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  • 51.
    Fagerberg, Marie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Vad händer med norra Bohusläns skärgårds- och kustområde?: riksintresse för turism och friluftsliv.2015Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsens syfte har varit att studera hur hanteringen av riksintresset enligt 4:e kap. 1-2 §§ Miljöbalken och motsvarande tidigare regleringar har fungerat över tid i norra Bohuslän, genom att undersöka den faktiska bebyggelseutvecklingen 1976- 2013. Syftet är även att undersöka hur kommunala politiker och tjänstemän samt Länsstyrelsen ser på denna utvecklig och inför framtiden. Detta för att få en indikation om hur området skulle kunna komma vara exploaterat i framtiden. Syftet har besvarats genom följande frågeställningar:

    Hur har bebyggelseutvecklingen skett i kustlandskapet Norra Bohuslän 1976-2013?Hur ser kommunala politiker och tjänstemän samt Länsstyrelsen på denna utveckling?Hur ser kommunala politiker och tjänstemän samt Länsstyrelsen på lagbestämmelserna,4 kap 1-2 § MB, inför framtiden?

    Utgångpunkterna som denna uppsats baseras på är olika förhållningssätt som kunnat urskiljas i den litteratur som studerats.

    Undersökningen i uppsatsen har byggts på två innehållsanalyser, en kvantitativ som baserats dels på kartmaterial från 1976 och 2013 och dels en kvalitativ baserat på intervjuer med utvalda kommunala tjänstemän och politiker samt från Länsstyrelsen.

    I den kvantitativa innehållsanalysen har hela norra Bohusläns kust- och skärgårdsområde omfattandes av ca 60 kartblad av ekonomiska kartan från 1976-1977 studerats och jämförts med fastighetskartan från 2013 för att skapa en bild av hur bebyggelseutvecklingen skett. Resultatet har presenterats generellt utifrån ett helhetsperspektiv för hela kustområdet. I den kvalitativa innehållsanalysen har totalt tio personer intervjuats som antingen i yrket verksamma med fysisk planering inom kustområdet eller har en viktig roll vid beslut kring dem.

    I resultaten av den kvantitativa analysen framkom bl.a. att förhållandevis stor andel av den bebyggelse som tillkommit 1976-2013 har tillkommit på landsbygden, inom ca 1 km från strand- och kustlinje och består i majoritet av bebyggelse för boende. Många av dessa områden består av 4-10 hus, men de färre större områdena med mer än 10 hus, tar ungefär lika mycket mark i anspråk. Av de större områdena som omfattas av bostadsbebyggelsen, består endast ett område i majoritet av helårboende – andelen delårsboende är till stor del övervägande inom kustområdet. Denna huvudsakliga lokalisering nära kust- och strandlinje och på landsbygden stämmer inte med de förespråkande förhållningssätt som kunnat urskiljas. Även om en mindre åtskillnad kan sägas göras idag mellan helår- och delårsboende så påverkar detta kommunernas bostadsplanering, där endast ett område med majoritet helårsboende utgör för liten grund för att slutsatser ska kunna kopplas till förhållande till strand- och kustlinjen. Att mer än hälften av områdena med bebyggelsen för boende har tillkommit i form av mindre omfattande ingrepp stämmer överens med det förhållningssätt som kunnat urskiljas. En förhållandevis liten andel av den bebyggelse som tillkommit på landsbygden är på campingar, tar förhållandevis liten markyta i anspråk, men har ofta tillkommit i attraktiva strandnära lägen som generellt anses ha stort värde för friluftslivet, vilket kan ses som förenligt utifrån det förhållningssätt som kunnat urskiljas, under förutsättning att bebyggelsen används för uthyrning och inte privatiseras. Sammantaget är detta en utveckling inom kustlandskapet som utifrån de förhållningssätt som kunnat urskiljas, en utveckling som kan ses som tveksam, men att kommunerna gör avvägningar mellan olika intressen som enligt planparadigmet är förenligt med intentionerna för riksintressebestämmelserna.

    I resultaten av den kvalitativa analysen framkom bl.a. att kommunala tjänstemän och politiker samt Länsstyrelsen har svårt att bedöma hur utvecklingen skett inom kustlandskapet på landsbygden (utifrån kartstudierna) och hur exploateringen har påverkat helheten och att de uppfattar nuvarande lagbestämmelser (4 kap. 1-2 §§) som vaga, svaga och svårtolkade. Det framkom även att bestämmelserna uppfattas som viktiga men behöver ses över, att förståelsen kring ämnet behöver öka och rutiner ses över.

  • 52.
    Falk, Anders
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sacred Games - Becoming Gods: Priming digital game ethics2019Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. Digital games are far-reaching. In February 2019, ‘Apex Legends’ reached over 10 million players in less than 72 hours. Nonetheless, the idea of games as separate from the ‘real’ is persisting. Digital games have become a cyclopean gathering of liminality, and there are still no form-based ethics emerging, from either industry or society. Even though society is now undergoing the same abstracting digitisation, that has been a base for game design for a long time, there is a continuing separation in the knowledge applying to games or ‘reality’. The purpose of this thesis is to explore different ontological, epistemological, and ethical understandings of digital games as media, technology, modes of experience, and form. This is undertaken by using the situated and reality producing grating1 of technoscience, together with an eclectic range of concepts such as media as a message, agential reality, liminal phases, anticipation, and ergon. The research delineates a primer for applied studies within the rhizomatic structure of digital games, digitisation, technoscience, and media-technology. In accordance with this aim, the thesis has a fragmented, non-linear, and mosaic approach. This licentiate thesis is a compilation of three papers with a complementary introduction and an epilogue.

