (PC), and brain-computer interfaces (BCI) to discuss psychophysiological computing. We set out to identify key research challenges, potential global synergies, and emerging technological contributions.

  • 206. Gislén, Ylva
    Rum för handling. Kollaborativt berättande i digitala medier2003Doctoral thesis, comprehensive summary (Other academic)
    Abstract [sv]

    Avhandlingen fokuserar på kollaborativt berättande i digitala medier, och tar avstamp i relativt detaljerade beskrivningar av de designprojekt som utgör avhandlingsarbetets ryggrad. Kännetecknande för dessa designprojekt är att de kombinerar fysiska och virtuella rum och/eller flera medieplattformar. Utifrån kritiska läsningar av designval och bruk av de koncept och prototyper som designprojekten utmynnat i presenteras argument för föreslagna "sätt att se" på design av berättande i digitala medier och centrala kvaliteter i miljöer för kollaborativt berättande. Grundläggande är att se berättande som en överenskommelse, som måste springa ur den berättarsituation, den fysiska och sociala verklighet, som utgör en oavvislig del av allt berättande. Denna överenskommelse upprättar ett "rum" för att undersöka och värdera möjlig mänsklig handling, ett rum vars estetiska egenskaper inte kan skiljas från de etiska och politiska frågeställningar som sätts i rörelse av allt berättande. Utifrån detta grundläggande synsätt diskuteras frågan om utformandet av handlingsutrymme i relation till interaktivitet i digitala medier, begrepp som roll, karaktär, samarbete och konflikt samt rytm, poesi och mångtydighet. Argumenten och resonemangen grundas, utöver i den kritiska läsningen av designprojekten, också i en bredare översikt av narrativitetsbegreppets utveckling inom human- och samhällsvetenskaperna de senaste två decennierna samt i en diskussion av teorier, synsätt och vanliga grundantaganden kring berättande i digitala media. Utrymme i avhandlingen ges också åt en kunskapsteoretisk diskussion kring frågan om design som forskning, främst ur ett perspektiv grundat i STS-fältet men också i relation till förda resonemang ifråga om praxisbaserad forskning i allmänhet och designforskning och designteori i synnerhet.

  • 207. Glinz, Martin
    et al.
    Fricker, Samuel
    Blekinge Institute of Technology, School of Computing.
    On Shared Understanding in Software Engineering2013Conference paper (Other academic)
    Abstract [en]

    Shared understanding is essential for efficient communication in software development and evolution projects when the risk of unsatisfactory outcome and rework of project results shall be low. Today, however, shared understanding is used mostly in an unreflected, intuitive way. This is particularly true for implicit shared understanding. In this paper, we investigate the role, value and usage of shared understanding in Software Engineering. We contribute a reflected analysis of the problem, in particular of how to rely on implicit shared understanding. We discuss enablers and obstacles, compile existing practices for dealing with shared understanding, and present a roadmap for improving knowledge and practice in this area.

  • 208.
    Gomez, Victor Moreno
    Blekinge Institute of Technology, School of Engineering.
    MIMICS: Multitouch Interface as a MIDI Control Suite2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    MIMICS is an acronym for Multitouch Interface as a MIDI Control Suite. Multitouch interfaces are well known for their softer learning curve compared with classical computer graphic interfaces. Therefore, its application in music interfaces may solve some of the actual limitations of hardwarebased and software-based devices. The multitouch solution is based on an optical effect called Frustrated Total Internal Reflection which is forced by using infrared light sources. This effect allows finger tracking using computer vision engines. In the thesis we describe a low-cost and affordable Hardware/Software solution for MIDI-based devices control from a functional multitouch environment. The MIMICS is presented to the user as a rear projected 30 inches screen containing a graphical interface adapted for multitouch. Implementation of several ‘ready-to-play’ applications is demonstrated that emulate classical and new MIDI control devices. The report also contains an evaluation of the results demonstrating that MIMICS is suitable for life-oriented music performances as well as for recording studio works.

  • 209.
    Goreczny, Damian
    Blekinge Institute of Technology, School of Planning and Media Design.
    On Brands and How They Are Adapted to Today’s Market2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The main focus of this thesis is to study the efforts that marketers, companies, PR1- and advertising agencies are making in order to successfully evolve their brands in order to adapt them into today’s market. Today’s market is driven by the new consumer which is very different from its predecessor; consumers from just two decades ago. The purpose is to understand the specifics of this shifting market, learn which steps taken and mistakes made by marketers during their attempts to accustom their brands to the new climate, the role of social media, the importance of brand experience in addition to the desires and tastes of this new, independent and eclectic consumer. To study this phenomena several leading brands and their transformations were compared, along with a study of those newly born since most of them thrived on the blessing of the new technologies (foremost social media) evolving into multimillion dollar companies. Today’s consumer is overexposed to brand messages and in order to get through this visual pollution most of audiences simply ignore it. This is why companies are trying to launch creative and admirable campaigns hoping to draw attention and break from dull commercialism. New brands are emerging from underground through social media, gaining sympathy as they appear to emulate David fighting Goliath, who impersonates big companies.

