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  • 51.
    Finken, Sisse
    et al.
    TiP Group, Department of Business IT, IT University of Copenhagen, DEN.
    Mörtberg, Christina
    Linneuniverwsitetet, SWE.
    Elovaara, Pirjo
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Becoming-with in participatory design2018In: IFIP Advances in Information and Communication Technology, Springer New York LLC , 2018, Vol. 537, p. 258-268Conference paper (Refereed)
    Abstract [en]

    We draw on feminist technoscience to analyze actions and activities performed between participants in a Participatory Design workshop that unfolds in a realm of e-government. Stepping into this empirical site we want to show how participants (invited persons, researchers, methods, artifacts, gender stereotypes) become with each other. With such take on research endeavors we feed into current discussion in feminist research by illustrating how theory and practice intertwine and create realities. © IFIP International Federation for Information Processing 2018.

  • 52.
    Forsberg, Anna
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Fernlund, Christian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Kulturell påverkan på koncept2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Dagens film och spelkoncept inom genrerna science fiction och fantasy börjar likna varandra mer och mer och för oss känns inget längre annorlunda. Genom att basera dem på historiska samhällen och kulturer hoppas vi på att bryta normen. Vi hoppas att med detta som grund kunna skapa realistiska och trovärdiga folkslag som skiljer sig från det som funnits tidigare. Detta examensarbete handlar om konceptutveckling av en fiktiv värld och tre fiktiva folkslag. Konceptet skall kunna appliceras på både film och spel men även litteratur eller andra medietekniska områden. Konceptet innehåller en gestaltning i text och en audiovisuell tolkning. De fiktiva folkslagen är baserade och inspirerade av vikingarnas och de nordamerikanska indianernas kulturer och samhällen för att ge dem realism och djup. Världen är skapad i kontrast till andra befintliga fiktiva koncept som analyserats i denna uppsats. Today's movie and game concepts within the genres of science fiction and fantasy begins to resemble each other more and more and they all feel the same to us. By basing them on historical societies and cultures, we hope to break the norm. We hope that on this basis be able to create realistic and believable nations different from that which exists. This thesis is about concept development of a fictional world and three fictitious nations. The concept can be applied to both film and games but also literature or other media technologies. The concept contains a portrayal of the text and an audio-visual interpretation. The fictional nations is based and inspired by the Vikings and the Native American cultures and communities to give them realism and depth. The world is created in contrast to other existing fictional concept analyzed in this paper.

  • 53.
    Forsgren, Jenny
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tunek, Anna
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    TRANS-MISSION: In partnership with2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We approach media technology through the understanding of an assemblage; that media– technology cannot exist without one another. Consequently, media-technology are created through the interactions between and co-evolution of the terms that create the field. An assemblage is a communication, an ongoing process – never static always productive. The starting point and method are thus to enter into partnerships, based on assemblages, with and through media technology practice - in order to be in the middle, in the connection, in the nexus. The first partnership we use is in our title: TRANS-MISSION. Trans stands for the excess, the open, the uncertain, while mission is the direction, the demarcation, and the assignment. We do not depend on what a medium is or represents but what a medium does and produces. Our research aims to challenge dualistic approaches to media technology, such as form and content, designer and product, theory and practice. We question anthropocentric approaches to technology and materials, as well as the tendency to view the medium as a static transfer process. The study is based on Gilles Deleuze and Félix Guattari's philosophy and conceptual apparatus, mainly derived from their seminal work, A Thousand Plateaus (1980); a work that strives to create an ontology that does not assume a transcendent worldview, but a world in constant becoming through connections and flows. Relations are in focus, rather than points, identities or stops. 

  • 54.
    Forsse, Viktor
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Anderberg, Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Osynliga Processer: En audiell utforskning av det osynliga2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis our aim to establish a connection between our listening and the invisible processes that surrounds us inside the digital technology we use on a daily basis. With the unconventional views of Salomé Voegelin on how we listen to our surroundings together with the theory of AlgoRHYTHMS as a starting point we have undergone a in-depth exploration of this relation.By applying Critical Making in an experimental creative process with the ambition to find a materiality in the subliminal we instead found an interaction between two invisible mediums which together forms a digital materiality.

  • 55.
    Fotrousi, Farnaz
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering. Blekinge Inst Technol, SE-37179 Karlskrona, Sweden.;Univ Appl Sci & Arts Northwestern Switzerland FHN, Sch Engn, CH-5210 Windisch, Switzerland..
    Fricker, Samuel
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering. Blekinge Inst Technol, SE-37179 Karlskrona, Sweden.;Univ Appl Sci & Arts Northwestern Switzerland FHN, Sch Engn, CH-5210 Windisch, Switzerland..
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Inst Technol, SE-37179 Karlskrona, Sweden..
    The effect of requests for user feedback on Quality of Experience2018In: Software quality journal, ISSN 0963-9314, E-ISSN 1573-1367, Vol. 26, no 2, p. 385-415Article in journal (Refereed)
    Abstract [en]

    Companies are interested in knowing how users experience and perceive their products. Quality of Experience (QoE) is a measurement that is used to assess the degree of delight or annoyance in experiencing a software product. To assess QoE, we have used a feedback tool integrated into a software product to ask users about their QoE ratings and to obtain information about their rationales for good or bad QoEs. It is known that requests for feedback may disturb users; however, little is known about the subjective reasoning behind this disturbance or about whether this disturbance negatively affects the QoE of the software product for which the feedback is sought. In this paper, we present a mixed qualitative-quantitative study with 35 subjects that explore the relationship between feedback requests and QoE. The subjects experienced a requirement-modeling mobile product, which was integrated with a feedback tool. During and at the end of the experience, we collected the users' perceptions of the product and the feedback requests. Based on the users' rational for being disturbed by the feedback requests, such as "early feedback," "interruptive requests," "frequent requests," and "apparently inappropriate content," we modeled feedback requests. The model defines feedback requests using a set of five-tuple variables: "task," "timing" of the task for issuing the feedback requests, user's "expertise-phase" with the product, the "frequency" of feedback requests about the task, and the "content" of the feedback request. Configuration of these parameters might drive the participants' perceived disturbances. We also found that the disturbances generated by triggering user feedback requests have negligible impacts on the QoE of software products. These results imply that software product vendors may trust users' feedback even when the feedback requests disturb the users.