  • 53.
    Fan, Rong
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering. Shanghai Second Polytechnic University.
    Wu, Peng
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Multi-functional fitness chair for light weight trainer2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Nowadays, physical inactivity has become a global problem. According to the research, about 5.3 million deaths all over the world in 2008 could be attributed to inactivity [1]. However, it is enough to do a little exercise every day to reduce the risk of premature deaths by as much as 30 percent. Due to the increasing working pressure, people do not have enough time to go to gym and do exercises, which means that the design of multi-functional fitness chair is necessary so that people can do exercise at home at any time.There have already been many similar household fitness products in the market, but most of them take up large space and the training part is very simple. In comparison, the multi-function fitness chair designed in this thesis combines several fitness equipment together in one chair, so it would save a lot of space, and yet provides possibility to perform versatile exercise.The product was designed in Autodesk Inventor 2015, and finite element analysis was performed in Inventor 2015 and for checking the strength and safety of the design.

  • 54. Feratovic, Kenan
    et al.
    Lindholm, Tobias
    The effects of modularization in a Telecommunication sector – a case study of Telenor2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
  • 55.
    Fierro Smith, Paula
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindberg, Paul
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Mellanrummet: En medieteknisk undersökning2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 56. Flood, Petter
    et al.
    Hallin, Emil
    A User Study of the Just Noticeable Difference in Animation Level of Detail Set in a Game Environment2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background. A previous study on performance benefits of joint reduction for animations was made by the authors of this thesis. The results of the study showed that a reduction in joint count is highly beneficial for performance. What that study left out was the perception of Level of Detail (LoD) of animations, and what the Just Noticeable Difference (JND) of a percentage decrease on the joint count would be. Thus motivating a study on peoples’ perception of animation quality.

    Objectives. The aim is to study the perception of LoD of animations in a game-like environment whilst doing a simple search-and-click task. Aiming to find the JND between animations with a different number of joints while the players are set with a task that does not involve interacting with the characters performing the animation.

    Methods. A psychophysical experiment was performed using a game implementation in Unity. Unity was chosen because it has easy access to develop scripts and a game environment. Furthermore, it has a marketplace where already made content can be downloaded and reused, which made the user study much easier to create.

    Results. A total of 85.71% did not see any difference between the different qualities used for the animations. The 14.29% that saw a difference in the animations all saw the difference between the lowest and the one next to the lowest quality animation.

    Conclusions. Three out of 21 participants were able to see a difference in the lowest animation quality, whilst no one saw any difference in the other qualities. Thus, people were not able to see a density reduction of up to 62.26% fewer joints for the chosen animation. Due to the low number of positive detections in the quality change of the animations, the JND could not be reliably computed.

  • 57.
    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.

  • 58.
    Friholm, Robin
    et al.
    Blekinge Institute of Technology.
    Odeholm, Paulina
    Blekinge Institute of Technology.
    Människan och webben: Ett arbete om hur webben påverkar människan2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this paper we write about the semantic web and what effect it has on mankind. We start off by writing what the semantic web is and what it has to offer us. We then write what thedevelopment of todays web has done to affect us to be able to secure a thought of what afuture semantic web might do to affect us. We also write about the human element togetherwith technology to see how we’ve evolved together. We write about how the web haveeffected our language, our thinking and how it’s making us lazier but also how it’s helping usin our development.

  • 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.
    Gertonsson, Simon
    et al.
    Blekinge Institute of Technology.
    Hansson, Anton
    Blekinge Institute of Technology.
    Det spatiala ljudets vikt2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is about the importance of spatial sounds in a digital world where the visual most often comes to the forefront. To do this, this text goes on what a sound narrative is, the human listening and interactive sound narrative. Understanding of alternative concepts like sounds in different contexts, such as soundscapes and sound mapping, is presented withstudies by R. Murray. Schafer (1994), Mark Nazemi and Diane Gromala (2012). Along with new and old technology, this study will try to explain the human natural response to sound without visual reference points. This is investigated using spatial sound, new localization technology; also known as Pozyx, integrated with a virtual environment created in the Unity’s game engine, where the use of the audio engine delivers spatial sound in real time. As a result, the participants in this survey created their own personal narrative, where we as designers created the conditions for this, through interactive technology and selective listening.

  • 61.
    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.

  • 62.
    Gould, Rachael
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    The individual human side of supporting sustainable design beginners2018Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Starting to include sustainability considerations in a design project is a transition requiring a change in how things are done, that is, a change in behaviour. Furthermore, this transition takes place in the midst of the usual pressures of product design. Prior research on sustainable design has mostly explored the so-called technical side – identifying what tasks should be performed, such as specifics of including sustainability criteria when analysing product concepts. However, this has not been enough. These tasks are not being performed to the extent that they could, or that is needed. Recent studies have advocated the consideration of the human nature of the people who are to execute these ‘technical’ tasks. In other words, there is a need to work with the socio-psychological factors in order to help sustainable design beginners to adopt new mindsets and practice (their usual way of doing design).

    My aim was therefore to investigate how to support individual product design team members with the human aspects of transitioning to executing sustainable design. In particular, I focused on supporting good individual decision-making and individual behaviour change. This aim was addressed through multiple research projects with four partner companies working with the early phases of product design. Given a focus to change practice, I followed an action research approach with a particular emphasis on theory building. This action research approach comprised two phases: understanding the challenge and context, and then iteratively developing solutions through a theorise–design-act-observe-reflect cycle.

    Through the research projects, my colleagues and I found that there are challenges related to behaviour change and decision-making that are hindering execution of sustainable design. In order to help organisations to overcome or avoid these challenges, we found that it may be beneficial for those developing sustainable design tools and methods to (i) use techniques to mitigate for cognitive illusions, (ii) provide individuals with the opportunity to implement sustainable design while helping those individuals to increase their motivation and capability to execute sustainable design, and (iii) communicate with these individuals in such a way as to avoid triggering psychological barriers (self-defence mechanisms). I combined these points into two models.

    Together with the partner organisations, we applied the two models to design some actions that we then tested. The actions included integrating behaviour change and decision-making considerations into sustainable design tools as well as stand-alone interventions in the culture.