  • 210. Grimshaw, Mark
    et al.
    Lindley, Craig
    Nacke, Lennart
    Sound and Immersion in the First-Person Shooter: Mixed Measurement of the Player's Sonic Experience2008Conference paper (Refereed)
    Abstract [en]

    Player immersion is the holy grail of computer game designers particularly in environments such as those found in first-person shooters. However, little is understood about the processes of immersion and much is assumed. This is certainly the case with sound and its immersive potential. Some theoretical work explores this sonic relationship but little experimental data exist to either confirm or invalidate existing theories and assumptions. This paper summarizes and reports on the results of a preliminary psychophysiological experiment to measure human arousal and valence in the context of sound and immersion in first-person shooter computer games. It is conducted in the context of a larger set of psychophysiological investigations assessing the nature of the player experience and is the first in a series of systematic experiments investigating the player's relationship to sound in the genre. In addition to answering questionnaires, participants were required to play a bespoke Half-Life 2 level whilst being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. We hypothesize that subjective responses correlated with objective measurements provide a more accurate assessment of the player's physical arousal and emotional valence and that changes in these factors may be mapped to subjective states of immersion in first-person shooter computer games.

  • 211.
    Grund, Johannes
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Herrström, Johan
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Gourmetmat för alla!2007Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Vårt mål med projektet var att göra en webbapplikation åt Gourmet Grön och deras nya produktserie. Applikationen innehåller information om produkterna och hur de används samt vilka fördelear dessa ger.

  • 212. Gulbrandsen, Elisabeth
    Gamle og nye drømmer? En kommentar til evalueringen av det finske innovasjonssystemet.2010In: Det norske forsknings- og innovasjonssystemet (INDIKATORRAPORT) / [ed] Blystad, Marte; Fondevik, Harald; Hebe, Frank Foyn; Svein, Gunnes; Nås, Olav; Langhoff, Kristine; Sarpebakken, Bo; Sundnes, Susanne Lehmann; Wendt, Kaja; Wiig, Ole, Oslo: Norges forskningsråd , 2010, p. 52-54Chapter in book (Refereed)
  • 213. Gulbrandsen, Elisabeth
    et al.
    Elovaara, Pirjo
    Trojer, Lena
    Samverkansprocesser i Innovationssystem: teknovetenskaplig genusforskning som utvecklingsresurs2006Other (Other academic)
  • 214. Gulbrandsen, Elisabeth
    et al.
    Nsengiyumva, AlbertRydhagen, BirgittaTrojer, Lena
    ICT, Innovation Systems and the Role of Universities in Societal Development: a (post) colonial strain?2005Collection (editor) (Other academic)
    Abstract [en]

    The aim of this book is to develop knowledge and understanding about how ICT can be involved in local and national innovation systems in developing countries. Special attention is paid to the role of the university as an important stakeholder in local and national development processes. For this purpose, the interdisciplinary group of researchers has made the study carrying the question about the prerequisites for postcolonial identities to make their mark on a national situated ICT development and implementation. The study addresses the emerging implosion of postcolonial situations and ICT development. The theory frame of feminist technoscience studies is included in the analysis as a special resource.

  • 215. Gulbrandsen, Elisabeth
    et al.
    Trojer, Lena
    Re-thinking excellence; getting smart between the no longer and the not yet comments on the convergence of knowledge and politics2010In: Travelling Thoughtfulness: feminist technoscience stories / [ed] Elovaara, Pirjo, Umeå: Institutionen för Informatik, Umeå Universitet , 2010Chapter in book (Refereed)
    Abstract [en]

    Scientific Excellence has become the catch word for research politics, manifesting itself in the establishment of centres of excellence all over Europe as well as in the European Research Council. What is the meaning of this phenomenon? What will we find when trying to open up the black box of “scientific excellence”? The need to question evaluation processes seems intrusive, when we realize the increasing demands on knowledge production to be societally robust, not the least within the energy and environmental sector. How do we move towards a situation where scientific ‘excellence’ is automatically taken to include reflection and wider engagement concerning societal dimensions?

  • 216. Gulbrandsen, Elisabeth
    et al.
    Trojer, Lena
    Björkman, Christina
    Elovaara, Pirjo
    Genusforskning inom teknisk fakultet: en kunskapspolitisk utmaning2006In: Kvinnovetenskaplig tidskrift, ISSN 0348-8365, Vol. 27, no 2-3, p. 49-64Article in journal (Refereed)
  • 217.
    Guo, Yang
    et al.
    Blekinge Institute of Technology, School of Computing.
    Bai, Guohua
    Blekinge Institute of Technology, School of Computing.
    Hu, Yan
    Blekinge Institute of Technology, School of Computing.
    Using Bayes Network for Prediction of Type-2 Diabetes2012Conference paper (Refereed)
    Abstract [en]

    Diabetes mellitus is a chronic disease and a major public health challenge worldwide. Using data mining methods to aid people to predict diabetes has become a popular topic. In this paper, Bayes Network was proposed to predict patients with developing Type-2 diabetes. The dataset used is the Pima Indians Diabetes Data Set, which collects the information of patients with and without developing Type-2 diabetes. Weka software was used throughout this study. Accurate results have been obtained which proves using the proposed Bayes network to predict Type-2 diabetes is effective.