  • 56.
    Fransson, Axel
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Börjesson, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Virtuell verklighet för kommunikation och interaktion: Interaktiva rum som kommunikationsverktyg2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The bachelor thesis investigates virtual reality as a spatial and interactive real-time medium for the architectural domain. Media is usually used in the brokerage, visualization and design industry to represent objects in an understandable and compelling manner through images or animated films. The starting problem has been the usability of high-detailed architectural visualization represented in 2D. Studies show that 2D fits for some abstract information like chronological sequence or data trends, but for complex information such as location and spatial relationships, 2D is too abstract. The goal is to create a prototype in the form of a virtual space whose purpose serves as communication tools with stakeholders or within the organization for patent decision-making. The focus was on usability to evaluate the prototypes design aspects navigation, selection / manipulation, and indirect controls. A pragmatic philosophy was employed with the use of mixed methods to reach deeper insights into the prototype. With the help of texturing and 3D modeling programs and the Unreal Engine 4 game engine, a virtual room has been constructed. Thereafter, three usability tests were formatted and evaluated using system usability scale. This is expanded with a qualitative interview where reasoning about usability, cost-effectiveness and appropriateness emerges. The evaluation indicates that the users are satisfied, but targeted evaluation of the interaction techniques had created insights into specific pitfalls of the system's design areas.

  • 57.
    Franzén, Erik
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Juhlin, Rasmus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Identitet i syntetiska röster: Individualitet kontra mänsklighet i framställningen av röstgränssnitt2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    It has become increasingly commonplace that technology uses speech to communicate with people and everyday life has started to resemble a reality that previously only existed in fiction. They speak using so-called voice interface systems that allow computers to interpret and/or convey information through speech. This essay questions the pursuit to make these interfaces human and examines how interfaces can be granted a unique individuality. The analysis is based upon earlier research that examines human-interface relations. Through film analysis it is examined how the man-machine relationship is portrayed in fiction and what lessons about non-human characters are applicable to the development of voice interface systems. Earlier, voice interfaces have been adapted to the people who will be in contact with them. However, the analysis indicates that a identity-promoting view on the voice interface development, giving the voice an individuality with a clear personality and history, might improve the relationship between human and interface.

  • 58.
    Fredriksson, Pontus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sandred, Malin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Game Feel Aesthetics: Finding the Fun Factor2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Games are close to our hearts, and belong to an industry that continues to grow without an end in sight. We were curious about how you make a game “fun” to play. Steve Swink has presented the concept of “game feel”, in his book with the same name, and how it can be used to describe the collaboration between the visual and the tactile components in a game to create feelings in the player. A similar term is “immersion”, which describes the influence a game has on the players themselves — what Swink calls game feel. We also discuss game feel as an aesthetic experience, with the help of Graeme Kirkpatricks thoughts on the subject. We cover how negative feelings can become a positive game experience, with the help of an article by Kristine Jørgensen, and how a game’s technical limits can affect its visual aesthetics, with an article by Andrew Hutchinson. Our research question is: “what are the visual components in game feel, and how do they affect a gaming experience?”, and we’ve chosen to showcase this by developing a game. With the help of a qualitative study, we got some feedback of what the visual components in game feel are. The game included five game feel experiences that Swink discusses. The play testers got to go through a game demo, and answer a questionnaire, based on their gaming experiences. We analysed their answers using an “ad hoc” method of analysis.

    We arrived at the conclusion that the visual components are hard to separate from the tactile ones, making it hard talk about games as only visual experiences. The feeling of involvement in playing a game comes from the combination of the visual aesthetics and the physical feeling of pressing buttons. We see the possibility of continuing the research on the topic of game feel, because we’ve only scraped the surface on what the visual components of game feel truly are.

  • 59.
    Fröberg, Martin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Svensson, Patrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Röststyrning av mediauppspelning2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Med detta kandidatarbete vill vi undersöka funktionaliteten mellan röststyrning och andra styrenheter inom smarta hem, där fokuset för undersökningen är behov och intresse av tekniken. Med hjälp utav synsättet agentiell realism som förklaras av Karen Barads teorier finner vi en inblick om hur människan påverkas av dagens enheter och hur enheterna påverkas av oss.

    Designprocessen uppvisar arbetet kring gestaltningen med hjälp utav ett sammankopplande av en röststyrt internet of things applikation, vilket under en kvalitativ intervju får ett resultat kring frågeställning som används till grund för undersökningen.

    Resultatet för frågeställningen visar de intervjuade personernas subjektiva åsikt och tankar om röststyrning i dagens hem och om det är något som eftersträvas. Denna undersökning visar att röststyrningen är ett intresse och ett mindre behov i det vardagliga hemmet, men behöver mer utveckling för att fler människor skall vilja använda den.

  • 60.
    Goteman, Samuel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Autonomi utifrån personlig investering2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Through this bachelor thesis I wish to challenge and question the role of autonomy in game design, which is often interpreted as providing freedom or independence for the player. I’ve presented autonomy from a psychological standpoint and a described freedom fallacy. This study aims to explore the concept of autonomy from the view of personal investment and apply this knowledge within game design. A practical study then exemplifies applications through a design process, consisting of game analysis and a game design which tests personal investment through varying design perspectives, choices comprised of risks and roguelike elements. The game design establishes an ongoing interaction between friends and family through a web platform and involves personal values, strategies and risks. This practical study aims to extract insight and learnings which can be used as the basis for further studies and the understanding for autonomy through game design.