    Given the findings of these studies, I urge developers of sustainable design tools to see implementation of their tool as a learning journey. The beginning of the journey should comprise small steps supported by handrails, which then increase in size and decrease in support as the journey continues. Especially in the beginning, tool developers will also need to help travellers to avoid the decision-making errors that occur due to being in unfamiliar territory.

     

  • 63.
    Gould, Rachael
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Bratt, Cecilia
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Svensson, Martin
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Broman, Göran
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Shrinking and scaffolding: supporting behaviour change towards implementing sustainable design2018In: Article in journal (Refereed)
    Abstract [en]

    To start to include sustainability in a design project is a transition. This transition requires change in how people do things, that is, behaviour change, and it takes place in the midst of the usual pressures of product design. Prior research on sustainable design has mostly explored the so-called technical side – identifying what tasks should be performed, such as specifics of including sustainability criteria when analysing product concepts. Recent studies have advocated the consideration of the human nature of the people who are to implement these ‘technical’ tasks, to undergo and drive the transition.

    We therefore embarked on an action research project to support behaviour change towards implementing sustainable design in the individual members of design project teams. Our action research partner was a design consultancy who wanted to begin working with sustainable design. Our research question was: How might the partner organisation support individual behaviour change towards implementing sustainable design?

    Firstly, we identified some barriers to behaviour change; these barriers were related to motivation, capability and opportunity to apply sustainable design. Secondly, to investigate how to address the barriers and support individual behaviour change, we integrated concepts on behaviour change, motivation, learning for sustainability and climate communication to form a conceptual system (a theoretical model). In parallel, we undertook a participatory action research project with the consultancy, where we iteratively and collaboratively employed our model to develop ideas for specific actions that the organisation could take. We also tried out some of these actions and observed the outcomes.

    We learnt that it is important to not just define what ‘technical’ tasks project teams should ideally perform, but to also scaffold the journey as a series of simpler steps. Shrinking the ‘technical’ tasks into meaningful steps that are within reach helps individuals to feel confident and competent, which in turn leads to increased intrinsic motivation and behaviour change. Progressively achieving small steps aligned with their values reduces the risk of dissonance and denial, and therefore increases the potential for action.

    In this article, we present our model and our learnings.

  • 64.
    Gould, Rachael
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Missimer, Merlina
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Lagun Mesquita, Patricia
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Using social sustainability principles to analyse activities of the extraction lifecycle phase: Learnings from designing support for concept selection2017In: Journal of Cleaner Production, ISSN 0959-6526, E-ISSN 1879-1786, Vol. 140, no 1, p. 267-276Article in journal (Refereed)
    Abstract [en]

    Analysing product concepts with respect to social sustainability is a contemporary challenge for which there is little support available for product developers. Our aim was to build on previous work to support product developers in a case company with this challenge. We designed a first prototype of support for product developers to use a previously developed definition when analysing the extraction lifecycle activities associated with their product concepts. The prototype instructs users to model the location of the extraction activities and then use existing databases and indicators to analyse the social sustainability performance of each location. The databases and indicators were selected according to their relevance to scientific principles for social sustainability. We then performed initial evaluation of the support, through which we learnt that the approach may make it possible for product developers to analyse extraction activities, but the level of accuracy of analysis that is possible is not good enough for comparing the concepts in the case study decision. We discuss the implications of these challenges and suggest that it may be better to re-design our approach in order to provide learningful support for product developers or support for other decision-making in the company.

  • 65.
    Gould, Rachael
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Svensson, Martin
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    Sustainable product development and tricks on the mind: Formulating conceptual models of cognitive illusions and mitigating actions2018In: Article in journal (Refereed)
    Abstract [en]

    Similar to visual illusions playing tricks on your eyes, cognitive illusions cause you to misjudge reality and therefore potentially make biased decisions. You are especially vulnerable when starting to introduce sustainability into concept development decision-making since this setting offers unfamiliarity, and complexity. Given a shortage of theories regarding which cognitive illusions product developers are susceptible to, we formulated a conceptual model. This model is based on the decision-making tasks that product developers undertake when they are developing concepts and the conditions that they experience when integrating sustainability into this decision-making. From decision-making literature, we identified the following cognitive illusions as occurring when undertaking those tasks under those conditions: availability, anchoring and confirmation bias when generating ideas; illusory correlation and validity effect when selecting between ideas; evaluability bias and status quo bias when gate reviewing. Based on the model, we synthesised literature on how to mitigate for the identified illusions and organised this synthesis according to when (during which task type) a product developer should perform the mitigating actions. These mitigating actions vary according to task type and focus on the quality of the decision-making process.

  • 66.
    Gros, Niko
    et al.
    Blekinge Institute of Technology.
    Hägg, Alexander
    Blekinge Institute of Technology.
    The Rhizo-narrative: Ett nytt fält för narrativa nätverk2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Rhizo-narrative is an investigation about what happens when you combine rhizomes with video game narrative structures that researches and documents the process. We want to know how rhizomes affects video game narratives when used as a tool for developing the narrative itself. We achieve this through creative experiments and concepts.

     

    Within this text we go through the purpose of our project, why we chose to work with the terms we worked with, what those terms mean, the results we achieved as well as a detailed discussion about said results, problems and challenges we faced during the projects lifetime. We end with our future thoughts about rhizome based narratives within video games.

  • 67. Gulbrandsen, Elisabeth
    The New Production of Politics: Between the No Longer and the Not Yet2019Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Indications that the global environmental and inequality crises are intimately linked to our western ways of living, challenge the self-understanding of participants in the modern research-complex. As researchers we not only observe, unveil, analyse and solve problems "out there". Our knowledge-producing activities are (re)productive forces whose effects are not contained by the walls of any "ivory tower". As researchers we do not have a standpoint outside of a research-dependent culture. We are implicated in it. How do we convert this implication into resources for transformative movements in science and society?