  • 218.
    Gustafsson, Casper
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Hollström, Michael
    Blekinge Institute of Technology, School of Planning and Media Design.
    Retrospel: En studie i hur retrotrenden påverkat digitala spel2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel. Vi redogör i detta arbete hur vi gått tillväga när vi skapat ett spel som blandar gammalt och nytt. In this research thesis we examine how the retro trend has affected digital games. We investigate how retro has become a recognized style and why it has become so. We examine it's relationship with nostalgia, how nostalgia works and why you might want to use it when developing a digital game. Retro is not a phenomenon exclusive to digital games, we examine how retro appears in other media and how the media is mixing retro elements with each other. It is not uncommon for contemporary digital games too be influenced by retro games or to be developed as all newly produced retro games, this is something that we portray in our production of a digital game. In this paper we also explain how we proceeded when we created our digital game that mixes old with new.

  • 219.
    Gustafsson, Edita
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Löfström, Catrin
    Blekinge Institute of Technology, School of Planning and Media Design.
    Analogt tänkande, digitalt skapande2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    I dagens digitala mediesamhälle är det väldigt enkelt för människor att producera och dela med sig av bilder genom internet utan att tänka på vad en bild faktiskt är. Denna uppsatsen är en studie som undersöker tanken och färgvalen i bildskapandet. Undersökningen bygger på om man kan använda sig av gamla färgteorier från 1800-talet i digitalt bildskapande idag under 2000-talet. Med hjälp av Johann Wolfgang von Goethes färglära som publicerades i början av 1800-talet och gavs ut i en svensk version 1976 har vi kunnat genomföra en produktion genom att implementera dessa teorier och ställa dem i relation till dagens digitala bildskapande. Slutsatsen blev att dessa teorier fortfarande är relevanta på så sätt att man kan ta hjälp av dem om man vill förmedla vissa känslor som majoriteten kan uppfatta i sina bilder. Med ett intervjumaterial från fyra professionella konstnärer ger undersökningen en bredare förståelse för uppfattningen av den analoga och digitala färgen.

  • 220. Gustafsson, Inger
    A framework for customer oriented information: interaction between authorities and their costumers2006Conference paper (Refereed)
  • 221. Gustafsson, Inger
    A framework for customer oriented intermodal information: interaction between traffic agencies and their customers2006Conference paper (Refereed)
  • 222. Gustafsson, Inger
    Interaction between transport, infrastructure and institutional management, a case study on a port community system2007In: Transportation Research Record, ISSN 0361-1981, E-ISSN 2169-4052, no 2033, p. 14-20Article in journal (Refereed)
    Abstract [en]

    Ongoing research on how to support high-quality information for intermodal transport is reported. The research approach suggests that the interaction between the domains of transport, infrastructure, and institutional management is a step forward. This kind of interaction must be formalized and structured through a specific infrastructure, and someone must be responsible for the development and maintenance of this infrastructure. Research results of 54 semistructured interviews conducted as a prestudy for a port community system (PCS) in the Port of Gothenburg, Sweden, are used as empirical data. Results indicate that cooperation and information sharing within the port cluster are far from a highly integrated supply-chain management solution. Results also reveal major gaps regarding the recognition of each other's situation, especially between authorities and the shipping industry. With a PCS viewed as an interaction infrastructure, the approach of the Port of Gothenburg stresses the need for interaction among the different domains as well as the need for a strong initiator and developer. For the system to become successful, it must achieve a certain status as useful and trusted by the many who must update the system in a timely manner. For trust to be built into the system, development and implementation must be done in close cooperation with the many actors. The actors must think outside of their own systems; information crucial to each individual actor's operation also can be of value to others.

  • 223. Gustafsson, Inger
    Interaction Infrastructure: a Holistic Approach to Support Co-Modality for Freight2008Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    In this thesis I have illustrated how information is essential for the management of transport chains. I have explored the notion of transparency as well as its importance for transport chains. The conclusion drawn is that transparency does not mean that every player should know everything at all times. This is not possible from the point of view of competition neither needed from a point of view of quality and efficiency of the transport chains. Instead transparency should be viewed as knowledge accessible to the players in the transport chain. Thereby enabling controllability of the common task, focus of actions on a common goal and the understanding of each player’s area of responsibility. The production of this knowledge depends on all players being aware of and respecting their role. I argue that it is not enough with cooperation between the traditional transport chain partners to reach transparency. Instead interaction with a broader set of players is required. I have chosen to cluster the extended group of players into the following three domains Transport management, Infrastructure management and Institutional management. The interaction between the domains needs to be facilitated, i.e. formalised and structured. For this I introduce the concept of Interaction Infrastructure. It helps develop a common understanding of mutual benefits of transparency, leading to a willingness to share information. It helps negotiate the different points of view and vested interest of the players involved and leads to the commitments needed for the implementation of information sharing across the domains. Interaction Infrastructure is a conceptual framework that supports the definition of the appropriate processes needed for achieving interaction in a particular context. Promoting Interaction Infrastructure is a task that requires strong leadership. Society must dare to redefine its role in the area of freight transports and to extend its involvement by starting processes that will lead to a better interaction between and within the domains and in turn, a higher overall efficiency and a reduced environmental footprint of freight transport. A policy should comprise responsibility for infrastructure in the conventional sense, but also include a responsibility for the processes performed on the infrastructure. Reaching transparency in the context that I describe will require trust and for this a change of mind set is essential including a move: • From viewing information from a silo or vertical perspective to a horizontal perspective. • From a “we and them view” to an “us view”. • From viewing the players as “providers or users” to “providers and users”. I have positioned myself and my research within a transdisciplinary practice and have experienced that awareness of situated and context sensitive knowledge as well as distributed knowledge production are good starting points for addressing logistic issues characterised by social and organisational complexity.

