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  • 51.
    Faleij, Marcus
    et al.
    Blekinge Institute of Technology, School of Computing.
    Ivannikov, Alexander
    Blekinge Institute of Technology, School of Computing.
    Cascaded Deferred Rendering2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    A long-standing difficulty with rendering huge distances is depth-fighting; a visual artefact produced when two or more fragments overlap either due to coplanar geometry or insufficient depth precision. This thesis presents two novel methods, Cascaded Deferred Rendering (CDR) and Logarithmic Cascaded Deferred Rendering (LogCDR), as a solution to solve depth-fighting that is due to insufficient depth precision. This thesis also evaluates an existing method, logarithmic depth buffer, comparing it against the standard depth buffer in OpenGL, CDR and LogCDR. The most prominent solution found was logarithmic depth buffer because of performance, no overhead from frustum division and extensive culling, ease of implementation and conveniences such as easier implementation of transparency.

  • 52.
    Falkenby, Jesper Hansson
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Physically-based fluid-particle system using DirectCompute for use in real-time games2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Context: Fluid-particle systems are seldom used in games, the apparent performance costs of simulating a fluid-particle system discourages the developer to implement a system of such. The processing power delivered by a modern GPU enables the developer to implement complex particle systems such as fluid-particle systems. Writing efficient fluid-particle systems is the key when striving for real-time fluid-particle simulations with good scalability. Objectives: This thesis ultimately tries to provide the reader with a well-performing and scalable fluid-particle system simulated in real-time using a great number of particles. The fluid-particle system implements two different fluid physics models for diversity and comparison purposes. The fluid-particle system will then be measured for each fluid physics model and provide results to educate the reader on how well the performance of a fluid-particle system might scale with the increase of active particles in the simulation. Finally, a performance comparison of the particle scalability is made by completely excluding the fluid physics calculations and simulate the particles using only gravity as an affecting force to be able to demonstrate how taxing the fluid physics calculations are on the GPU. Methods: The fluid-particle system has been run using different simulation scenarios, where each scenario is defined by the amount of particles being active and the dimensions of our fluid-particle simulation space. The performance results from each scenario has then been saved and put into a collection of results for a given simulation space. Results: The results presented demonstrate how well the fluid-particle system actually scales being run on a modern GPU. The system reached over a million particles while still running at an acceptable frame rate, for both of the fluid physics models. The results also shows that the performance is greatly reduced by simulating the particle system as a fluid-particle one, instead of only running it with gravity applied. Conclusions: With the results presented, we are able to conclude that fluid-particle systems scale well with the number of particles being active, while being run on a modern GPU. There are many optimizations to be done to be able to achieve a well-performing fluid-particle system, when developing fluid-particle system you should be wary of the many performance pitfalls that comes with it.

  • 53.
    Fard, Hossein Ghodosi
    et al.
    Blekinge Institute of Technology, School of Computing.
    Chuangjun, Bie
    Blekinge Institute of Technology, School of Computing.
    Braille-based Text Input for Multi-touch Screen Mobile Phones2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    ABSTRACT: “The real problem of blindness is not the loss of eyesight. The real problem is the misunderstanding and lack of information that exist. If a blind person has proper training and opportunity, blindness can be reduced to a physical nuisance.”- National Federation of the Blind (NFB) Multi-touch screen is a relatively new and revolutionary technology in mobile phone industry. Being mostly software driven makes these phones highly customizable for all sorts of users including blind and visually impaired people. In this research, we present new interface layouts for multi-touch screen mobile phones that enable visionless people to enter text in the form of Braille cells. Braille is the only way for these people to directly read and write without getting help from any extra assistive instruments. It will be more convenient and interesting for them to be provided with facilities to interact with new technologies using their language, Braille. We started with a literature review on existing eyes-free text entry methods and also text input devices, to find out their strengths and weaknesses. At this stage we were aiming at identifying the difficulties that unsighted people faced when working with current text entry methods. Then we conducted questionnaire surveys as the quantitative method and interviews as the qualitative method of our user study to get familiar with users’ needs and expectations. At the same time we studied the Braille language in detail and examined currently available multi-touch mobile phone feedbacks. At the designing stage, we first investigated different possible ways of entering a Braille “cell” on a multi-touch screen, regarding available input techniques and also considering the Braille structure. Then, we developed six different alternatives of entering the Braille cells on the device; we laid out a mockup for each and documented them using Gestural Modules Document and Swim Lanes techniques. Next, we prototyped our designs and evaluated them utilizing Pluralistic Walkthrough method and real users. Next step, we refined our models and selected the two bests, as main results of this project based on good gestural interface principles and users’ feedbacks. Finally, we discussed the usability of our elected methods in comparison with the current method visually impaired use to enter texts on the most popular multi-touch screen mobile phone, iPhone. Our selected designs reveal possibilities to improve the efficiency and accuracy of the existing text entry methods in multi-touch screen mobile phones for Braille literate people. They also can be used as guidelines for creating other multi-touch input devices for entering Braille in an apparatus like computer.

  • 54.
    Farooq, Khan H M
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Engineering of Context Dependent Quality of Service (QoS)2006Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    The service oriented computing paradigm is a new model for distributed computing and due to its simplicity and powerful features, it is being popular and has a wide variety of implementation in different scenarios. The already built system is studies in detail, which was totally implemented using the Grid Technology. The idea of the current work is how we can implement the same functionality in the non-real time environment. The basic idea is to merge the web services and grid services to formulate the unique concept of context dependent quality of service (QoS) for both real time and non-real time solutions. When we merge these different types of services, the main focusing point is to define the service level agreement (SLA) when these different qualified services want to interact with each other. This document discusses and formulates the theoretical aspects, which in future work, can be consider for the practical implementation.

  • 55.
    Fekete, Lorand
    et al.
    Blekinge Institute of Technology, School of Computing.
    Hagelbäck, Maria
    Blekinge Institute of Technology, School of Computing.
    Gameplay experience with eye tracking2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This study is about how a person who is used to play games experiences playing a game with their eyes as input. The participants played a 3D game where the player had to collect coins by moving a ball over them. The participants first tried the game with keyboard as input and then right after only interacting by gazing via screen. The achieved score was recorded both for input from keyboard and input from eye. After the game session the participants were asked to answer two questionnaires that contained questions about their background and questions referring to the game they just played. The experiment was performed in a lab with a TobiiT60 eye tracker. All participants got lower score when they used eye tracking as input but most of the participants found it to be more fun. We reached the conclusion that, with the game used in our experiment, the participants felt that gaining a high score was not the most important. Instead they ranked having fun as a more important factor. Our experiment has shown that using an eye tracker can make a casual game more fun.