    The main objective motivating the texts presented has been to explore conditions for developing responsible technoscientific cultures - in and beyond - the academy. The linearity as well as the division of labour suggested by the "technology push" and "society pull" policy models are heavily criticized for ignoring the complexity and dynamics that emerge partly as a consequence of the success and pervasiveness of science and technology in late modernity. Science and society have both become transgressive invading each other's domains, and science policy questions are enhanced into political questions. A third, more interactive policy model is emerging figured in transdiscursive terms like 'strategic science', 'innovation system', 'post-normal science', 'technoscience', 'mode 2' and 'agora'.

    The more specific objective has been to situate research processes as "triple loop" learning processes and to figure both 'research quality' and 'politics' in innovative ways that help responsible technoscientific cultures emerge. Resources from European traditions of "action learning" and "action research" as well as the recent U.S. trend of "technoscience as culture" are employed as frameworks for the analysis. Conditions for responsible innovation are explored through trying transformations or "participant provocations" at the University of Oslo (1986-1994) and at the Research Council of Norway (1998-2017). These experiments are documented in published articles and function as "original communications" to the thesis.

  • 68. Gunnarsson, Filip
    et al.
    Ekelund, Elias
    Skapa spel för personer med funktionsvariationer2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The theme for our bachelor thesis project is to create a video game for those that have some sort of disability and this means in part making a video game especially for those that have a disability. Which are made in such a way to help these people to play video games with, for example, the help of sounds that will lead the player to their goal or create a video game controller for those that have Multiple sclerosis with focus on two of the many symptoms people with the disability might experience, lack in motor skills/control or reduced vision. We create a way for these people to play games that they usually wouldn't be able to play. Which is due to the fact that they might not have complete control over their motor skills, or muscles, and because they could have trouble using a traditional video game controller. We do this with the help of Furuboda folk-school.We did this so that those with some sort of disability could use to train up their motor skills of they have Multiple sclerosis or if it's reduced vision to be able to use the game to practice how to find their way around new areas without risk of harming themselves. We created the game using Game Maker in combination with a Makey Makey that we could use to create our own video game controllers out of almost anything and in turn gives us the opportunity to create controllers that most people can use, even if they have some form of disability. Therefore, our game is accessible to people with disabilities as well, and they consequently would be able to exercise their motor skills or ability to navigate through new areas.

    What we can take from this is that with the help of Makey Makey as a game controller, people with disabilities lay our games without the need of a traditional controller that can be harder for them to use. Because of this people with disabilities can have an easier access to our game and easier way to train up their motor skills or ability to find their way in new areas.

  • 69.
    Gustafsson, Kevin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Sundstedt, Emil
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Automated file extraction in a cloud environment for forensic analysis2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The possibility to use the snapshot functionality of OpenStack as a method of securing evidence has been examined in this paper. In addition, the possibility of extracting evidence automatically using an existing operation tool has been investigated. The usability of snapshots in a forensic investigation was examined by conducting a series of tests on both snapshots and physical disk images. The results of the tests were then compared to evaluate the usefulness of the snapshot. Automatic extraction of evidence was investigated by implementing a solution using Ansible and evaluating the algorithm based on the existing standard ISO 27037. It was concluded that the snapshots created by OpenStack behaves similar enough to disks to be useful in a forensic investigation. The algorithm proposed to extract evidence automatically seems to not breach the standard.

  • 70.
    Hall, Anton
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Sundell, Simon
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Innerstaden och externhandeln. En konflikt eller ett planeringsideal?: En komparativ fallstudie över politiska förhållningssätt till stadsplanering och handeln2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Handeln har haft en betydande roll för stadens uppkomst och utveckling, idag är stadens många funktioner som karaktärisera staden som attraktiv med ett myllrande gatuliv. Men sedan bilens framfart har handelsområden etableras utanför stadens kärna som har möjliggjort en större kundkrets och ett större utbud. Under 90-talet ändrades Plan- och bygglagen i syfte att främja den fria marknaden och konkurrensen, vilket möjliggjorde etableringen av externhandel som den ser ut idag. Idag står den för en tredjedel av handeln i Sverige och etableringen har även lockat internationella butikskedjor som har pressat priserna och flertalet forskare menar nu att det riskerar att utarma staden på handel och service.

    Under kursen Planering och hållbarhet i programmet Fysisk Planering på Blekinge Tekniska Högskola stötte vi för första gången på allvar på problematiken med externhandeln. Externa köpcentrum lyftes främst som ett miljömässigt problem, men också som en lösning ur ett socialt och ekonomiskt perspektiv. Frustration uppstod inom oss när vi insåg att kommunerna tillsynes krigar om externhandeln och det väckte flera frågor. Kommunpolitiker framställde många av problemen oansenligt och ofullständigt, med godtyckliga lösningar. Underlaget i kursen gav oss känsla av att kommunrepresentanter och politiker inte vågar trotsa nyetableringar av externa handelsområden i rädsla av att ställa sig emot utvecklingen av företagsamhet. Men måste de två stå i motsats till varandra? Eftersom vi under programmet diskuterat externhandel ur ett kritiskt perspektiv har vi följaktligen antagit en mycket kritisk ansats mot handelsfunktionen. Som nämnt ovan uppstod intresset för forskningsområdet ur känslomässig frustration och irritation. Det kan därför vara värdefullt att poängtera möjligheten för en förkonstruerad subjektiv bias mot externhandeln i arbetet.

    Detta kandidatarbete utgör en komparativ fallstudie över två kommuner, Landskrona och Karlskrona, som är för- respektive emot etablering av externhandel, för att studera hur olika planeringsideal påverkar innerstaden. I urvalet av studieobjekt valdes de aktuella kommunerna sådant att de yttre faktorerna, såsom geografisk lokalisering, medianinkomsten i kommunen och befolkningsmängd, är så lika varandra som möjligt så att skillnader i de politiska planeringsidealernas effekter tydliggörs. En dokumentanalys över kommunala dokument har legat till grund för tio attribut för staden, som agerat verktyg för att beskriva påverkan och effekter på innerstaden.