  • 224. Gustafsson, Inger
    et al.
    Schelin, Eva
    Differentierade avgifter som drivkraft för tunga transporters telematikutveckling2006Conference paper (Refereed)
  • 225. Gustarini, Mattia
    et al.
    Ickin, Selim
    Blekinge Institute of Technology, School of Computing.
    Wac, Katarzyna
    Evaluation of Challenges in Human Subject Studies “In-the-Wild” Using Subjects’ Personal Smartphones2013Conference paper (Refereed)
    Abstract [en]

    The experimental setting of Human Mobile Computer Interaction (HCI) studies is moving from the controlled laboratory to the user’s daily-life environments, while employing the users’ own smartphones. These studies are challenging for both new and expert researchers in human subject studies in the HCI field. Within the last three years, we conducted three different smartphone- based user studies. From these studies, we have derived key challenges that we successfully overcame during their execution. In this paper, we present the outcomes and explain the adopted solutions for the challenges identified in the design, development and execution, and data analysis phases during the user studies. Our goal is to give newcomers and junior researchers a practical view on our conducted studies, and help practitioners to reflect on their own studies and possibly apply the proposed solutions.

  • 226. Gyavira, Taban-Wani
    et al.
    Lating, Peter Okidi
    Sustainability of a Rural ICT Infrastructure2007Conference paper (Refereed)
  • 227.
    Gyllin, Amanda
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Skoog, Henrietta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Falling Feather: Magisk realism och dess påverkan på animerad film2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This thesis examines how you can shape a character’s imagination in an animated movie with the genre magical realism. In this work, we have examined some movies with magical realism as genre, such as Pan’s Labyrinth, Ally McBeal, Six Feet Under and The Science of Sleep. In this thesis, we present our methods for how to proceed while making an animated film and sound design with the genre magical realism.

  • 228.
    Göransson, Jonas
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Hansson, Johan
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Ljudet av William2008Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Ett Film som projekt, en film om ljud, en film om ljudet i film. En film inspelad professionellt med professionella medarbetare. Kandidatarbetet gick ut på både skapa en film inriktad på ljud och skapa ett fungerande filmteam. Arbetet tar upp både det tekniska inom filmljud men även processen i ett filmteam. I arbetet följer vi processen från dess början till dess slut. Filmen blev ett stort bevis på att vi klarade av kandidatarbetet. -- A film as a project, a film about sound, a film about the sounds in a movie and its effects and consequenses. A film recorded professionally with educated filmmakers. The project was to make a movie, working with different aspects on sound, but also to function as a film crew. This paper deals with sound on several levels e.g technical and the perception of sound, both the technical sound but also the process of working as a film crew. In this paper you get to follow that process from beginning to end with the actual movie as a result.

  • 229.
    Habash, Ashraf
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Paper Digital Classes (PDC)2007Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    There are many attempts to bridge paper digital gap, new artifacts and tools are being delivered continuously. Many of these artifacts work with paper and cooperate with other artifacts. Despite the fact that these artifacts are good enough to perform their work, they tend to be dull in exchanging data and cooperating with other artifacts. This causes a problem especially when artifact cooperation is essential. In order to solve this we need to have a standard to present the data used in the artifacts and facilitate communication among artifacts. Paper Digital Classes is a new standard that aims at providing a standard implementation of the artifacts in matters of data exchange and interoperability. PDC has a direct industrial impact, this was noticed by Sparbanksstiftelsen Kronan and they have awarded me a scholarship for the project.

  • 230.
    Habash, Ashraf
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Paper Digital Classes (PDC)2006Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    There are many attempts to bridge paper digital gap, new artifacts and tools are being delivered continuously. Many of these artifacts work with paper and cooperate with other artifacts. Despite the fact that these artifacts are good enough to perform their work, they tend to be dull in exchanging data and cooperating with other artifacts. This causes a problem especially when artifact cooperation is essential. In order to solve this we need to have a standard to present the data used in the artifacts and facilitate communication among artifacts. Paper Digital Classes is a new standard that aims at providing a standard implementation of the artifacts in matters of data exchange and interoperability.