  • 61.
    Govasli, Jan-Mikael
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Maktstrukturernas rötter I musikindustrin2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We operate in a music industry where the ones with power get more power and those with  less power gets even less of it. Musicians and producers are reckless in their co-creation of the industry by hunting attention and fame which have created loopholes for businesses to make ethical decisions if they want to exploit it or not. These social-cultural norms and moral structures floats to the surface by questioning, among other things, when a musician have “succeded” and what we define as a musician. In that way we explore the grey areas in our cultural values. Since the music industry grows rhizomatically, I will map and highlight what constitutes the power structures that exist, therefore I will use rhizomatics and experimental design as methods by exploring lines of flight in the form of a music production where we move through power structures in all of its forms.

  • 62.
    Gullbo, Lucas
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Albrecht, Elias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Minimalism i Spel, en djupare förståelse för begränsningar2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Games like Journey (Thatgamecompany, 2012)  and ICO (Team Ico, 2001) have been emphasized as minimalist games and have managed to create a sense of minimalism. At the same time, they contradict what Towards Minimalist Game Design (Nealen & Saltsman & Boxerman, 2011) consider minimalism within game design and therefore cannot be interpreted as minimalist. Since this way of thinking is perceived as strict, we seek to create a more open way of thinking about minimalism in game design.

    This study is about looking at minimalism as a concept and exploring different perspectives of minimalism. This is done with the goal of leading to new ways of applying minimalism within game design, without aiming for total minimalism. By looking at minimalism within different areas: art, design and lifestyle; a better understanding of minimalism and limitations can be achieved. Limitations are a common theme in minimalism and have been highlighted in our chosen areas of minimalism. During the digitalization, minimalism gained a new way of thinking when it was adapted to: reduce complexity to end users; instead of how it used to be: to reduce excessive complexity.

     Through brainstorming and the MDA framework, a game idea has been created. This game idea has evolved into a game by using minimalist limitations on both design and work method. The result shows traces from a mix of different versions of minimalism and manages to demonstrate how diversely the concept can be applied. With this we motivate our new approach to minimalism in game design, where we divide it into two larger categories that we name Total Minimalism and Smart Minimalism.

  • 63.
    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.

  • 64.
    Hanna, Liljeberg
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuell och hållbar kommunikation2017Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [sv]

    Jordens klimat blir allt varmare. Fortsatta utsläpp innebär fortsatt stigande temperatur. I takt

    med att vårt klimat blir allt varmare, får även miljöfrågorna alltmer uppmärksamhet i vårt

    samhälle. Vi har blivit medvetna om vilka konsekvenser vårt agerande har och fokusen ligger

    på hur vi skall stoppa denna utveckling och vända trenden mot ett mer hållbart samhälle. De

    största frågorna handlar om att ta vara på restprodukter och att återanvända dessa och på så

    vis spara naturens resurser. En viktig del i detta arbete är återvinning och hållbar utveckling.

    Hållbar marknadsföring verkar som kommunikation utav hållbar utveckling. I dagens

    samhälle där vi lever och konsumerar mer än någonsin, är det viktigt att kunna kommunicera

    ut olika alternativ. Denna studie undersöker hur hållbar marknadsföring kan använda olika

    visuella medel för att kommunicera ut en mer hållbar framtid.

  • 65.
    Hedberg, Charlie Forsberg
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Pedersen, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Artificial Intelligence: Memory-driven decisions in games2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Developing AI (Artificial Intelligence) for games can be a hard and challenging task. It is sometimes desired to create behaviors that follow some sort of logical pattern. In order to do this, information must be gathered and processed. This bachelor thesis presents an algorithm that could assist current AI technologies to collect and memorize environmental data. The thesis also covers practical implementation guidelines, established through research and testing.

  • 66.
    Hedenberg, Pontus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljungcrantz, Emil
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den ansiktslösa skräcken2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis aims to encourage other creators in norm creativity within the horror genre. This genre has become ever-repeated when it comes to certain horror elements. By working around the architectural atmosphere as the main entrance to create new concepts in the horror genre, we have developed a digital game that tries to remove the antagonist from the game and only bases the horror on the atmosphere. The methods used to execute and inspire the design have been a visual game analysis, "The 4-layers approach" and modular level design. The result of our digital game was entirely due to the fact that the player created a thought that an antagonist existed while in our case the enemy was only the architectural atmosphere. The hardest part of this bachelor thesis was that horror is such a subjective genre and the players will react differently, if at all.

  • 67.
    HEDIN, JOACIM
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Environmental Storytelling: Hur kan vi berätta om karaktärer med hjälp av miljöer?2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 68.
    Helland, Emma
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Almroos, Mimmie
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Kroppen i film & animation2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract This is a work with focus on the body, the body in our reality and how it moves compared to how it looks and moves in animation and film. An examination which have been done, focusing on bigger companies and how they have used the body in their animations and films. It also compares these companies and how they used the body to create feelings, expressions and how they have used movement. This will lead to a design with the body in focus consisting of some animations and video clips. Words like matter matters (Barad. 2007) and mimesis (Olofsson. Olsson. Sörbom. u.å) to see what details that make a difference, importance and to mimic what the eye sees of the body in reality. With help of using analysing methods to review films to see what the creators used of the body to later on use it to advantage in our own design. With some help from methods that tries out and compare animations and filmed materials, putting them together, beside each other and on top on each other. How words have helped us to create what we have created and their meaning of it all. An ending part that discuss and summarize what the examination have come to and what the design turned into. What the research meant during the examination and what has been used and not been used. Keywords: Accountability, mimesis, situated knowledge, matter matters.

  • 69.
    Hirvelä, Link
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Vinterfall, Juri
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Relationell Ontologi som designprocess2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We present an alternative to idealism and we meet the ideal with the concept of relational ontology. We compare Peter van Inwagen (2011), Bryan E. Bannon (2011), Achille Varzi (2016), Gil C. Santos (2015) and Robin Durie (2002) to create an understanding for what relational ontology is or could be. We choose Andrew Benjamin's (2015) definition to structure our theoretical method. This concretization means relations are fundamental for our becoming as people and objects. Relations are an exchange between singularities, the points which define an artefact or a phenomenon. Continually we analyze sketching techniques and apply that analysis and its components on digital techniques as photo editing and 3D modeling in what we call the Rhizo – Singular analysis as a process method.