    Fallstudien visade att Landskrona, som opponerat sig mot etablering av externhandel, driver en konkret och strikt planeringspolitik för att göra innerstaden till en attraktiv plats med konkurrenskraft och god ekonomisk tillväxt. Karlskrona, som opponerat sig för etablering av externhandel, driver en nätverkande planeringspolitik, där flera aktörer har möjlighet att driva planeringsfrågor och påverka processer. Resultatet visade att Landskronas innerstad har sämre ekonomisk tillväxt än Karlskrona, trots kommunens omfattande strategier att nå en ekonomiskt stark stadskärna. 

  • 71.
    Hallstedt, Sophie
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Pigosso, Daniella
    Danmarks Tekniske Universitet, DEN.
    Sustainability integration in a technology readiness assessment framework2017In: DS87-5 PROCEEDINGS OF THE 21ST INTERNATIONAL CONFERENCE ON ENGINEERING DESIGN (ICED 17), VOL 5: DESIGN FOR X, DESIGN TO X / [ed] Van der Loos M.,Salustri F.,Oehmen J.,Fadel G.,Kokkolaras M.,Maier A.M.,Skec S.,Kim H., The Design Society, 2017, Vol. 5, no DS87-5, p. 229-238, article id DS87-5Conference paper (Refereed)
    Abstract [en]

    In this paper, an approach to systematically include sustainability into the Technology Readiness Levels (TRL) is proposed. The aim is to answer the question "how can sustainability provide systematic guidance in technology development and early product development?". Results from a case study illustrate that the suggested approach can support i) the inclusion of sustainability into the early design stages, when only limited data and information is available; ii) the enhancement of the comprehensiveness of sustainability and ease of use in the day-to-day engineering working environment; and iii) simplified sustainability assessments without being too simplistic and/or reducing the sustainability scope. The proposed approach is being co-developed in collaboration with a case company, and tests on an actual technology development project are planned. The next steps are related to the application of the proposed approach in other companies to test its robustness and enhance its generalization for application in diverse contexts.

  • 72.
    Hansson, Karl
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Hernvall, Mikael
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Performance and Perceived Realism in Rasterized 3D Sound Propagation for Interactive Virtual Environments2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background. 3D sound propagation is important for immersion and realism in interactive and dynamic virtual environments. However, this is difficult to model in a physically accurate manner under real-time constraints. Computer graphics techniques are used in acoustics research to increase performance, yet there is little utilization of the especially efficient rasterization techniques, possibly due to concerns of physical accuracy. Fortunately, psychoacoustics have shown that perceived realism does not equate physical accuracy. This indicates that perceptually realistic and high-performance 3D sound propagation may be achievable with rasterization techniques.

    Objectives. This thesis investigates whether 3D sound propagation can be modelled with high performance and perceived realism using rasterization-based techniques.

    Methods. A rasterization-based solution for 3D sound propagation is implemented. Its perceived realism is measured using psychoacoustic evaluations. Its performance is analyzed through computation time measurements with varying sound source and triangle count, and theoretical calculations of memory consumption. The performance and perceived realism of the rasterization-based solution is compared with an existing solution.

    Results. The rasterization-based solution shows both higher performance and perceived realism than the existing solution.

    Conclusions. 3D sound propagation can be modelled with high performance and perceived realism using rasterization-based techniques. Thus, rasterized 3D sound propagation may provide efficient, low-cost, perceptually realistic 3D audio for areas where immersion and perceptual realism are important, such as video games, serious games, live entertainment events, architectural design, art production and training simulations.

  • 73.
    Hansson, Kim
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Hörlin, Erik
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Active learning via Transduction in Regression Forests2015Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Context. The amount of training data required to build accurate modelsis a common problem in machine learning. Active learning is a techniquethat tries to reduce the amount of required training data by making activechoices of which training data holds the greatest value.Objectives. This thesis aims to design, implement and evaluate the Ran-dom Forests algorithm combined with active learning that is suitable forpredictive tasks with real-value data outcomes where the amount of train-ing data is small. machine learning algorithms traditionally requires largeamounts of training data to create a general model, and training data is inmany cases sparse and expensive or difficult to create.Methods.The research methods used for this thesis is implementation andscientific experiment. An approach to active learning was implementedbased on previous work for classification type problems. The approachuses the Mahalanobis distance to perform active learning via transduction.Evaluation was done using several data sets were the decrease in predictionerror was measured over several iterations. The results of the evaluationwas then analyzed using nonparametric statistical testing.Results. The statistical analysis of the evaluation results failed to detect adifference between our approach and a non active learning approach, eventhough the proposed algorithm showed irregular performance. The evalu-ation of our tree-based traversal method, and the evaluation of the Maha-lanobis distance for transduction both showed that these methods performedbetter than Euclidean distance and complete graph traversal.Conclusions. We conclude that the proposed solution did not decreasethe amount of required training data on a significant level. However, theapproach has potential and future work could lead to a working active learn-ing solution. Further work is needed on key areas of the implementation,such as the choice of instances for active learning through transduction un-certainty as well as choice of method for going from transduction model toinduction model.

  • 74.
    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.

  • 75.
    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.

  • 76.
    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.

  • 77. Hoeing, Alex
    et al.
    Fredriksson, Viktor
    Censur på Internet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Genom detta kandidatarbete undersöker och prövar vi hur censur påverkar informationsspridning på internet, genom vår prövning undersöker vi om Googles indexering kan ha en censurerande effekt på användaren, detta i form av en filterbubbla. Med hjälp av kvalitativa tolkningar vill pröva om och hur stor påverkan Googles indexering har på användaren, som stöd för vår kvalitativa undersökning har vi Handbok i Kvalitativ Analys skriven av Andreas Fejes & Robert Thornberg samt 101 Design Methods skriven av Vijay Kumar. Vi ser en möjlighet att föra en diskussion om hur i vida detta fenomen är sant, genom prövandet av Googles indexering på olika orter, vi har sedan valt att visualisera insamlade data på en webbapplikation för att skapa en redovisning av resultaten från vår prövning.