  • 231.
    Hagberg, Fanny
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Björnfot, Simon
    Blekinge Institute of Technology, School of Planning and Media Design.
    Skräckens många ansikten: Människans rädslor & skräckfilmen som filmgenre2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Skräckgenren ses ofta som den mest extrema filmgenren. Det är genren som sticker många i ögonen, då man där hittar allt det en annan genre väljer bort, eller snarare undviker. Man tänjer på gränserna. Varför tittar man på skräckfilm, vad kan man tänkas få ut av det? Är skräcken enbart till för att skrämma oss eller kan det faktiskt komma något gott ur den? I detta arbete har vi forskat kring hur filmindustrin jobbar med skräck. Hur den från dess start gått från harmlös till de idag ofta extrema filmerna som finns i hyllan, som kan röra runt i både vårt samvete och på en moralisk nivå. Vi har dessutom fokuserat på skräcken utifrån ett psykologiskt perspektiv för att utforska människans rädslor och få reda på hur filmindustrin arbetar med skräckgenren för att trycka på våra ömma knappar. Varför känner somliga rädslor för en del saker, men inte andra? Vilka rädslor stöter vi på, rent generellt, genom våra liv? Monster och andra otäckheter är en vanlig syn i skräckfilm. Vi förklarar i arbetet hur monster kan uppfattas och gestaltas. Vi går även in i skräckfilmen på ett tekniskt plan och undersöker hur man bygger upp en skräckfilm på bästa sätt samt vilka element som är typiska för just skräckgenren. Vår forskning mynnar ut i en kortfilm vi producerat, där vi applicerat det vi lärt oss om skräck i ett försök att skapa egen skräck. I vårt tillvägagångssätt beskrivs hur och varför vi gjorde de val vi gjorde samt vad vi kommit fram till när det gäller att skapa bästa möjliga skräck. Arbetet avslutas i en diskussion där vi reflekterar över vårt resultat samt delar med oss av våra tankar kring hur vi tror att skräckfilmens utveckling ser ut framöver, då teknik och preferenser ständigt utvecklas. The horror genre is often the genre seen as the most extreme movie genre. It is the genre that many people consciously avoid. Probably because the genre offers everything another movie genre would not welcome, it tends to extend the boundaries. Why do you even take your time watching a horror movie and what can you possibly get out of it? Is the horror genre only made for scaring us, or can we actually get something good out of it? In this thesis, we’ve researched in how the film industry proceed making horror movies. How it in early times began with harmless movies and developed into today’s often more extreme movies that can confuse both your conscience and morality. Another thing we’ve focused on from a psychological perspective is the human general fears. This for trying to find out how the film industry modifies the horror to make us people as scared as we can be. Another question that we’ve been faced with is why some people do fear typical things but others don’t? What kind of fearfulness do we generally face through our lives? Monsters and other creepy creatures are a common sight in horror movies. In the text we explain the different ways a monster can take shape in and its background. What exactly is a monster? We’ve also made a research in the technique used when making a horror movie where we discuss the best ways for making effective horror and we’ve looked through typical elements in a horror movie and why they are used the way they are. Our research has led to a short film production. We’ve applied what we've learned about different kinds of fear, in an attempt to create our own horror movie. In the text we describe the decisions we made during the way and why we made them. The text ends in a discussion where we reflect on the result we got and the suggestions that did pop up on our way. Another important discussion in the ending of our text is how we think the future will look like for the horror genre based on our own thoughts and the research we’ve made. An interesting aspect is that the technology change, and so do our preferences, how will it affect the future?

  • 232.
    Hagelbäck, Johan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Hilborn, Olle
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Jercic, Petar
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Johansson, Stefan
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Lindley, Craig
    Svensson, Johan
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Wen, Wei
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Psychophysiological Interaction and Empathic Cognition for Human-Robot Cooperative Work (PsyIntEC)2014In: Gearing Up and Accelerating Cross-Fertilization between Academic and Industrial Robotics Research in Europe: Technology Transfer Experiments from the ECHORD Project / [ed] Rohrbein, F.; Veiga, G.; Natale, C., Springer , 2014, p. 283-299Chapter in book (Refereed)
    Abstract [en]

    The aim of the PsyIntEC project is to explore affective and cognitive modeling of humans in human-robot interaction (HRI) as a basis for behavioral adaptation. To achieve this we have explored human affective perception of relevant modalities in human-human and human-robot interaction on a collaborative problem-solving task using psychophysiological measurements. The experiments conducted have given us valuable insight into the communicational and affective queues interplaying in such interactions from the human perspective. The results indicate that there is an increase in both positive and negative emotions when interacting with robots compared to interacting with another human or solving the task alone, but detailed analysis on shorter time segments is required for the results from all sensors to be conclusive and significant.

  • 233.
    Haghighi, Behrooz -Safdarzadeh.
    Blekinge Institute of Technology, School of Management.
    The progress of e-Government in Iran2007Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This thesis intends to examine the progress of e-government in Iran and its plans towards practices in the field of e-government as well as comparing related developments with some other developing countries. A literature review has been performed for the purpose of this study, which has involved a review and synthesis results from scientific publications. The obtained results show that the necessity of utilizing the new electronic, information, and communication technologies, the movement toward implementation of e-government in Iran has recently received the attention of the authorities and policy makers. The premise of the work is set around the fact that the e-government is a momentous opportunity for developing countries like Iran to improve and streamline their government’s operations, provide breakthrough performance, and reduce their existing gaps with developed countries. 1 The chosen method was a qualitative case study method which was achieved by conducting of telephone interview (with a senior official)2 who is namely involved in e-government projects in Iran and a systematic survey of relevant literature using the electronics databases such as Elin@Blekinge and other valuable information on the Internet by using the search tool Google as the major source of data. The paper follows a literature study approach for developing the concept of excellent e-government in Iran. It first theoretically differentiates between e-government in Iran and some other developing countries and describes the status of e-government in developing countries which describes by case studies. It then differentiates between the two approaches to e-governance and e-government. 1 Sharifi, H., Zarei, B. (2004) 2 Ashrafologhalaeia ,A