  • 56.
    Forsell, Sophie
    Blekinge Institute of Technology, School of Computing.
    Game Development from Nintendo 8-bit to Wii2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    “The game begins the moment a person touches a console -- everything builds from that.” (Quote by Shiguru Miyamoto; founder of Super Mario) This report contains a well-structured analysis of the main four Super Mario games that clearly states a difference in story, hardware, software development and design. The report is structured in sections for each game to better understand the concept of the Super Mario games. The report ends with comparisons of the games for a better view of the paradigm between them. The pictures and quotations in this report are referenced to the company that has copy write and Shiguru Miyamoto that is the founder of the character Super Mario.

  • 57.
    Fransson, Elisabeth
    Blekinge Institute of Technology, School of Engineering, Department of Systems and Software Engineering.
    Krav på kraven: Varför kravspecifikationer inte uppdateras och vad det kan ge för konsekvenser2004Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [sv]

    Detta magisterarbete fokuserar på kravhantering i systemutvecklingsprocessen. Mer specifikt handlar det om uppdatering av kravspecifikationen då nya krav tillkommer. Detta är en aktivitet som ofta förbises och jag har velat se varför samt vilka konsekvenser det kan leda till. Det referensföretag där undersökningen utfördes är ITT Flygt i Emmaboda och Solna, som har intern utveckling av system för sin verksamhet. Tillvägagångssättet i undersökningen har främst varit intervjuer, men även studier av de dokument som finns i verksamheten. En slutsats är att en del av de skälen till att uppdatering av kravspecifikationen inte görs är för att kravspecifikationen inte har alla de användningsområden som litteraturen förespråkar. En annan anledning är att det inte är en aktivitet som prioriteras. En korrekt hantering av kravspecifikationen ger fördelar så som kontroll över tid och resurser i projektet så att resurserna kan läggas på de förändringar som är i störst behov av förändring.

  • 58.
    Fristedt, John
    Blekinge Institute of Technology, School of Planning and Media Design.
    Spelutveckling, problem och utmaningar2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Detta arbete ämnar undersöka problem och utmaningar relaterade till design- och produktion av ett tävlingsinriktat spel för gratis utgivning samt utforska potentiella lösningar och designfilosofier genom att påbörja utveckling av ett spel. Problem som uppstår, lösningar som tillämpas och val som görs dokumenteras varpå resultat analyseras. Undersökningen tar upp design av både spelmekaniska och grafiska element samt produktionen av spelet och dess resurser, saker som är viktiga att tänka på och några saker som kan gå fel.

  • 59.
    Gabriel, Karim
    et al.
    Blekinge Institute of Technology, School of Engineering, Department of Signal Processing.
    Moudarres, Sani Al
    Blekinge Institute of Technology, School of Engineering, Department of Signal Processing.
    The development of a Speech Level Adjustment Technique for late Deaf People2009Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    People that become deaf later on in life do have the ability to speak with correct pronunciation but since they can not hear their own voice nor the noise in the enviroment, they have difficulties to adjust their voice level to the surrounding environment. In this thesis we propose and algorithm which can be used on a prototype to help the late deafened people to adjust their voice level to the surrounding.

  • 60.
    Georgsson, Mattias
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Staggers, N.
    Heuristic evaluation of a mhealth diabetes self-management system using disease specific patient profiles2016In: Studies in Health Technology and Informatics, IOS Press, 2016, Vol. 225, p. 530-534Conference paper (Refereed)
    Abstract [en]

    Patient-centeredness is an important concept in diabetes treatment. We modified Nielsen’s expert heuristic evaluation method addressing common gaps: a patient perspective and variability in findings. Two expert, dual-domain evaluators referred to validated patient profiles (mild, moderate, severe diabetes) when conducting uniform evaluation processes on a diabetes mHealth system. Evaluators found 103 usability problems and 224 heuristic violations. For 69 % of the problems, the profiles had an effect on severity ratings. "Consistency and Standards" (n=57) and "Match between the System and Real World" (n=55) violations dominated at 50%. The overall system severity rating was major. Severity was highest for a severe diabetic profile due to likely visual issues (crowded elements), cognitive concerns (remembering many steps) and for insufficient medication information. Interrater reliability was respectable at Kappa =0.67. Our novel evaluation method represents one way of improving on a usability expert technique making it more patient-centered with less individual evaluator variability. © 2016 IMIA and IOS Press.

  • 61.
    Golba, Benjamin
    Blekinge Institute of Technology, School of Computing.
    Deferred rendering using Compute shaders2010Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Game developers today are putting a lot of effort into their games. Consumers are hard to please and demand a game which can provide both fun and visual quality. This is why developers aim to make the most use of what hardware resources are available to them to achieve the best possible quality of the game. It is easy to use too many performance demanding techniques in a game, making the game unplayable. The hard part is to make the game look good without decreasing the performance. This can be done by using techniques in a smart way to make the graphics as smooth and efficient as they can be without compromising the visual quality. One of these techniques is deferred rendering. The latest version of Microsoft’s graphics platform, DirectX 11, comes with several new features. One of these is the Compute shader which is a feature making it easier to execute general computation on the graphics card. Developers do not need to use DirectX 11 cards to be able to use this feature though. Microsoft has made it available on graphic cards made for DirectX 10 as well. There are however a few differences between the two versions. The focus of this report will be to investigate the possible performance differences between these versions on when using deferred rendering. An application was made supporting both shader model 4 and 5 of the compute shader, to be able to investigate this.

  • 62.
    Grahn, Emma
    Blekinge Institute of Technology, School of Computing.
    A study in GUI aesthetics for modern pixel art games.2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The clarity and usability of the graphical user interface is very important for the enjoyment of a digital game. Pixel art is an art style with low resolution consisting of a precise placing of pixels, the smallest unit of colour that a screen can display. Pixel art has the potential of being cheap, easy to make and nostalgic, but it takes some skill to handle. However the great weakness of pixel art is displaying letters, and small details with clarity. So is there a place for pixel art in modern games? This thesis will discuss how pixel art games could use their GUI and HUDs to create beautiful games without losing clarity. The aim of this study is to is to compare different games GUI in a systematic way and discuss whether the artists have succeeded in their design of the GUI to give the player a pleasant game experience. A second aim is to find a series of recommendations on how to build a GUI with the least possible intrusion on on a narrative driven game. The main question is how can the GUI be designed and drawn to fit a modern pixel art game without causing a distracting discord to the pixel art style?