  • 78.
    Holmberg, William
    et al.
    Blekinge Institute of Technology.
    Andersson, Carl
    Blekinge Institute of Technology.
    Natur och design: En romantisk estetik2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Abstrakt Syftet med arbetet var att undersöka hur man kan digitalt återskapa design och natur i en romantisk estetik. Det vill säga att undersöka hur man kan använda äldre metoder från konstepoken romantiken inom 3D-modellering. Arbetet var främst ett 3D-modelleringsarbete där vi försökte att plocka tekniker och kunskaper från romantikens tavlor och applicera dem inom 3D-modellering. Dessa modeller togs sedan till en scen i en spelmotor (unreal 4) och ljussätts och fotograferas alternativt filmas beroende på vilken scen som skapas.  Arbetet består av två delar, forskning och experimentering. Den forskande delen där vi tittar närmare på tre olika konstnärer och ett antal vetenskapliga artiklar kring materiallära, hur natur växer, hur människor bygger i jämförelse med natur. Det förklaras kort hur optimering av scenerna skett och vilken forskning som skett där. Den andra delen som är huvuddelen av detta arbete är hur scenerna arbetades steg för steg fram. Modeller tas till olika datorrenderade scener i ett försök att efterlikna en 3D-tavla. Två till tre tekniker har testats i varje scen, vi tar sedan lärdom av dem och går sedan vidare till nästa scen. Dessa metoder och tekniker kommer sedan användas i en slutlig scen där vi ska försöka binda ihop allt. Resultatet kan beskrivas som en förhållningsmall till att arbeta med äldre metoder på nya tekniker, i detta arbete förhållningen mellan natur och design grundat i romantiken.  Nyckelord: Romantiken, Design, Natur, Ljussättning, Scener, Estetik 

  • 79.
    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.

  • 80.
    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.

  • 81.
    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.

  • 82.
    Irshad, Mohsin
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Assessing Reusability in Automated Acceptance Tests2018Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Context: Automated acceptance tests have become a core practice of agile software development (e.g. Extreme Programming). These tests are closely tied to requirements specifications and these tests provide a mechanism for continuous validation of software requirements. Software reuse has evolved with the introduction of each new reusable artefact (e.g., reuse of code, reuse of frameworks, tools etc.). In this study, we have investigated the reusability of automated acceptance tests keeping in view their close association with textual requirements.

    Objective: As automated acceptance tests are closely related to software requirements, we have used existing research in software engineering to identify reusability related characteristics of software requirements and used these characteristics for automated acceptance tests.This study attempts to address the following aspects: (i) what important reuse characteristics should be considered when measuring reusability of automated acceptance tests? (ii) how reusability can be measured in automated acceptance tests?, and (iii) how cost avoided through reuse of automated acceptance tests can be calculated?

    Method: We have used a combination of research methods to answer different aspects of our study. We started by identifying reusability related characteristics of software requirements, with help of systematic literature review. Later, we tried to identify the reusability related characteristics of defect reports and the process is documented using an experience report. After identifying the characteristics from the previous two studies, we used these characteristics on two case-studies conducted on Behaviour driven development test cases (i.e., acceptance tests of textual nature). We proposed two approaches that can identify the reuse potential of automated acceptance tests and evaluated these approaches in the industry. Later, to calculate the cost avoided through reuse, we proposed and evaluated a method that is applicable to any reusable artifact.

    Results: The results from the systematic literature review shows that text-based requirements reuse approaches are most commonly used in the industry. Structuring these text-based requirements and identifying the reusable requirements by matching are the two commonly used methods for enabling requirements to reuse. The results from the second study, industrial experience report, indicates that defect reports can be formulated in template and defect triage meeting can be used to identify important test-cases related to defect reports. The results from these two studies, text-based requirements reuse approaches and template based defect reports, were included when identifying approaches to measure reuse potential of BDD test-cases. The two proposed approaches, Normalised Compression Distance (NCD) and Similarity Ratio, for measuring reuse potential were evaluated in the industry. The evaluation indicated that Similarity ratio approach performed better than the NCD approach, however, the results from both approaches were comparable with the results gathered with the help of expert analysis. The cost related aspects of reusable acceptance tests were addressed and evaluated using a method that calculates the cost-avoidance through reuse. The industrial evaluation of the method and guidelines show that the method is an artifact independent method. 

    Conclusions: The evidence from this study shows that the automated acceptance tests are reusable, similar to text-based software requirements and their reuse potential can be calculated as well. The industrial evaluation of the three studies (i.e. approaches to measure reuse potential, calculation of cost avoidance and defect reports in triage meetings) shows that the overall results are applicable to the industry. However, further work is required to evaluate the reuse potential of automated acceptance tests in different contexts. 

  • 83.
    Isaksson, Ola
    et al.
    Chalmers University of Technology, SWE.
    Eckert, Claudia
    The Open University, GBR.
    Borgue, Olivia
    Chalmers University of Technology, SWE.
    Hallstedt, Sophie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Hein, Andreas Makoto
    Université Paris-Saclay, FRA.
    Gericke, Killian
    University of Luxembourg, LUX.
    Massimo, Panarotto
    Chalmers University of Technology, SWE.
    Reich, Yoram
    Tel Aviv University, ISR.
    Öhrwall Rönnbäck, Anna B
    Luleå University of Technology, SWE.
    PERSPECTIVES ON INNOVATION: THE ROLE OF ENGINEERING DESIGN2019In: Proceedings of the Design Society: International Conference on Engineering Design 2019, Cambridge University Press, 2019, Vol. 1, p. 1235-1244Conference paper (Refereed)
    Abstract [en]

    The aim of the paper is to foster a discussion in the engineering design community about itsunderstanding of the innovation phenomena and the unique contribution that comes from engineeringdesign. The paper reports on the dialouge originating from a series of workshops with participants fromdifferent backgrounds in engineering design, systems engineering, industrial design psychology andbusiness.Definitions of innovation are revisited as used in business, management and engineering designcontexts. The role of innovation is then discussed related to product development from (i) themanagement perspective, (ii) a systems architecture perspective and (iii) in relation to sustainabledevelopment as one driver of innovation.It is argued that engineering design has a central role in how to realise the novelty aspect of innovationand often plays a critical role in maturing these into the valuable products, and there is a need to articulatethe role of engineering design in innovation to better resonate with the business and managementresearch.