  • 234.
    Hallengren, Andreé
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Svensson, Marcus
    Blekinge Institute of Technology, School of Planning and Media Design.
    Dynamic difficulty adjustment for roleplaying games2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This thesis explores the possibilities of employing a dynamic difficulty adjustment system in a role playing video game. The purpose is to aid developers in designing games that can detect and lead players into their own flow zone. We have developed theories and ways on how a system could do this, and then proceeded to make our own prototype to see if the theories would work. We then applied this to a game prototype to explore how this affects other game design choices. Results show that role playing games can adopt the system in different ways, that are all personal and individual to each game, but that the system in the end always should provide aid in game balance, and ultimately, leading the players towards their flow zone. It also resulted in some serious issues and loopholes that would require much attention if it is to be deployed in a commercial product.

  • 235. Hallstedt, Sophie
    et al.
    Thompson, Anthony
    Integrating Sustainability and Innovation Through a Master's Program in Product-Service Systems2010Conference paper (Refereed)
    Abstract [en]

    The results of unsustainable product innovation are evident worldwide. Products and their usage contribute to global sustainability problems. Companies building competence in innovation for sustainability will therefore gain competitive advantages in the evolving sustainability-driven market at the same time as sustainability is a driving force for innovation. Blekinge Institute of Technology (BTH) has a research group that brings together competences with the unifying purpose of supporting industrial capacity for sustainable product-service system innovation. From this research, it is evident that there is a need for systems innovators who can help create leap frog solutions as well as make sure that incremental improvements fit into a viable strategy towards a sustainable society. Industry needs people who can manage the whole innovation process for sustainability, including need-finding, design, implementation through to remanufacturing. BTH is therefore offering a comprehensive master’s program to prepare people to be systems' innovators for sustainability. This programme is focused where sustainability, innovation and product-service systems (PSS) meet. Supporting areas such as leadership, management and entrepreneurship are also included. The two-year program will allow students to engage in front-edge research results and will be continuously developed in close collaboration with industry to develop a relevant profile for graduates. Students will be engaged in ongoing research projects and have industrial projects. Upon completion, students will have practical experience in using methods and tools that support sustainable product innovation, as well as have a thorough theoretical understanding as a basis for development of new supplementary methods and tools as necessary.

  • 236.
    Hanna, Eriksson
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Marcus, Gerhardsson
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Martina, Lindström
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Parmis, Pour Noroozy
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Tjejer å Tjejer2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Tjejer å Tjejer är en dokumentär med ungdomar i åldern 14-17 år som målgrupp. Produktionen har gjorts i samarbete med SVT, Sveriges Television, Växjö. Med filmen vill vi visa unga homosexuella tjejer, eller som de medverkande benämner det flator. Vi vill visa dessa i sina sociala sammanhang. Att vara lesbisk och ung betyder inte att man måste leva annorlunda. För att finna våra karaktärer sökte vi i hela södra Sverige. Vi tog hjälp av diverse organisationer, som RFSL och EKHO. Genom vår casting kom vi i kontakt med många intressanta människor.

  • 237. Hansson, Christina
    et al.
    Dittrich, Yvonne
    Randall, Dave
    The development is driven by our users not by ourselves-including users in the development of off-the-shelf software2003Conference paper (Refereed)
    Abstract [en]

    This article describes a non-traditional approach to Participatory Design where distributed users have a serious impact on a software development process. The small software provider makes use of a non-traditional way of Participatory Design combined with an agile development approach. By using for among other things support service, user meetings, courses and news letter they are able to on a daily bases keep in contact with users. Users convey requirements for new functionalities, give feedback and report errors. Users’ feedback and proposals form the base for further development. Frequent re-leases allow the company to quickly implement improvements and bug-fixes. The article relates the observed practices to other research on Participatory Design in unconventional settings and discusses how to expand the Participatory Design toolbox.

  • 238. Hansson, Thomas
    A Multiple Software Approach to Understanding Values2010Conference paper (Refereed)
    Abstract [en]