    What we get from doing this is an alternative way of creating which we choose to define as a relational imaging, with this we challenge the idealism and the ideal pattern images (Ohlsson, 2013). In other words we approach to a openness and the material worlds distortions from Aristoteles and the aesthetics of Danius, Sjöholm, & Wallenstein (2012). We discuss the choices that we have made in the design process. We continue to argue for the open approach, the understanding which we gain and compare from Benjamin (2015) as well as Deleuze & Guattari’s (1987) rhizome. In other words the research, it's methods themselves can be understood and be applied in several variations. Finally the theoretical method grows and changes by people in a plural event that is Rhizo - Singular analysis as a process method.

  • 70.
    Holloway-Attaway, Lissa
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Performing materialities: Exploring mixed media reality and Moby-Dick2014In: Convergence. The International Journal of Research into New Media Technologies, ISSN 1354-8565, E-ISSN 1748-7382, Vol. 20, no 1, p. 55-68Article in journal (Refereed)
    Abstract [en]

    In my research, I explore mixed reality applications developed to engage and sustain collaborative and participatory digital narratives. In particular, I provide a theoretical context for a collaborative research project, The (re-)Mapping Moby Project, to illustrate how augmented reality tools and social media applications are used to sustain a critical/creative reading of Herman Melville's 1851 work Moby-Dick through participatory, performative, and locative digital practices. I address how both 'texts' and 'bodies' assume ontological properties through interfaces and responses that foreground affect, and I demonstrate methods to map locative and narrative shifts as they move from print to digital forms.

  • 71.
    Huhtala, Sondre
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lund, Sebastian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Trovärdighet och Verisimilitude: Uppfattning av det sanna och verkliga inom spel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Believability within fictional worlds is something many strive for, but how does one go about to achieve it? Movies and literature use the concept of verisimilitude to define a work of fiction’s appearance of being true or real and with this, also define how believable it is. Originating from Plato and Aristotle's term mimesis, which refers to the imitation of nature, the term verisimilitude developed into its current form to be used as a way of analysis to better understand how believability may be achieved. To do this, the term points to how well an audience can relate the fictional world to our own world, for if this is done well, it instantly becomes more believable.

    The term verisimilitude is mostly used within the works of movies and literature and as such, there is very little research to be found in relation to its use in video games. We argue that the incorporation of verisimilitude within video game design can prove to be a valuable tool to aid in how we design towards more believable worlds in video games. We will in this bachelor thesis inquire the help of Anneli Lethsalos studies on verisimilitude within movies and genres build an understanding of how verisimilitude is used within the films.We also inquire help from Kamal Bhatts studies on believability within computer games to research how believability in video-game differ from other mediums and what qualities a game needs in order to be seen as believable.  With this newfound understanding we then set out to design our own game environment with verisimilitude as a design perspective. With this we hope to establish a ground to how one can design around believability in video-games.

  • 72.
    Högberg, Anna
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Isaksson, Astrid
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Direktmediering genom visuell design: Att skapa en tredimensionell miljö2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis, we have investigated how to best promote immediacy using visual design. This was explored and visualized through a three-dimensional puzzle game with five different objects containing different puzzles, where we focused on the visual design. As a design perspective, we have used the MDA framework in combination with core pillars to keep us in relevant areas in our design process. Some other methods we used during the project were: Method 635, scrumban, mood boards. The result was, through our design, a combination of different media and design choices in an attempt to find the balance for the right aesthetic feeling.

  • 73.
    Ickin, Selim
    et al.
    Blekinge Institute of Technology.
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Quality of Experience on Smartphones: Network, Application, and Energy Perspectives2016Conference paper (Refereed)
    Abstract [en]

    For service and mobile operators, it is importantto monitor and keep high user engagement levels. Qualityof Experience (QoE) on video streaming applications is animportant engagement measure for video consumer customers.In this paper, video QoE (with the focus on stalling events)is studied from network, application, and energy perspectiveswith various instrumentations on a smartphone. This enablesthe understanding of inter-relation between the perspectives andalso how they influence the video QoE. Results show that packetdelay variation and the maximal burst size in the network level;inter-picture time (picture delay) in the application layer; andalso fluctuations in the energy consumptions are strong indicatorsfor QoE. We show, via extensive QoE and energy measurementson smartphones that, based on the choice of streaming protocol,energy consumption can be reduced or increased in the case ofstalling events during a video stream.

  • 74.
    Idberg, Oscar
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Intra-aktionen mellan natur, kultur, och teknik i den fotografiska processen2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    A plunge has been made into the world of posthumanism to investigate its merits to be applied to the process that creates a photography. Several aspects of the posthuman have been identified that would allow for the creation of an alternative photographic process. Some of the major weaknesses of image creation are that the photographer has been granted dictatorial powers over what can be captured by the camera, how the picture only captures a limited view of the world, and the cameras inability to represent an everchanging nature. Through different methods such as a posthuman hike, texturing, image analysis, and a performative design the conventional photographic process were to be challenged. Later in the design stage reflective objects would prove to be a useful actor in challenging the problems that a Kandidatarbete i Medieteknik Oscar Idberg (osid15) Sida 2 av 46 photography faces. Mirror fragments were randomly placed in front of a camera to capture an unintentional part of the surroundings that otherwise would have not fit within the images restrictive frame. The design stage used several other methods that were less successful in their goals, they did however still play a critical role in leading up to the final method for the investigations product. The conclusion acknowledged that an alternative process for the creation of an image had been achieved, it did however not take the investigation far enough and could have better used the posthuman tools available. The human should not be excluded from the photographic process; however, it needs to be decentralized to allow other actors to take their place within the archiving world of photography.