  • 84.
    Jaghbeer, Yasmeen
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Motyka, Yvonne
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Hallstedt, Sophie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    A process for designing lean-and sustainable production2017In: Proceedings of the International Conference on Engineering Design, ICED, The Design Society, 2017, no DS87-1, p. 51-60, article id DS87-1Conference paper (Refereed)
    Abstract [en]

    Today's trends such as globalization, increased customer demands, and increased sustainability challenges have caused a paradigm shift, where the importance of designing lean-and sustainable modern manufacturing systems is realized by many companies. This study proposes a process of action steps using Value Stream Mapping method integrated with sustainability life cycle analysis and sustainability compliance index to assist in designing lean-and sustainable production systems. The developed process was validated through a case study to test the adopted tools and how they can capture and improve the lean-and sustainability levels. The current sustainability and lean levels were explored first, followed by analyzing and developing the future improved state. A roadmap of about 40 actions was suggested to the case company distributed on a one year time plan. The key contribution of this study is an applicable and generic process of action steps including several adopted tools from the leanand sustainable product development fields to help manufacturing companies in creating roadmaps for more lean-and sustainable production systems.

  • 85.
    Jagtap, Santosh
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Design and Poverty: A Review of Contexts, Roles of Poor People, and Methods2019In: Research in Engineering Design, ISSN 0934-9839, E-ISSN 1435-6066, Vol. 30, no 1, p. 41-62Article in journal (Refereed)
    Abstract [en]

    Design is essential to fulfil unmet or under-served needs of resource-poor societies, supporting their social and human development. A great deal of design research has been undertaken in such low resource settings, and is discussed under different names, such as ‘community development engineering’, ‘humanitarian engineering’, ‘appropriate technology’, ‘design for development’, ‘design at the Base of the Pyramid’, etc. This has created an important need to know what has been examined and learnt so far and to plan for further investigation. To address this, we review a broad range of literature, with close examination of 30 design studies in this field. This reveals a multifaceted picture, showing a great diversity in investigation and reporting of attributes of context (income, rural and urban, design sectors, countries, and gender), the roles of poor people (consumers, producers, and co-designers), characteristics of research methods employed (e.g. descriptive and prescriptive, data collection methods, qualitative and quantitative aspects, and unit of analysis), and design topics. Based on the review results, we offer recommendations for further research, identifying concerns that researchers ought to have about this field and suggesting ways in which research in this field can be undertaken and reported.

  • 86.
    Jagtap, Santosh
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Design creativity: refined method for novelty assessment2019In: International Journal of Design Creativity and Innovation, Vol. 7, no 1-2, p. 99-115Article in journal (Refereed)
    Abstract [en]

    Novelty is an important characteristic of a creative idea, forming a core component of creativity. Measurement of novelty is therefore essential to assess creativity. We found deficiencies in a frequently cited method of novelty assessment found in the literature. We refine this method by proposing four modifications, supported by drawing on examples of products and ideas. The refined method and the original method are evaluated by benchmarking them against the collective, intuitive assessment of product novelty by experienced designers. The overall achievement of the refined method as presented in this paper is its contribution to a better assessment of product novelty.

  • 87.
    Jagtap, Santosh
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Intentions and Inspiration in Shaping Visual Appearance of Products: The Practice of Professional Industrial Designers in India2018In: The Design Journal, ISSN 1460-6965, Vol. 21, no 1, p. 85-107Article in journal (Refereed)
    Abstract [en]

    Eliciting specific intentions and seeking inspiration are important activities in the process of shaping a product’s visual appearance. A survey of the professional industrial designers was conducted to identify intentions (e.g. attributes, emotions) that they attempt to elicit, and also to identify inspiration sources and their media that they prefer not only in generating ideas to realise intentions but also in analysing and communicating intentions. The findings indicate that the designers frequently intend to elicit some specific attributes and emotions. Regarding inspiration sources and media, commonalities as well as differences were observed in the activities - analysing intentions, communicating intentions, and generating ideas to realise intentions.

  • 88.
    Jagtap, Santosh
    Delft University of Technology.
    Requirements and Use of In-Service Informationin an Engineering Redesign Task: Case StudiesFrom the Aerospace Industry2010In: Journal of the Association for Information Science and Technology, ISSN 2330-1635, E-ISSN 2330-1643Article in journal (Refereed)
    Abstract [en]

    This article describes the research stimulated by a fundamental shift that is occurring in the manufacture and marketing of aero engines for commercial and defense purposes, away from the selling of products to the provision of services. This research was undertaken in an aerospace company, which designs and manufactures aero engines and also offers contracts, under which it remains responsible for the maintenance of engines. These contracts allow the company to collect far more data about the in-service performance of their engines than was previously available. This article aims at identifying what parts of this in-service information are required when components or systems of existing engines need to be redesigned because they have not performed as expected in service. In addition, this article aims at understanding how designers use this in-service information in a redesign task. In an attempt to address these aims, we analyzed five case studies involving redesign of components or systems of an existing engine. The findings show that the inservice information accessed by the designers mainly contains the undesired physical actions (e.g., deterioration mechanisms, deterioration effects, etc.) and the causal chains of these undesired physical actions. We identified a pattern in the designers’ actions regarding the use of these causal chains. The designers have generated several solutions that utilize these causal chains seen in the in-service information.The findings provide a sound basis for developing tools and methods to support designers in effectively satisfying their in-service information requirements in a redesign task.