  • 63.
    Grelsson, David
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Tile Based Procedural Terrain Generation in Real-Time: A Study in Performance2014Student thesis
    Abstract [en]

    Context. Procedural Terrain Generation refers to the algorithmical creation of terrains with limited or no user input. Terrains are an important piece of content in many video games and other forms of simulations. Objectives. In this study a tile-based approach to creating endless terrains is investigated. The aim is to find if real-time performance is possible using the proposed method and possible performance increases from utilization of the GPU. Methods. An application that allows the user to walk around on a seemingly endless terrain is created in two versions, one that exclusively utilizes the CPU and one that utilizes both CPU and GPU. An experiment is then conducted that measures performance of both versions of the application. Results. Results showed that real-time performance is indeed possible for smaller tile sizes on the CPU. They also showed that the application benefits significantly from utilizing the GPU. Conclusions. It is concluded that the tile-based approach works well and creates a functional terrain. However performance is too poor for the technique to be utilized in e.g. a video game.

  • 64.
    Gryth, Mario
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Torshall, Christoffer
    Blekinge Institute of Technology, School of Planning and Media Design.
    Svensson, Anton
    Blekinge Institute of Technology, School of Planning and Media Design.
    Åkerman, Alexander
    Blekinge Institute of Technology, School of Planning and Media Design.
    Cloudmetoden: Utveckling av ett alternativt arbetssätt för produktion i digitala medier2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Denna slutreflektion kommer att beskriva planeringen och utvecklingen av en alternativ sorts arbetsmetod kallad Cloudmetoden, vilken lämpar sig för mindre arbetsgrupper som utvecklar digitala medier (i vårt fall spelproduktion). Slutreflektionen kommer att innehålla beskrivningar om vilket typ av problematik som gjorde att vi valde att skapa ett eget sätt att arbeta. Vi diskuterar och jämför vår arbetsmetod med redan existerande projektmetoder inom digitala spel. Vi kommer nämna de produkter som har skapats med hjälp av vårt arbetssätt och hur vi arbetade med dessa. Nyckelord: Cloudmetoden, spelproduktion, projektmetod, alternativ, digitala medier. This text will describe the planning and development of a new kind of working method we call The Cloud Method , which is suited for smaller teams who develop some kind of Digital Media. (In our case, video games). It will contain descriptions on what kind of problems that made us choose to create our own method of working instead of using one that already exists. We will discuss and compare our method of working with the other methods we have examined in order to show you how we made ours the way it is. We will mention the products we have created using our method and describe how it was to work with them, and describe what kind of facts and thoughts we stumbled upon.

  • 65.
    Gunnarsson, Annicka
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Ekberg, Siri
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Invasion of Privacy: Spam - one result of bad privacy protection2003Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Our personal privacy is being eroded from various directions as modern technologies bring lots of new threats towards our personal privacy. Unfortunately, people are often oblivious about it and accept invasion of privacy to a great extent without questions. This thesis is a presentation of our study dealing with privacy violations while using the Internet. It also includes a further investigation about unsolicited bulk email, which is one of many consequences of bad privacy protection. We have also examined the differences between the United States and the European Union and found that the fundamental privacy protection is better in the European Union. We have used different methods to complete this thesis such as studies of literature and articles as well as performing a spam study. Using these methods we have concluded that privacy violations on the Internet is a significant problem and that the Internet users have a right to an adequate privacy protection.

  • 66.
    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.

  • 67.
    Gustavsson, David
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Interaction with a 3D modeling tool through a gestural interface: An Evaluation of Effectiveness and Quality2014Student thesis
    Abstract [en]

    Context. Gestural interfaces involves the ability of technology identifying and recognizing human body language and then interpret this into commands. This is usually used to ease our everyday life, but also to increase usability in for example mobile phones. Objectives. In this study the use of a gestural interface is evaluated as an interaction method to facilitate the introduction of new and novice users to 3D modeling tools. A gestural interface might reduce the modeling time without making an impact on the quality of the result. Methods. A gestural interface is designed and implemented based on previous research regarding gestural interfaces. Time and quality results are gathered through an experiment where participants are to complete a set of tasks in the modeling tool Autodesk Maya that relates to modeling. These tasks are executed in both the implemented gestural interfaces as well as the standard interface of Autodesk Maya. User experience is also gathered through the use of a SUS questionnaire. Results. 17 participants took part in the experiment. Each participant generated time and quality results for each task of the experiment for each interface. For each interface the user experience was recorded through a SUS questionnaire. Conclusions. The results showed that the use of a gestural interface did increase the modeling time for the users, indicating that the use of a gestural interface was not preferable as an interaction medium. The results did show that the time difference between the interfaces was reduced for each completed task, indicating that the gestural interface might have an increase in learnability of the software. The same indication were given from the SUS questionnaire. Also, the results did not show any impact on the quality.

  • 68.
    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.

  • 69.
    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.

  • 70.
    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.

  • 71.
    Hansson, Christina
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    User Driven Software Development in a Small Company2002Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Field studies, interviews and participative observations have been the main methods in this master thesis where the author has studied, and partially participated, in the development process of a booking system called FRI. Idavall is the small company that develops this suc-cessful software despite small resources. Characteristic for Idavall is in the way they manage to involve their about 1300 users in the development process. The development process is highly flexible which is required when rapidly changes are common. The overall question in this thesis is: How do Idavall manage to develop this software in a flexible way and successfully involve their users in the development process? Idavall arranges FRI-meetings, courses and demonstrations where users meet each other and a representative from Idavall. All participants discuss FRI and have the opportunity to propose changes, improvements and report bugs. One of the most important parts of the busi-ness idea of Idavall is to offer a proper, friendly and professional support. The support is one of the most important possibilities to be informed about the users? needs, wishes and propos-als. This, what I called, user driven development has a lot of common with Participatory De-sign (PD) where users participate in the design of new software. PD implies that users of software should take part in decisions that affect the system and the way it is used and de-signed. Idavall make use of a kind of Customer Relationship Management (CRM), which is a concept used in the marketing arena. The objective of CRM is to create a strong, mutual and trustful relationship between supplier and customer. By using CRM in combination with PD it is possible to enhance the user participation and enable user driven development. The company has a flexible development process, which is built on an informal way of driving the process. Informal meetings are common where decisions about changes and im-provements are taken quickly. New versions are delivered about 20 times a year. The employ-ees meet several times a day in the central located coffee room and discuss problems. The development process has a lot of common with Extreme Programming (XP), which is a software development methodology that aims to make software development more flexi-ble and focus on highly flexible environments with quickly changing requirements. XP is de-scribed briefly and comparisons are made to the development process of FRI as well as short-comings of XP in the context of PD.