  • 75.
    Idström, Victoria
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Konkret, abstrakt, glitch2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is intended to highlight the role that glitch can have in creation. I pose the question of what happens when we introduce a deliberate disruption in a creative act? How do we treat what we perceive as flaws and mistakes, and what can happen when we explore what has once been rejected as broken and obsolete? These questions have arisen partly from the curiosity about the unknown and a constant search for new forms of expression, but also from criticism. The technological development my generation is experiencing is moving us forward at an ever increasing pace, and it leaves me inquisitive about how we relate to the value of media artifacts when consumerism is becoming more and more prevalent. By studying glitches and their resulting art forms, second-hand and its culture, as well as media archeology, I have formed a foundation on which to base my work. With a critical approach, I have used non-conventional methods and programs to edit and manipulate media, and reflected upon the results supported by both research and discussion with other people. I have explored digital glitches in media that I've worked with during my three years of study, but also traversed physical circuit boards and investigated what happens when a break is introduced in their expected flow.

    The result is a new approach to outdated technology, a new angle from which to view creativity and creation, and​—​hopefully​—​a shift in respect for our continued technological development.

  • 76.
    Jansson, Hampus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Intra-aktion som ett koncept för utvecklingen utav 2d spelmekaniker med ett lärande syfte.2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis takes the concept of intra-action and applies it as game mechanics for the mobile platform. It takes the approach of how to think about intra-action and the development of mobile game mechanic. It goes into the approach of how to think about intra-action and brings up existing theories about game mechanics. In first-hand the work goes into the mobile platform but it could be used for other platforms. The thesis begins by explaining what interaction is and then goes into how it differs from Karen Barads concepts of intra-action. Then it takes up existing theories on the development of the game mechanic and then combining this into practice, trying to create game-mechanics to the mobile platform with an intra-active approach. Intra-action fits well as a way of thinking about learning, so in practice the work will go into how you may create game mechanics with a learning purpose. All testing is done in the game engine GameMaker (Yoyo Games, 2017) and tested for Android phones. In the methods section the examples will be created for Android in GameMaker.

  • 77.
    Jerčić, Petar
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Wen, Wei
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Hagelbäck, Johan
    Linnéuniversitetet, SWE.
    Sundstedt, Veronica
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    The Effect of Emotions and Social Behavior on Performance in a Collaborative Serious Game Between Humans and Autonomous Robots2018In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, no 1, p. 115-129Article in journal (Refereed)
    Abstract [en]

    The aim of this paper is to investigate performance in a collaborative human–robot interaction on a shared serious game task. Furthermore, the effect of elicited emotions and perceived social behavior categories on players’ performance will be investigated. The participants collaboratively played a turn-taking version of the Tower of Hanoi serious game, together with the human and robot collaborators. The elicited emotions were analyzed in regards to the arousal and valence variables, computed from the Geneva Emotion Wheel questionnaire. Moreover, the perceived social behavior categories were obtained from analyzing and grouping replies to the Interactive Experiences and Trust and Respect questionnaires. It was found that the results did not show a statistically significant difference in participants’ performance between the human or robot collaborators. Moreover, all of the collaborators elicited similar emotions, where the human collaborator was perceived as more credible and socially present than the robot one. It is suggested that using robot collaborators might be as efficient as using human ones, in the context of serious game collaborative tasks.

  • 78.
    Johansson, Niklas
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lin, Tony
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Växande kunskaper i virtual reality: Virtual reality som ett verktyg för lärande2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study discusses virtual reality (VR) games in relation to learning and entertainment. The digital portrayal will take place through the existing game GROW’em from the company Okay Games, where we examined how the effect on learning in a virtual reality game. The goal is to provide the player with engaging tasks in order to manage their greenhouse together with playful VR-interactions and the ability to influence their own environment. The purpose is for the player to learn about genuine flora and maybe one day replace their virtual plant with an actual plant. With this study we want to highlight games and virtual reality as a tool for learning, where the body's part in learning refers to how learning takes place through one's actions.

  • 79.
    Johansson, Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Level design in open worlds: Should you think like an architect?2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Abstract The focus of this thesis is to study a way to create deeper open world experiences. As our technology evolves and our computers, phones and consoles get more powerful, we now have the ability to create huge open worlds in digital games. The purpose is to gain insight how to make this open world interesting for the player to “play” in this world. For this study I want to study a game that uses an open world level design where the players can roam freely around without constraints stopping them. I to create part of this world and get the players to understand where they are without a map, and give them one experience that makes them want to come back. Keywords: Open world, Digital Games, Level Design, Experience, Game Development Abstrakt Mitt fokus med detta kandidatarbete är att studera hur man kan skapa en djupare öppen värld upplevelse. Idag när våra datorer, telefoner och konsoler blir allt starkare så har vi nu möjligheten att skapa stora öppna världar i digitala spel. Syftet med detta är att få en insikt hur mar man göra en öppen värld intressant för att spelaren ska kunna ”spela” i denna värld. För denna studie vill jag använda ett spel som har en öppen värld bandesign där spelaren kan åka vart de vill utan något som stoppar dem. Sedan i denna värld skapa en del där spelaren ska hitta utan karta, och ge dem en upplevelse som gör att de vill komma tillbaka. Nyckelord: Öppen värld, Digitala Spel, Bandesign, Upplevelse, Spelutveckling

  • 80.
    Johnsson, Jonas
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Oscar, Kristland
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rösten: En ljudanalys av rösten i ljudböcker och vad den bär med sig2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study focuses on how the voice is used, or rather the effect of a narrative voice as a tool for the reading experience. Language is not only associated with the human intellect but also with the human body, and language is bound to our body through our voice. We analyzed the voices from audio books with a set listening modes as a way of changing focus on what we listened to. The audio books voice carries words with it but also a part of itself. We can hear if a person is tired, angry or sad. From a phenomenological perspective we mainly reason with Maurice Merleau-Pontys ideas on how the human body plays a part in affecting the communication of the book. Alongside this thesis we also made an interpretation on the conclusions we made, in the form of a podcast.