    This study builds on two significant quotations, one contemporary and another historic. First of all, mixed methods are frequently confused with multiple methods. Leech, Onwuegbuzie, Hansson and Robinson (2008) describe the distinction as follows (emphasis by this author): “mixed methodologies is distinguished from multiple methodologies, wherein mixed methodologies refers to approaches in which quantitative and qualitative research techniques are integrated into a single study, whereas multiple methodologies refer to approaches in which more than one research method or data collection and analysis technique […] is used to address research questions.” It is hard to separate a combination of (mixed) methods deployed for choosing the proper techniques of a single study and another combination of (multiple) methods for answering a narrowly defined research question. Furthermore, in commenting on the fact that when we look at a problem from a social science perspective, the method we choose for doing so has twofold implications. To the effect of clarifying the inherent complexity, Vygotsky (1978) says the method is a “prerequisite and product; the tool and the result of the study”, continuing: “In general, any fundamentally new approach to a scientific problem inevitably leads to new methods of investigation and analysis. The invention of new methods that are adequate to the new ways in which problems are posed requires far more than a simple modification of previously accepted methods.” The purpose of research is to position the concept values in a scientific context covering a comprehensive corpus elicited from an online journal. The theoretical framework builds on an earlier study identifying global values across cultures. This study enables comparison between Anglo-Saxon on the one hand and other culturally determined understandings of values on the other, be they collective, individual or Western. Examples of allegedly global values include Security, Power, Universalism and Self-direction. The theoretical framework consists of a structured collection of analytical concepts like value direction, ethics, attitude and stability. The research design is made up of a combination of three similar but different text analytical-semantic-logical software packages. The software is deployed for identifying, characterizing and structuring values in some 300 scientific journal articles, complemented by the authors’ analysis of software output. Expected outcomes cover (i) validation of values, value directions (e.g. openness to change and self-enhancement) and value categorizations; (ii) identification of and comparison between national values; (iii) value descriptions. The relevance for research is that the results of this basic research will indicate what characterizes Scandinavian values and in the future provide refined methods for identifying values related to specific contexts, schools, industry, nursing, journalism etc. Educational research in the information society and among young internet cultures needs to focus on emerging internet ethics and there are several methodological options for gathering, categorizing and structuring empirical data on values and value systems in formal schooling and informal workplace contexts. This is an interdisciplinary approach to citizenship education. National education is a basis for active citizenship from any of the given local, regional, national etc. perspectives as they hold a potential to empower individuals for working life purposes, for individual development or for public life. This presentation combines research into the practical use of software packages facilitating interpretation of diverging values as portrayed in an interdisciplinary journal series. The practical usage for educational purposes aims at furthering people’s awareness of values. As knowledge is far from the only aspiration in schooling, exploration of values in a computermediated context combined with ethical citizenship supply a valid framing of the congress theme.

  • 239. Hansson, Thomas
    Co-construction of learning objects: Management and structure2009In: Cybernetics and Systems Theory in Management: Tools, Views, and Advancements / [ed] Wallis, Stephen, Hershey, USA: IGI Global , 2009Chapter in book (Refereed)
    Abstract [en]

    It is an unsettled issue between research traditions how we should negotiate the implied rather than acknowledged dispute between individual agency, i.e. the ability/need/urge of a manager to act on/in the world on the one hand and the functioning of a structured social system where management and employee initiatives, relations and reactions are crucial for the main activity. This chapter resolves parts of the debate by drawing on general activity theory and a digital tool deployed for facilitating job-related group interaction.

  • 240.
    Hansson, Thomas
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Contemporary Approaches to Activity Theory2014Other (Refereed)
    Abstract [en]

    The title of the book covers a variety of activities, environments, settings and contexts. The title also suggests a common theoretical-conceptual approach to contemporary cultural-historical activity theory. The topic fits the needs and abilities of modern man because of the impact of activity systems, globalization and cultural integration. More specifically the contents of the book unfold contemporary resources of collective endeavors. One reason for choosing a shared individual and collective theme is to learn about the impact of computer supported instrumentalism. The new technology poses a threat to traditionally acknowledged resources like co-ordination, cooperation and co-construction between people. So, there are cultural-historical experiences to share between people who use their ability to communicate as an impetus to systemic innovation of shared activities operating for the good of communities, societies and nations. From one point of view families, teams, orchestras, courts of law, hospitals etc. are self regulating human organizations. From another point of view – which the contents of this book suggest - many approaches to learning enable for “change agents” to support, co-ordinate, study, understand, re-design, manipulate and improve practices.

  • 241.
    Hansson, Thomas
    Blekinge Institute of Technology, School of Management.
    Didaktik och människokunskap2009In: Didaktik för yrkeslärare/Didactics for Vocational Teachers / [ed] Hansson, Thomas, Lund: Studentlitteratur AB , 2009, p. 81-100Chapter in book (Refereed)
    Abstract [en]

    It is desirable that people learn to describe the form and functions of Didactics. Any such description must spring from situations where the educator's planned method and sought contents build on experiences and competences which are founded on a shared design and shared completion of work. Paradoxically enough, co-operation on the didactic form and function of lessons influences learning processes with students as well as with educators.

  • 242. Hansson, Thomas
    Digital kompetens i yrkeslärarutbildningen. Projektet Ung kommunikation2010Report (Other academic)
    Abstract [en]

    Livslångt lärande och informationssamhällets framväxt fordrar några nödvändiga kompetenser. En sådan av EU-kommissionen angiven nyckelkompetens är den digitala. Oavsett om vi använder benämningen IKT-kompetens, IKT-verktyg, technology literacy eller digital didaktik (Hansson 2010a) avser vi med uttrycken en kombination mellan HCI (Human Computer Interaction) och en interaktiv syn på människa, maskin och budskap.