  • 72.
    Harengel, Peter
    Blekinge Institute of Technology, School of Computing.
    Three Tales of Dominant Technological Artifacts: Tracing the Paths from Success to Domination of Software Applications with the Help of Latour's Actor-Network-Theory and Bourdieu's Capital Theory2011Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Domination in the software application industry has been an issue since its early years. But how do these situations of market domination come into existence? This thesis discusses conventional approaches towards understanding market domination and their inherent weaknesses. As a result a new understanding, based on Actor-Network-Theory and Capital Theory unfolds, which achieves the uncovering of a much deeper complexity on how market domination comes into existence.

  • 73.
    Harrop, Claire
    Blekinge Institute of Technology, School of Planning and Media Design.
    Integrating Audio in the Isometric Game2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This study is about audio design for the isometric perspective computer game. Many games have an isometric perspective also known as a top-down perspective. Audio plays a large part in modern computers games. In this thesis I have questioned how audio is used in isometric games and if it is possible to implement positional audio in isometric games, which is mostly used with true perspective games. Through an analysis of how three dimensional audio is used and how audio is designed in true perspective video games, I have attempted to find out how audio can be implemented and designed for video games with an isometric perspective. A discussion in audio design has been formulated based on a game called Magicka Wizard Wars, where I have analyzed and theoretically written how audio implementation would be designed for that specific type of game and what potential problems could occur.

  • 74.
    Hartman, Kim
    Blekinge Institute of Technology, School of Computing.
    How do intrinsic and extrinsic motivation correlate with each other in open source software development?2011Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [sv]

    Open source is growing outside the boundaries of hackers, amateurs and software development, creating a humongous potential in many different areas and aspects of society. The intrinsic and extrinsic motivations that drives open source have been in the subject of much research recently, but how they affect each other when paid and unpaid contributors come together is still hidden in obscurity. In this study I investigate how intrinsic and extrinsic motivation correlates with each other and how those correlations affect paid and unpaid open source software contributors. The literature synthesis is based on of systematic reviews through searches in library databases, identification of articles by searching on the Internet and by reading relevant books. My results indicate that intrinsic and extrinsic motivations continuously affect each other and that paid contributors are more vulnerable since their extrinsic motivation in terms of money is reached only when many other motivations are fulfilled. The paid contributor’s lower autonomy may result in a decrease in intrinsic motivation while social interaction may result in an increase of the same. The unpaid contributors are more likely to be intrinsically motivated than the paid contributors, resulting in higher psychological satisfaction, less stress, creativity and input of higher work effort among unpaid contributors.

  • 75.
    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.

  • 76.
    Hegardt, Simon
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Järlemyr, Erik
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Heinerwall, Gustaf
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Forced2Fight: En Spelproduktion2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Bakgrund En grupp på fyra studenter väljer att göra ett Beat 'em Up-spel som sitt kandidatarbete. Deras mål är att modernisera en genre som fått mindre utrymme i spelindustrin sedan dess storhetstid under det sena 80-talet till det tidiga 90-talet. För att göra spelet mer aktuellt för den moderna spelmarknaden sätts fokus på att skapa ett Beat 'em Up där två spelare behöver samarbeta för att ta sig vidare. Resultat En slice - ett tvärsnitt av det fullständiga spelet - produceras. Brist på tid och arbetskraft försvårar dock arbetet, något som förhindrar gruppen från att undersöka hur samarbetet mellan två spelare fungerar i detalj. Slutsats Trots en dedikerad och eektivt arbetande grupp fanns det inte arbetskraft till att realisera det noggrannt uttänkta konceptet. Trots att produkten endast var tänkt att vara ett tvärsnitt av spelkonceptet kunde det inte färdigställas. Även små spel tar lång tid att producera om det görs noggrannt.

  • 77.
    Heinstedt, Elin
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Johansson, Niklas
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Requesting Utility in Usability -Perspectives from a large team software engineering project2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Many companies invest large amount of money in developing new technology, without knowing how it will be used. To succeed in making these technologies useful it is necessary to understand the context that gives meaning to the artifact. In the case of generic products, especially in new domains, the context is not obvious. This bachelor thesis analyses what Usability Engineering, Participatory Design and Ethnography can contribute to the problem of learning about the context of usage for generic artifacts. Understanding and identifying details of context is considered to be important to achieve usability in software development. The experience is that most recommendations on usability methods concern situations of specific users in a specific context. In order to find important aspects of the real-world use of generic products, we suggest that ethnographic studies can be conducted in contexts where behaviors relevant to the design are thought to be found. The problem of not knowing the context was experienced in usability work practiced in a large software engineering project. The project task was to develop a web browser for Symbian's ?Quartz? reference design for handheld devices. Methods used were taken from participatory design and usability engineering.

  • 78.
    Hellberg, Jonas
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Soundvolume 2.0: En prototyp för ljuddesign i spel2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    After four months of internship as a sound designer at the Swedish gamecompany Starbreeze in Uppsala, it was time to take the next step in further four months. From sounddesign to gameplay-design, ideas and thoughts, and a look in to how scriptning works. In this work you will follow the process in the making of a new sound designprototype for an extern company's future game-projects. From the beginning my goal was to learn about scriptning, and make a gameplay-scenario, but this evolved to something much greater than expected. Explanation: Sounddesign = Implementing sounds, making sounds for digital media, in this case games. Scripting = Easier programming, could be stuff that happens or stuff you can do in the game. Keywords: Soundvolume 2.0, Starbreeze, sounddesign, games, audio, 3D

  • 79.
    Hellström, Andreas
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Chervyakov, Anatoly
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Global Software Development2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Global Software Development is an area that has been recently highlighted. Translation is usually an issue that people associate with adapting software for a specific country but it is much more than that. Through text representation and data formatting you can go deep into cultural aspects that affect the user interface and even the core functionality. In this thesis we will discuss just how these matters can affect development of global software. To carry out the investigation we analyzed current approaches and references and build up an extended methodology with suggestions to develop global software applications.