  • 81.
    Johnsson, Maria
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Truedsson, Jesper
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Bort från monologen: Ett medieteknisk verktyg för verbal kommunikation mellan individer2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Through the smartphone's breakthrough and advancement, the mobile phone has in just a few years become one of the most central parts in many individuals' lives. It is used, among other things, to keep in touch with family, friends and colleagues, to communicate and be active in different social online activities. Many people are social beings who talks and communicate with other individuals most of the time. But there is a lack of something that may seem obvious; be able to have an oral conversation with another human being without a mobile phone in any way being included in the picture. 

    Sherry Turkle and Professor Jean M. Twenge have been conducting research for many years on children and young adults who are frequent users of smartphones. Many of these young people have never had any choice but to have a smartphone and their entire social life exists through it. One growing phenomena is that many of these young people communicate with each other through text in their smartphones, even though they sit next to each other in the same room. Children do not play together as they did in the past and their emotional development seems to progress more slowly.

    The purpose of the following survey is to create a counterweight to this fosterage and, through a media-technical perspective, present a mobile application that encourages and inspires oral dialogues between individuals.

  • 82.
    Juneskär, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den digitaliserade verktygslådan: Om moderna verktyg och dess inverkan på skapandeprocess och resultat2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 83.
    Karlegrund, Robin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Åkesson, Fabian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuellt berättande i Digitala Spel: Virtuella spelmiljöer och deras berättelser2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 84.
    Karlsson, Alexander
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Mattisson, Linus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindh, Victoria
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digitala sällskapsspel med den sociala aspekten som utgångspunkt2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta kandidatarbete undersöker om det går att behålla den sociala aspekten då man digitaliserar ett sällskapsspel. För att undersöka problemområdet skapades ett spelkoncept utifrån de teorier och slutsatser vi fått fram genom litteraturstudier. Spelkonceptet testades på respondenter som efteråt intervjuades. I detta arbete försöker vi förklara vår definition av ordet social och dess innebörd, samt diskuterar och spekulerar vi hur social interaktion mellan människor fungerar. Sedan presenterar vi våra resultat och metoder för hur man kan gå tillväga för att skapa ett digitalt sällskapsspel där det sociala ligger i fokus.

  • 85.
    Karlsson, Anna
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Identifiering med tv-seriers karaktärer och inverkan på åskådaren2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 86.
    Karlsson, Felicia
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Retorik i reklam2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor thesis I want to find out if Aristoteles rhetorical elements still is relevant in advertising on digital platforms. His element is Ethos, Pathos och Logos. Ethos is about the characters. For example, a person can convince with a smile. The person seem to be nice when she or he smile. Logos is information and arguments, both what is written in text and what pictures told us and also what the typography and colours communicate to us. In my investigation I use situated knowledge as a method. For situating I make some analysis of websites, I interviewing three persons and then ask if they were convinced of the websites and I read some text about rhetoric and visual communication. The reason why I use this method is because the advertising have to be accountable. With other words, the advertising have to be useful. It have to convince the consumers. In my survey I found out that Aristoteles rhetorical elements are used today and that they convince. A lot of information and pictures on the company's range and on characters when they smile, have fatigues or is with animals convince. The typography on a logotype to a foodstore have to be nicely and the text have to be legible. The right colour to a foodstore is green because is associates to the nature and some food is green. A lot of food come from the nature.

  • 87.
    Karlsson, Marie
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Vigstrand, Jonas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Posthumanism i förhållande till digitala spel2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera. Vårt arbete resulterade i en spelprototyp som fokuserar på tillblivelse. Med denna som utgångspunkt diskuterade vi sedan möjligheter och konsekvenser med våra speltestare. Undersökningen visar att det vi designat inte bara är en varelseskapare, utan det kan också bli något mer tillsammans med spelarna. This Bachelor Thesis examines how digital games can be created with someone else's point of view. We wanted to see what would happen if we tried to make games in a post humanistic manner and whether this would change anything. The process has raised special opportunities and consequences, new questions have also emerged. One of these questions is how the creation of the creatures within digital games can be performed. During the project there have been discussions and tests around how a tool with this purpose could work. Our work resulted in a game prototype that focuses on creation. With this as a starting point, we then discussed its possibilities and implications together with our game testers. The analysis shows that what we have designed is not only a creature creator, but it can also be something more along with the players.

  • 88.
    Kelkkanen, Viktor
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    A Test-bed for Studies of Temporal Data Delivery Issues in a TPCAST Wireless Virtual Reality Set-up2018In: 2018 28TH INTERNATIONAL TELECOMMUNICATION NETWORKS AND APPLICATIONS CONFERENCE (ITNAC), IEEE , 2018, p. 404-406Conference paper (Refereed)
    Abstract [en]

    Virtual Reality (VR) is becoming increasingly popular, and wireless cable replacements unleash the user of VR Head Mounted Displays (HMD) from the rendering desktop computer. However, the price to pay for additional freedom of movement is a higher sensitivity of the wireless solution to temporal disturbances of both video frame and input traffic delivery, as compared to its wired counterpart. This paper reports on the development of a test-bed to be used for studying temporal delivery issues of both video frames and input traffic in a wireless VR environment, here using TPCAST with a HTC Vive headset. We provide a solution for monitoring and recording of traces of (1) video frame freezes as observed on the wireless VR headset, and (2) input traffic from the headset and hand controls to the rendering computer. So far, the test-bed illustrates the resilience of the underlying WirelesslID technology and TCP connections that carry the input traffic, and will be used in future studies of Quality of Experience (QoE) in wireless desktop VR.