  • 243.
    Hansson, Thomas
    Blekinge Institute of Technology, School of Management.
    Learning Objects and Focus Groups on Zing2009Conference paper (Refereed)
    Abstract [en]

    It is an unsettled issue between research traditions how to negotiate the implied rather than acknowledged dispute between individual agency, i.e. e the ability, need and urge of an individual to act on/in the world and the functioning of a social system. Relations between people are just as crucial for negotiating a learning object as is the individual initiative. I resolve part of the debate by drawing on a digital classroom tool deployed for facilitating verbal group interaction.

  • 244. Hansson, Thomas
    Reflektion i bloggar2011In: Unga nätmiljöer. Nya villkor för samarbete och lärande / [ed] Alexandersson, Mikael; Hansson, Thomas, Lund: Studentlitteratur , 2011, p. 65-83Chapter in book (Refereed)
  • 245. Hansson, Thomas
    Samgående av sektioner i Kommunal Blekinge: En processutvärdering2010Report (Other academic)
    Abstract [en]

    Collective care, awareness of value issues, verbal competency, clear objectives and generosity towards each other characterize acts, actions and activities among the studied trade union representatives. The mentioned personal and institutional qualities make up a foundation for developmental leadership, division of labor and effective mnanagement of information.

  • 246.
    Hansson, Thomas
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Social science universals2014In: Multicultural Awareness and Technology in Higher Education: Global Perspectives / [ed] Issa, Tomayess; Isaias, Pedro; Kommers, Piet, IGI Global , 2014, p. 47-65Chapter in book (Refereed)
    Abstract [en]

    In a global world, people change because of communicative exchanges and technological development. Eventually, human behavior and use of technology share some common characteristics. Universals, concepts, texts, information, and discourses influence contemporary meanings and activities. Uses of scientific language help theorists and practitioners develop knowledge, skills, and abilities. This chapter covers the analysis of two separate but related cases, formation of learning objectives and religious canvassing. The cases clarify the explanatory power of universals. One of them relates to a theoretical and conceptual study of assessment in higher education. The other case relates to an empirical study of the methodological reliability and validity of interview data. Results verify to the analytical “power” of action-oriented universals

  • 247. Hansson, Thomas
    Tracking Values in Web based Student Teacher Exchanges2010In: International Journal of Information Technologies and Systems Approach, ISSN 1935-570X, Vol. 3, no 2, p. 1-16Article in journal (Refereed)
    Abstract [en]

    When vocational student teachers communicate on a virtual platform in a combined campus and web based university course they focus on the contents of teaching and learning. However, in communicating professional teacher knowledge they implicitly express their personal values too. Without giving it much thought, they embed values in their verbal entries and they assess embedded values in their peers’ texts. This article introduces a soft systems model for categorizing the influence of values on web based interactions.

  • 248.
    Hansson, Thomas
    et al.
    Blekinge Institute of Technology, School of Management.
    Alexandersson, Mikael
    Unga nätmiljöer. Nya villkor för samarbete och lärande: Förord2011In: Unga nätmiljöer. Nya villkor för samarbete och lärande / [ed] Hansson, Thomas; Alexandersson, Mikael, Lund: Studentlitteratur , 2011, p. 7-19Chapter in book (Refereed)
    Abstract [sv]

    I början av 90-talet spådde Perelman (1992) och Tweddle (1993) att informationsteknologin skulle innebära stora förändringar. De anger skolans hur-problematik eller didaktikens inflytande, de anger undervisningens vad-problematik eller kunskapsinnehållets förändring och de pekar på var- och närkontextens betydelse för utbildningssystemets attraktionskraft och effektivitet.

  • 249. Hansson, Thomas
    et al.
    Carey, Greg
    Kjartansson, Rafn
    A Multiple Software Approach to Understanding Values2010In: Journal of Beliefs and Values, ISSN 1361-7672, E-ISSN 1469-9362, Vol. 31, no 3, p. 283-298Article in journal (Refereed)
    Abstract [en]

    Global flow of information forms a basis for active citizenship at local, regional and national levels of society. Information, exchange and education hold a potential to empower individuals for personal development, working life purposes and public life. In raising people’s awareness of the ways of the world, piecemeal, factual and true data as well as personally held values play a crucial role. Here we study the potential of software packages for analyzing social scientists use of values in journal articles. Results show that a combination of software tools yields useful information for further research on the contents of social science articles relating to an extraordinary societal phenomenon.

  • 250. Hardemo, Isa
    On the practice of queuing and new forms of interaction2006Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The practice of queuing is a daily experience for most of us and it is usually difficult to combine it with other activities. This indicates that people involved in the act of queuing become a bit too occupied with maintaining one's position in the queue. Despite that queuing is a common phenomenon, queuing situations are now often equipped with aids based on numbers that help regulating the queuing order. Still, the practice of queuing includes several nuances of social interaction that demands careful attention from its participants for it to work. Based on cases and concepts with varying levels of viability, this thesis investigates the practice of queuing as a design space. The thesis further suggests how a more flexible queue could be designed. An overall aim is to examine how to provide greater action space for participants in a queue and enable for new forms of interaction. In order to queue from a distance, much of what traditionally constructs the queue is redesigned. To address these issues from a usability point of view, it is a challenge to create an interaction design that allows different ways of queuing, without deviating too much from features that are evaluated as decisive to maintain.

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