  • 80.
    Herbertsson, Anna
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Johansson, Rosanna
    Blekinge Institute of Technology, School of Planning and Media Design.
    Does it matter?2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Swedish: Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet finns representerade i digitala spel och hur dessa framställs. Arbetet har även fokus på de reaktioner samhället har visat i samband med att spel som behandlar ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur diskussionen av detta kan leda till en utveckling inom spelmediet. Informationen som användes för att undersöka ämnet och dess reaktioner finns sammanställt under ett forskningsmomentet, vilket sedan utvecklas till flera noveller. Dessa noveller har sedan användes i en undersökning som genomfördes av 11 stycken deltagare. English: This bachelor thesis investigates if characters with non-normative sexuality are represented in digital games and how these are portrayed. The thesis' focus is also to study the reactions games dealing with the subject of non-normative sexuality have received from society, and how the discussion about this can lead to a growth for games as a medium. The information used to analyze this subject and its reactions is collected from a time of researching, which later was developed into a number of short stories. These short stories were then used to conduct a survey answered by 11 respondents. Keywords: Homosexuality, bisexuality, digital games, non-normative sexuality, interpretation, game medium.

  • 81.
    Hillman, Joel
    Blekinge Institute of Technology, School of Computing.
    Kinect in retro games2013Student thesis
    Abstract [en]

    Have you ever asked yourself whether new technology mixed with older might have a great outcome? How about using a modern kind of input control, such as a camera with gesture recognition in an older game? This study is meant to nd out whether or not camera-based input is suitable in older retro games and how it di ers in comparison to standard gamepad input. A modi ed version of In nite Super Mario is used to receive input from a Kinect application and control the character inside the game. Questionnaires and logging is added into the application to collect research data to help in answering the research questions. The evaluation consists of a pre-survey to collect background information about the player, empirical analysis of statistics collected during game play to measure performance and a post-survey to nd out the reactions of the subjects. T-tests are used to nd signi cant di erences in the test results and the participants are grouped based on their preference, former gamepad- and Kinect experience. The results indicate that players with lower gaming experience have a higher satisfaction using the Kinect as input method. Additionally gesture recognition appears to add an another fun factor to the game.

  • 82.
    Hoeft, Robert
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Nieznanska, Agnieszka
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Empirical evaluation of procedural level generators for 2D platform games2014Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. levels, maps, characters). Since PCG generators are able to produce huge amounts of game content, it becomes impractical for humans to evaluate them manually. Thus it is desirable to automate the process of evaluation. Objectives. This work presents an automatic method for evaluation of procedural level generators for 2D platform games. The method was used for comparative evaluation of four procedural level generators developed within the research community. Methods. The evaluation method relies on simulation of the human player's behaviour in a 2D platform game environment. It is made up of three components: (1) a 2D platform game Infinite Mario Bros with levels generated by the compared generators, (2) a human-like bot and (3) quantitative models of player experience. The bot plays the levels and collects the data which are input to the models. The generators are evaluated based on the values output by the models. A method based on the simple moving average (SMA) is suggested for testing if the number of performed simulations is sufficient. Results. The bot played all 6000 evaluated levels in less than ten minutes. The method based on the SMA showed that the number of simulations was sufficiently large. Conclusions. It has been shown that the automatic method is much more efficient than the traditional evaluation made by humans while being consistent with human assessments.

  • 83.
    Horm, Peeter
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Olofsson, Sarah
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Att bryta isoleringen: sociala faktorer i nätbaserad distansutbildning2002Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [sv]

    Detta projekt fokuserar på distansstudenter och deras studiesituation i tre nätbaserade kurser. Genom en empirisk studie bestående av samtal med studenter och lärare, samt deltagande observation, har vi försökt finna lösningar för att förbättra studenternas lärandemiljö. De sociala faktorerna visade sig vara av stor betydelse i en studieform som tidigare kännetecknats av isolation mellan studenter och lärare. Projektet visar på hur en nätbaserad utbildningsplattform genom enkla tekniska lösningar kan ta hänsyn till studentens behov i fråga om att stödja kommunikation och samarbete.

  • 84.
    Hu, Yan
    et al.
    Blekinge Institute of Technology, School of Computing.
    Afzal, Javed
    Blekinge Institute of Technology, School of Computing.
    Achieving eHealth interoperability Via peer-to-peer communication Using JXTA Technology2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    eHealth is an emerging area that boosts up with advancement in Information and Communication Technology (ICT). Due to variety of eHealth solutions developed by different IT firms with no proper shared standards, interoperability issue is then raised. Blekinge County healthcare organizations use two different systems MAGNA CURA and SYStem Cross. The two systems work well in their own scope. But these systems often need to communicate and coordinate for exchange of patients’ information which leads to the problem of interoperability. The aim of this research study is to provide fast and reliable peer-to-peer solution for exchange of patient information so as to achieve interoperability among healthcare organizations. This proposed solution is tested as a middleware between MAGNA CURA and SYStem Cross currently used by Blekinge County healthcare organizations. A qualitative approach including in-depth literature review and a semi-structured face-to-face interview has been used for understanding the context of research problem. We have tested our approach through an executable prototype. The prototype is implemented using JXTA platform. We have learned that Blekinge healthcare is decentralized and heterogonous in nature. For such kind of environment, peer-to-peer communication approach is suggested. According to the test result, the suggested syntactic level interoperability between the two mentioned systems has been achieved.

  • 85.
    Hu, Yan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Bai, Guohua
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Lundberg, Jenny
    Linnaeus University, SWE.
    Eriksén, Sara
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    A Virtual Community Design for Home-Based Chronic Disease Healthcare2016In: Lecture Notes in Computer Science / [ed] Seyff N.,Ebert A.,Humayoun S.R.,Perini A.,Barbosa S.D.J.,Seyff N., Springer Publishing Company, 2016Conference paper (Refereed)
    Abstract [en]

    The internet based social network has been applied to serve many social functions, such as democratic decision making, knowledge sharing, educa‐ tion, and healthcare. In this paper, we provide a prototype of virtual community designed for home-based chronic diseases healthcare. We studied the concept “community” from the activity theory model in order to design the prototype with a solid theoretical base. Then we conducted a questionnaire from healthcare recipients and interviewed healthcare providers to gather the requirements for the design of the community. With some user stories we described the requirements as use cases for our design and a conceptual prototype is built based on the requirements. This virtual community servers as a shared platform for all the stakeholders who are engaged in the healthcare activity. With this shared community platform, the interoperability problems of current healthcare systems can be moderated