  • 89.
    Kelkkanen, Viktor
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Coefficient of Throughput Variation as Indication of Playback Freezes in Streamed Omnidirectional Videos2018In: 2018 28TH INTERNATIONAL TELECOMMUNICATION NETWORKS AND APPLICATIONS CONFERENCE (ITNAC), IEEE , 2018, p. 392-397Conference paper (Refereed)
    Abstract [en]

    A large portion of today's network traffic consists of streamed video of large variety, such as films, television shows, live-streamed games and recently omnidirectional videos. A common way of delivering video is by using Dynamic Adaptive Streaming over HTTP (DASH), or recently with encrypted HTTPS. Encrypted video streams disable the use of Quality of Service (QoS) systems that rely on knowledge of application-dependent data, such as video resolution and bit-rate. This could make it difficult for a party providing bandwidth to efficiently allocate resources and estimate customer satisfaction. An application-independent way of measuring video stream quality could be of interest for such a party. In this paper, we investigate encrypted streaming of omni-directional video via YouTube to a smartphone in a Google Cardboard VR-headset. We monitored such sessions, delivered via both WiFi and mobile networks, at different times of day, implying different levels of congestion, and characterised the network traffic by using the Coefficient of Throughput Variation (CoTV) as statistic. We observe that this statistic shows to be able to indicate whether a stream is stable or unstable, in terms of potential video playback freezes, when the DASH delivery strategy is used.

  • 90.
    Kemppi, Mattias
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rand, Joakim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Characters of You: En undersökning om identiteter i spelkaraktärer2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis we want to shine a light upon an alternative path to take when it comes to giving characters that is not hard knitted to the narrative a greater and more meaningful place inside a digital game. Together with Bruno Latour's Actor-Network Theory we research the relations between time, place and the everyday person. With observation as a starting point we look at how we can break down an identity to reshape and make something new from it, something that can create a lifelike and unique feeling in the otherwise relatively plain and empty existence that is a non-playable character. For us to be able to take that step we include the concept of persona, an important factor in creating something more full of fun and life. Through the shaping of identities based on observation and understanding the relationship between these identities and their fictive attributes a persona is created with its own needs and worries.  This bachelor thesis will also explain the methods and processes needed to create characters followed by analysing and discussions based on the results, the animation of the unique attributes of individuals and how it is explained and visualised.

  • 91.
    Kjellqvist, Tomas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Could Aid donor agencies support innovation? Lessons from Swedish aid politics and practices2014In: The role of Universities in inclusive innovation. Cluster development in East Africa / [ed] Trojer, Lena; Rydhagen, Birgitta, Arusha: Nelson Mandela African Institute of Science and Technology, , 2014, p. 81-96Chapter in book (Refereed)
    Abstract [en]

    Innovation is one of the most used words in current policy documents within the sectors that give or receive aid. The use of the word is indeed multifaceted. At the recipient side, the meaning found in policy documents is more analogue to introduction of new technologies in developing countries.At the donor side, the concept tends to refer to innovations in the aid methodology rather than to changes in the socio-economic or socio-technologic aspects in the aided developing countries. Aid innovations during the last twenty years have been mostly concerned with policy development and economic reforms. At the nearby end of this trajectory, we now see how recent calls for aid effectiveness and results has led to a situation where control and compliance are the main demands from the political and financial authorities. This modus operandi of aid, focused on political planning, control and compliance, contrast starkly to the “g(e)ist” of innovation, where spontaneous, incremental and evolving are keywords alongside with serendipity. This paper aims to give a background to the trap that Aid donors have constructed for themselves. One of the responses to such challenges was the Innovation Systems and Cluster Development program driven by the faculties of engineering at University of Dar es Salaam, Tanzania, Makerere University, Uganda and the Eduardo Mondlane University in Mozambique. The way this program has developed shows that there might be ways out of the donor’s trap. It also shows that innovation and learning together in clusters can matter for development.

  • 92.
    Kjellqvist, Tomas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Forskning i Öst och Väst, Nord och Syd2014In: Hela Vetenskapen: 15 forskare om integrerad forskning / [ed] Myrmann, Birgitta; Mineur, Eva, Stockholm: Vetenskapsrådet , 2014, p. 52-59Chapter in book (Refereed)
    Abstract [en]

    Hållbarhetens globala omfattning och mångfald av dimensioner kräver att många lokalt situerade perspektiv måste mötas. Att samla forskare från världens undanskymda hörn är kanske den svåraste utmaningen i ansatserna för en integrerad vetenskap. De delar av världen som drabbas värst av klimatförändringar, epidemier och ekonomiska kriser är också de som hittills har fått de sämsta förutsättningarna för att forska kring och analysera den hållbara utvecklingens problematik. Utan vetenskapliga bidrag från de fattigare länderna riskerar vår bild av utmaningarna att bli alltför grovkornig.

  • 93.
    Koleva, Teodora
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Det sociala ansvaret i skapandet av skönhetsidealen2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Kandidatarbetet undersöker och diskuterar frågeställningen "Vilket socialt ansvar har jag som grafisk formgivare i skapandet av skönhetsidealen?". Kandidatarbetet fokuserar på att skapa en diskussion kring ämnet skönhetsideal, hur dessa påverkar unga kvinnor samt vilka möjligheter det finns för att bryta samhällsnormer och göra en förändring, en större skillnad. Utifrån mitt forskringsresultatet kring skönhetshistorian och dess utveckling under åren, har jag skapat en produktion i form av modeillustrationer. Jag tycker inte att samhället inser hur kraftfullt påverkade vi har blivit av media och modebranschen under de senaste åren. Även de som inte är intresserade av mode och skönhet. Vi som jobbar inom medie- och reklambranschen är den tredje statsmakten. Och vi håller en stor makt i våra händer. Det är upp till oss hur vi väljer att använda den – för eller mot de som lyssnar och ser upp till oss – vår stora publik. Samhället. The bachelor thesis examines and discusses the question "What social responsibilities do I have as a graphic designer in the creation of the beauty ideals?" The bachelor thesis is focused on creating a discussion around the topic of beauty ideals, how they affect young women and the possibilities for breaking social norms, how to make a change, a big difference. Based on my research into the history of beauty ideals and its development over the years, I have created a production in form of fashion illustrations. I don’t think the society realizes how powerful we have been influenced by the media and the fashion industry in the last couple of years. Even those who aren’t interested in fashion and beauty are affected. We who work in the media and advertising industry have great power in our hands. It is up to us how we choose to use it - with or against those who listen and look up to us - our huge audience. Society.