  • 86.
    Höglund, Sofie
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Portningsprocessen för en applikation: Att porta en applikation mellan två motorer2015Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Kontext. Det blir allt vanligare att konsumenter vill använda spel och applikationer på alla möjliga enheter och plattformar och ett sätt att göra det möjligt är genom portning. Portning används för att återanvända kod, objekt och funktioner utan att behöva göra om allt från början. Det blir då effektivt att uppdatera ett spel eller en applikation till en ny plattform, med lite tid och inte så mycket extra planering. Objektiv. I studien letas ett sätt att göra en portning mellan två motorer, samt att identifiera och analysera de svårigheter som kan uppstå i en flytt av ett spel/applikation mellan två system. En exempel- applikation som är ett spel har användas för att göra portningen och utvärderingen, samt fyra motorer; Away3D, Unity3D, Papervision3D och Flare3D har undersökts. Portningen har utvärderats genom prestandamätningar av Frames Per Second (FPS), Random Access Memory (RAM), filstorlek och tiden det tog att göra portningen jämfört med att göra den ursprungliga applikationen. Metoder. Tre metoder har att användas i studien: Litteratursökning, implementation och experiment. Dessa har använts för att hitta en process att göra en portning på ett effektivt sätt. Experiment på den implementerade och den ursprungliga applikationen har genomförts för att se om portningen var gjord på ett effektivt sätt och om det blev några förbättringar eller försämringar på exempel-applikationen. Resultat. De två motorer som användes i implementationen har jämförts i förhållande till varandra, för att se vilken av de två motorerna som är mest effektiv och lämplig för att användas till denna exempel-applikation. Implementationen klargjorde att den portade applikationen var mer effektiv nu än förut i jämförelse med den ursprungliga applikationen, samt att göra en portning istället för att skriva en helt ny applikation sparar tid. Slutsats. Portning är ett väldigt bra alternativ för att skapa nya versioner och uppdateringar av spel och applikationer på nya plattformar. Mycket går att återanvända och lite tid behöver läggas på att utforma spelet/applikationen och funktionaliteten. Det som dock kan vara krångligt är att vissa funktioner och objekt inte kan användas utan måste skrivas om och anpassas till den nya motorn.

  • 87.
    Hörberg, Daniel
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Johannisson, Sebastian
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Små- och medelstora företags uppdateringsarbete av hemsidor2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Många små- och medelstora företag har idag en hemsida. För att en hemsida skall vara ett effektivt kommunikationsmedium med kunder krävs dock att den är uppdaterad. Vi anser att många företag ej förutser vilka resurser som krävs för att hålla sidan uppdaterad. Vi vill därför kartlägga vilka problem företag i dagsläget upplever att de har med sitt uppdateringsarbete. Vi vill därefter se om det finns en möjlig lösning i verktyget Smelink WEB ifrån Smelink AB, som säger sig underlätta webbnärvaron för denna typ av företag. För att undersöka ovanstående frågeställning har vi valt att gå ut med en enkätundersökning rörande hur uppdateringsarbetet går till i två grupper av företag. Den ena företagsgruppen använder sig utav Smelinks verktyg och i den andra företagsgruppen vet vi ej hur uppdateringsarbetet går till. Då vi sammanställt resultatet kunde vi konstatera att det ej fanns några omfattande problem rörande uppdateringsarbetet hos de företag som vi undersökt. Det framgick dock att de som använde sig av Smelink WEB var nöjdare med informationen och designen på sin hemsida än de som ej använder Smelink WEB, trots att de resurser som de lade ner på fasta kostnader och arbetstid för uppdateringar var ungefär lika stora.

  • 88.
    , Inam-ul-Haq
    et al.
    Blekinge Institute of Technology, School of Computing.
    Jalil, Adnan
    Blekinge Institute of Technology, School of Computing.
    Real-Time Gait Analysis Algorithm for Patient Activity Detection to Understand and Respond to the Movements2012Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context: Most of the patients suffering from any neurological disorder pose ambulatory disturbance at any stage of disease which may result in falling without showing any warning sign and every patient is different from another. So there is a need to develop a mechanism to detect shaky motion. Objectives: The major objectives are: (i) To check different gait parameters in walking disorders using Shimmer platform (R). (ii) Wearing SHIMMER wireless sensors on hip, waist and chest, to check which one is the most suitable. (iii) To draw effective conclusion/results based on calibrated data in real time and offline processing in EyesWeb/Matlab.To develop an effective mechanism/algorithm for security warning and activating alarm systems. Methods: Our thesis project is related to analyze real-time gait of the patient suffering from Parkinson's disease for actively responding to the shaky movements. Based on real world data, we have developed a mechanism to monitor a real time gait analysis algorithm to detect any gait deviation. This algorithm is efficient, sensitive to detect miner deviation and not hard coded i.e. user can set Sampling Rate & Threshold values to analyze motion. Researchers can directly use this algorithm in their study without need to implement themselves. It works on pre-calculated threshold values while initial sampling rate is set to 100MHz. Results: Accelerometers putting on the chest shows high unnecessary acceleration during fall, suggest putting on waist position. Also, if a patient initiates steps with energy, his/her gait may become more stable as shown in the conscious gait. Results show that after DBS surgical procedure, the patient still experiences postural instability with fall. So it is evident to show that such patients may have reduced cognition even after surgery. Another finding is that such patients may lean left or right during turning. Conclusions: We have presented a real time gait analysis algorithm, capable of detecting the motion of the patient with PD to actively respond to the shakier motion setting threshold values. Our proposed algorithm is easy to implement, reusable and can affectively generate healthcare alarms. Additionally, this system might be used by other researchers without the need to implement by themselves. The proposed method is sensitive to detect fall therefore objectively can be used for fall risk assessment as well .The same algorithm with minor modifications can be used for seizure detection in other disorders mainly epileptic seizers to alert health providers for emergency.