  • 94.
    Kolosinska, Jolanta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Augmented Reality spaces: museums and digital “heterotopias”2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Essay In my thesis I examine the differences between “space” and “place” and the human beings relationship to those concepts. Furthermore, I explore Foucault’s concept of “heterotopia” in depth, using the museum as an example. Defined by Foucault, a heterotopia is a space standing outside of its known place, a space of otherness capable of juxtaposing different sites and time within itself. Public places such as museums are great examples of how technology affects both space and the human beings concept and understanding of it. Augmented Reality (AR) is a technology that enhances human experiences and interactions in space. I explore AR technology and AR panorama using the Argon browser, developed at Georgia Tech., I refer to AR as a form of “Digital Heterotopia.” This kind of AR panorama heightens sensory experiences and creates a sense of dislocation for users. Finally, I support my arguments with a critical experiment using AR panoramas in a new exhibition focused on submarines at the national Swedish Naval Museum (Marinmuseum) in Karlskrona, Sweden. Digital Artifact The aim of the digital artifact is to present how AR panoramas created in the Argon browser influence visitor’s perceptions of the museum space. My exploration of the AR panorama reveals the submarine interiors and engages the user in physical activity while viewing it (through the visitor’s full body rotation with a phone or tablet, for example.) Such action embodies the real experience, and at the same time, the museum environment surrounds the user whose vision extends beyond the device. The feeling of dislocation and lack of belonging within either physical or virtual is evoked in user.

  • 95.
    Kristoffersson, Robert
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Falsk information på webben: Med fokus på ideologisk polarisering som underliggande orsak2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis focuses on ideological polarization as cause for the vast amount of false information that have been spread lately. I examine how selective exposure and filter bubbles have contributed to the ideological polarization that followed into the web, and how newsfeed have been acting as a breeding ground for this. In an attempt to reduce the ideological polarization in newsfeed I created a web application in the form of a newsfeed with news articles, that with the help of algorithms let the user see beyond its filter bubble to balance the newsfeed between different news sources.

  • 96.
    Krohn, Anton
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Petersson, Daniel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tillfälliga öar: – tillsammans med havet i materiell-diskursiva praktiker2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

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

  • 97.
    Kärrholm, Dan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Johansson, Henrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Person till person kommunikation: Sociala mediers inverkan på det uppkopplade samhället2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis examines the potential risks of face to face communication that may occur during the use of modern technology and social media. The aim is to find out what kind of impact may occur when people over consume modern technology and various types of social media (e.g. Facebook, twitter, Instagram and Myspace). The study will then form a base for a digital game witch will focus on finding a way technology can improve communication face to face. The game will introduce the players to a problem that only can be solved by working and communicate with each other.

  • 98.
    Lagerspetz, E.
    et al.
    University of Helsinki, FIN.
    Flores, H.
    University of Helsinki, FIN.
    Mäkitalo, N.
    University of Helsinki, FIN.
    Hui, P.
    University of Helsinki, FIN.
    Nurmi, P.
    Lancaster University, GBR.
    Tarkoma, S.
    University of Helsinki, FIN.
    Passarella, A.
    IIT-CNR, ITA.
    Ott, J.
    Technical University of Munich, DEU.
    Reichl, P.
    University of Vienna, AUT.
    Conti, M.
    IIT-CNR, ITA.
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Singh, J.
    University of Cambridge, GBR.
    Strufe, T.
    Technische Universität Dresden, DEU.
    Hossfeld, T.
    University of Duisburg-Essen, DEU.
    Lindgren, A.
    RISE SICS, SWE.
    Quercia, D.
    Bell Labs Cambridge, GBR.
    Pervasive Communities in the Internet of People2018In: 2018 IEEE International Conference on Pervasive Computing and Communications Workshops, PerCom Workshops 2018, Institute of Electrical and Electronics Engineers Inc. , 2018, p. 40-45, article id 8480273Conference paper (Refereed)
    Abstract [en]

    The Internet has traditionally been a device-oriented architecture where devices with IP addresses are first-class citizens, able to serve and consume content or services, and their owners take part in the interaction only through those devices. The Internet of People (IoP) is a recent paradigm where devices become proxies of their users, and can act on their behalf. To realize IoP, new policies and rules for how devices can take actions are required. The role of context information grows as devices act autonomously based on the environment and existing social relationships between their owners. In addition, the social profiles of device owners determine e.g. how altruistic or resourceconserving they are in collaborative computing scenarios. In this paper we focus on community formation in IoP, a prerequisite for enabling collaborative scenarios, and discuss main challenges and propose potential solutions. © 2018 IEEE.

  • 99.
    LANDÉN, ERIKA
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Genusmedveten mönsterdesign - med textil som budbärare2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

  • 100.
    Larsson, Emma
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    CHALLENGING PERSUASIVE PRINCIPLES IN MOBILE APPLICATIONS2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis focuses on persuasion and how principles of persuasion embedded within mobile health applications are there to promote attitude and behavioral change. It includes a background in rhetoric; beginning with the Aristotelian method for persuasion, then stretching on to psychological rhetoric, and finally how the Aristotelian methods have worked its way into everyday society, especially in marketing and games. The thesis then benefits from the rhetoric background as it explores Dr. BJ Fogg’s model of behavior as well as his principles of persuasion.

    An analysis of the mobile health application “My Fitness Pal” is made. After which the principles are transferred into a mockup designed to fit another context, namely education. This to challenge the authors hypothesis, that the same principles of persuasion used to promote and persuade the user to do a physical activity, can also be used to persuade a user to study.

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