  • 89.
    Iqbal, Irfan
    et al.
    Blekinge Institute of Technology, School of Computing.
    Qadir, Bilal
    Blekinge Institute of Technology, School of Computing.
    Biometrics Technology: Attitudes & influencing factors when trying to adopt this technology in Blekinge healthcare2012Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context. Biometric technology is a secure and convenient identification method and it does not need to remember complex passwords, nor smart cards, keys, and the like. Biometrics is the measurable characteristics of individuals based on their behavioral patterns or physiological features that can be used to verify or recognize their identity. Physical characteristics include fingerprints, palm or hand geometry, iris, retina, and facial characteristics. Behavioral characteristics include signature, keystroke and voice pattern. With the combination of biometric technology products and modern computer technology, it is easy to perform monitoring, management, systems integration, automated management, and security applications. Objective. The aim of this research is to explore and clarify the main influencing factors and attitudes concerning biometrics Security technology by analyzing expert opinions. This is done through informal interviews and a web based survey in Blekinge healthcare. Methods. Literature review was the starting phase to map the current state of research in biometric technology implementation. The literature review helped authors to explore and solve different ambiguities in authors’ minds, related to work flow, methods and procedures for different tasks. In our research, we selected five different interviewees from biometric solution supplier companies in Sweden and Denmark, Blekinge healthcare staff, biometric technology technical staff and IT security concerned to express their experiences, opinions and domain knowledge about the implementation of biometrics system in the county of Blekinge. Due to the resource and limited time constraint authors selected survey as a data collection procedure. In survey we planned a questionnaire with the different people related to healthcare. The questionnaire purpose was to collect the quantitative data and our questionnaire was relying on close ended questions. Results. It is analyzed that people have trust on biometrics system and in future they are agreed to face changing in the current system as well as the people who are related with healthcare system are already aware about biometrics and they will easily adopt the implementation of biometric system in healthcare. Conclusion. In concern of user acceptance it is analyzed that people have trust on biometrics system and in future they are agreed to face changing in the current system. In concern of implementation authors analyzed that it is very necessary to conduct a study in order to analyze the requirement of different actors that will participate in biometrics systems. In concern of cost Authors observed that for cost benefit advantage in the initial implementation stages the finger print technology could be a better selection as compared to other available biometric technologies. In concern of security there are strong reasons that biometrics could be implemented because there are many secure authentication devices related to biometrics are available in the market that could secure data in best possible way. Authors observed that there is a need of legislations for biometrics as the security measures going to be much higher as compared to the traditional password systems. In concern of privacy authors observed that the organizations are demanding strong authentication and focus on suggesting biometrics because it could provide advantages to patients, healthcare staff and healthcare providers.

  • 90.
    Isaksson, Ulrika
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Kvarnström, Karin
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Nilsson, Malin
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Challenges with Incident Management: In Information Technology2003Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    IT-security is a global problem and over the world Computer Emergency Response Teams (CERT) are created in order to solve the problem. The common understanding is that IT-security is important but no straight guideline how to deal with it. The Swedish IT-incident centre (SITIC) started 2003. It is a Swedish solution on an international problem. There are challenges to be met when handling an IT-incident centre – organisation form, activity and result. We believe a general solution in IT-incident management that will suit all parties in the society, is a hard task for SITIC as things stand today. What we can deduce from our investigation is that there is no greater need of SITIC among the global companies. We believe one reason for this is that they are going to create within their companies some sort of CERT function by themselves in the future. This in its turn, depend on that the companies do not have any trust to SITIC, they do not see the benefit with an activity as SITIC because they only see the reporting, they do not believe they are going to get something in return. Conclusion: Incident management is not only about reporting incidents, but a continuous life cycle with phases: detect, report, measure and follow-up.

  • 91.
    Isaksson, Ulrika
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Kvarnström, Karin
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Nilsson, Malin
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Challenges with Incident Management: In Information Technology2003Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    IT-security is a global problem and over the world Computer Emergency Response Teams (CERT) are created in order to solve the problem. The common understanding is that IT-security is important but no straight guideline how to deal with it. The Swedish IT-incident centre (SITIC) started 2003. It is a Swedish solution on an international problem. There are challenges to be met when handling an IT-incident centre – organisation form, activity and result. We believe a general solution in IT-incident management that will suit all parties in the society, is a hard task for SITIC as things stand today. What we can deduce from our investigation is that there is no greater need of SITIC among the global companies. We believe one reason for this is that they are going to create within their companies some sort of CERT function by themselves in the future. This in its turn, depend on that the companies do not have any trust to SITIC, they do not see the benefit with an activity as SITIC because they only see the reporting, they do not believe they are going to get something in return. Conclusion: Incident management is not only about reporting incidents, but a continuous life cycle with phases: detect, report, measure and follow-up.

  • 92.
    Jacobsson, Andreas
    et al.
    Blekinge Institute of Technology, Department of Business Administration and Social Science.
    Lundström, Andreas
    Blekinge Institute of Technology, Department of Business Administration and Social Science.
    Privacy Policy: Att skapa förtroende för en uppkopplad värld2001Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [sv]

    Förtroende har sitt ursprung i trygghet och säkerhet. För att lämna ifrån sig personlig information krävs att man känner förtroende och således även trygghet och säkerhet. Tillgång till personlig information är en viktig konkurrensfördel för ett företag. Samtidigt utgör den personliga informationen ett problem eftersom många kunder känner en oro att lämna ifrån sig denna. Oron beror på osäkerhet om vad som kan hända med den information man lämnar, denna oro kan i sin tur leda till brist på förtroende. Chansen är med andra ord större att kunden väljer att fullfölja en registrering om den känner förtroende. I USA presenterar de flesta stora webbplatser en integritetspolicy, även om tillämpningen av dem varierar något, i syfte att skapa förtroende. I Sverige existerar företeelsen inte alls i samma utsträckning. Kundernas oro för att lämna ifrån sig personlig information gör att det finns ett behov av att informera dem om hur erlagd information hanteras. Genom att presentera en integritetspolicy (enligt rekommend ationerna) kan man öka Internetanvändarnas kunskap om vad som händer med deras personliga information. Således minskar även användarnas osäkerhet och förtroende kan byggas.

  • 93.
    Jeffsell, Björn
    Blekinge Institute of Technology, School of Computing.
    Game Balance by Scaling Damage: Scaling Game Difficulty by Changing Players Damage Output2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    There is a lot of different kind of games which creates many different ways to balance the difficulty of games. This study will look at if damage output from a player is a good variable to scale in order to create a better balance and make the game feel more rewarding overall, based on that a game would be enjoyable if a player feels that it is rewarding to play the game. By letting both inexperienced and avid players test a part of a game with different settings for the damage output to see if the players finds the game to be more rewarding if the difficulty is set to a higher setting (lower damage output). The conclusion is that it is that damage output cannot directly affect how overall rewarding a player finds the game, but can affect other variables that in turn make the game feel more rewarding.

  • 94.
    Jerčić, Petar
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Sennersten, Charlotte
    CSIRO Mineral Resources, AUS.
    Lindley, Craig
    Intelligent Sensing and Systems Laboratory, AUS.
    The effect of cognitive load on physiological arousal in a decision-making serious game2017In: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017 - Proceedings, Institute of Electrical and Electronics Engineers Inc. , 2017, p. 153-156, article id 8056587Conference paper (Refereed)
    Abstract [en]

    The aim of this paper is to investigate how a substantial cognitive load overshadows the physiological arousal effect, in an attempt to study cognitive abilities of participants engaged on decision-making tasks in serious games. Participants were engaged in a dynamic serious game environment displaying online biofeedback based on the physiological measurements of arousal. The pupil diameter was analyzed in relation to the heart rate during a challenging decision-making task. It was found that the moment when a substantial cognitive load overshadows the physiological arousal effect is observable on the pupil diameter in relation to the heart rate. © 2017 IEEE.

  • 95.
    Johansson, Håkan
    Blekinge Institute of Technology, School of Computing.
    Volume Raycasting Performance Using DirectCompute2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Volume rendering is quite an old concept of representing images, dating back to the 1980's. It is very useful in the medical field for visualizing the results of a computer tomography (CT) and magnet resonance tomography (MRT) in 3D. Apart from these two major applications for volume rendering, there aren’t many other fields of usage accept from tech demos. Volumetric data does not have any limitations to the shape of an object that ordinary meshes can have. A popular way of representing volume data is through an algorithm that is called volume raycasting. There is a big disadvantage with this algorithm, namely that it is computationally heavy for the hardware. However, there have been vast improvements of the graphic cards (GPUs) in recent years and with the first GPU implementation of volume raycasting in 2003, how does this algorithm perform on modern hardware? Can the performance of the algorithm be improved with the introduction of GPGPU (DirectCompute) in Directx 11? The performance results of the basic version and the DirectCompute version was compared in this thesis and revealed significant improvement in performance. Speedup was indeed possible when using DirectCompute to optimize volume raycasting.

  • 96.
    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

  • 97.
    Jonna, Grönlund
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Kasra, Kalami
    Blekinge Institute of Technology, School of Planning and Media Design.
    Symbolism in Games2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This research project is about symbolism and semiotics (the science of signs) in digital-games. There’s firstly introductory information about what symbolism and semiotics are and the different aspects of them that is needed to fully understand the subject. These are things such as the two parts of a sign, signifier and signifier as well as the three modes of signs, symbolic, iconic and indexical. Then there’s information about how this is all put together in a digital game, that a game isn’t playable without some form of signs and that besides making the game playable it is used to enhance the characters, story and experience for the player. How this is used in a more practical way is mentioned further to the end with the different approaches of working with symbolism in games. There’s either being subtle or making symbolism the main focus of the game. Through all this there’s also the importance of considering your audience and if they will understand your signs that is talked about.

  • 98.
    Juhlin, Hampus
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Novén, Pontus
    Blekinge Institute of Technology, School of Planning and Media Design.
    Science fiction i spelutveckling2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Dess populäritet är tydlig, men hur spridd är användingen av science fiction i dagens spelindustri? Hur kan man använda sagda populäritet för att slå igenom som utvecklare utan att försvinna i mängden? Detta arbetet studerar subgenrer, specialiserade undergrupper till science fiction som tar upp just de områden du vill utnyttja för din projektidé och hur du kan utveckla egna sådana om du inte finner vad du söker bland de befintliga.

  • 99.
    Jönsson, Dennis
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Stålhammar, Ted
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Informationskrigföring: den nya teknikens hot2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    The new information society has revolutionised almost the entire world. But the new technique does not only bring good. That which was before only available on paper may today only be available on a computer system. This makes it possible to send data electronically. In the wrong hands that information can become a threat against the security of an individual, a company or even a nation. The possibility to protect oneself against attacks from the outside becomes increasingly difficult. There are a lot of factors involved but a major factor is the fast technical development we now see within this area. Our defence minister, Björn von Sydow, writes in an article that it is almost impossible to protect one self against the unexpected. Björn Andersson (SÄPO) says as well that there are no secure systems, only more or less easy penetrable systems for the attacker to attack. The threat against Sweden is quite diffuse. The old threat of invasion is no longer which can make it difficult to identify a specific threat. The word of the governments today is terrorism. The purpose of our paper, considering this background, is to take a look at the possible threats against swedish information systems and to see the seriousness of the threats these systems are facing. It mainly consists of systems for ensuring we are provided with power and water and that finance and communication works. The questions that we ask ourselves are if information warfare indeed is a threat ? Who are the attackers and what drives them to perform the actions they perform ? Which are the targets they aim their attacks against ? Are the techniques behind information warfare realistic and is there really a threat, or is it all just blown out of proportions ? To get answers to our questions we have gone through a lot of material. A lot of it was downloaded from the Internet and has been of varying character. We have also been given a lot of material from our government and we have read some literature about the area of interest. We have finally done some interviews with staff from Lunds Energi, Skanova Networks and Säkerhetspolisen.

  • 100.
    Kajhanidis, Dimitri
    Blekinge Institute of Technology, School of Computing.
    Automatiserad riggning och tidssparande2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Denna uppsats handlar om programmering av autoriggningsverktyg för Maya 2013 som skulle effektivisera animeringsproduktionspipelinen genom att spara tid vid riggningsdelen av animeringspipelinen. Vidare handlar denna uppsats om utvärdering av tiden som man kan spara vid användningen av detta autoriggningsverktyg. Verktyget är flexibelt på det sätt att den stödjer humanoida karaktärer och är användbar för mer än mänskliga karaktärer. Tiden som spenderas att manuellt rigga samma typ av karaktärrigg varierar från person till person och det kan ta väldigt lång tid, därför gjordes en enkät som delades ut till deltagare som är erfarna inom riggningsområdet. Resultaten av denna enkät hjälper vid beräkningen av tiden som kan sparas med autoriggningsverktyg i en animeringspipeline. Resultatet av undersökningen visar att man kan spara tid genom att använda sig ut av ett autoriggningsverktyg istället för att rigga manuellt. Tiden som kan sparas med detta autoriggningsverktyg är nästan sju timmar för mänskliga karaktärer och nästan 8 timmar för kentaur.

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