  • 89.
    Jagtap, Santosh
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Shaping products: Differences between expert and novice industrial designers2018In: Proceedings of International Design Conference, DESIGN / [ed] Marjanovic D.,Bojcetic N.,Storga M.,Skec S.,Pavkovic N., The Design Society, 2018, Vol. 5, p. 2229-2240Conference paper (Refereed)
    Abstract [en]

    The process of shaping a product's visual appearance is crucial in determining consumer response. However, extant research on the nature of expertise in this process is scarce. Specifically, there is absence of studies investigating differences between how expert and novice industrial designers use information in this process. This research, using think aloud method, compared informational behaviour of an expert and a novice industrial designer in shaping products. We report rich qualitative accounts of their informational behaviour, revealing a sharp contrast between them.

  • 90.
    Jagtap, Santosh
    et al.
    Delft University of Technology.
    Kandachar, Prabhu
    Delft University of Technology.
    Towards Linking Disruptive Innovations and BOP Markets2009Conference paper (Refereed)
    Abstract [en]

    The base of the world economic pyramid consists of 4 billion people typically earning less than 4 USD per day. This population is generally called the base of the pyramid (BoP). Much research on BoP markets focuses on motivating companies to enter these markets to create a win-win situation such that companies can gain benefits and BoP customers can satisfy their unmet or under-served needs. The reviewed literature suggests the need of innovations to successfully deploy products and services in these BoP markets. The reviewed research on disruptive innovations suggests that these innovations provide a good opportunity in new markets in contrast to companies’ mainstream markets. This paper presents the findings of the initial phase of our research, and attempts to demonstrate that BoP can present a potential new market for companies to successfully employ disruptive innovations. This is shown by synthesizing the reviewed literature on: (1) design, development, marketing, and distribution of products and services in BoP markets; and (2) disruptive innovations.

  • 91.
    Jagtap, Santosh
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Larsson, Andreas
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Warell, Anders
    Lund University, SWE.
    Design For Resource-Limited Societies: Informational Behaviour Of Designers2017In: DS87-1 PROCEEDINGS OF THE 21ST INTERNATIONAL CONFERENCE ON ENGINEERING DESIGN (ICED 17), VOL 1: RESOURCE SENSITIVE DESIGN, DESIGN RESEARCH APPLICATIONS AND CASE STUDIES / [ed] aier, A; Skec, S; Kim, H; Kokkolaras, M; Oehmen, J; Fadel, G; Salustri, F; VanDerLoos, M, 2017, p. 21-31Conference paper (Refereed)
    Abstract [en]

    There is a sharp contrast between High Resource Settings (HRSs), commonly seen in developedcountries and Low Resource Settings (LRSs), typically found in the marginalised sections of societiesaround the world. Product design for LRSs is crucial to satisfy unmet or under-served needs of thepeople living in LRSs. Supporting designers to develop successful products for LRSs demandsdeveloping an in-depth understanding of their design process, including their informational behaviour.In this research, using think aloud protocol analysis, we compared the designers’ informationalbehaviour in designing products for LRSs and HRSs, where HRSs is considered a baseline. The findingsindicate that designing products for LRSs is more information intensive, and that it influences theinformational activities of designers, thus indicating potential impact of a resource-setting on the waydesigners deal with information.

  • 92.
    Jagtap, Santosh
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Warell, A.
    Hiort, V.
    Motte, D.
    Larsson, A.
    DESIGN METHODS AND FACTORS INFLUENCING THEIR UPTAKE IN PRODUCT DEVELOPMENT COMPANIES: A REVIEW2014In: Proceedings of the DESIGN 2014 13th International Design Conference / [ed] Marjanovic Dorian, Storga Mario, Pavkovic Neven, Bojcetic Nenad, The Design Society, 2014, p. 231-240Conference paper (Refereed)
  • 93.
    Jasarevic, Mirza
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Impact of Weather Phenomena on Object Detection: Testing YOLOv3 In Traffic- And Weather Simulations2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context: Object detection is gaining more influence in everyday life, various institutions and agencies are utilizing it to help streamline their day-to-day tasks. It helps process large quantities of data and requires less resources, hence making for a promising tool in the future. It still faces many baseline issues, such as weather conditions obstructing the shape or tone of an object and thereby causing misidentifications. This can be as harmless as a toy misidentifying a frown for a smile and reacting happily to your sorrow, or as harmful as a self-driving car misidentifying a dark car. If for instance the darker car’s lights were in disrepair, and it was placed under the shade of a few trees at a crossing, the first car might continue through when it should have slowed down in good time or even stopped to ensure it can prevent an accident. The intent of this research is to delve into those aspects and scenarios where the weather and natural lighting outdoors can affect object detection in traffic from the perspective of a police vehicle’s camera. Evidence of law enforcement attempting implementation of the technology can be readily found on the internet even as far back as 2010, providing the right relevance for this study.

    Realization (Method): The research will be conducted using four common categories of objects encountered in everyday traffic; cars, people, motorbikes and trains. Each category will have three instances in form of images in their relevant setting, on streets for instance, to represent them in the conducted tests. Each test consists of four filters; contrast, blur, noise and resizing. For each filter there will be 20 versions, i.e. every fifth degree will be an option to apply and these will all be combined to make a total of 20^4 combinations for each image, then all combinations will be tested and detections will be registered.

    Objectives: The scope of objectives for this study was to find out which of the four categories was easiest to detect, which of the four filters was most disruptive, and to find out if there are any rules of thumb for what degrees of each filter could be considered a threshold beyond which detection is not guaranteed.

    Results: The results proved cars and people to be easiest to detect, noise to be the most obstructive filter, and contrast to guarantee detection up to 30% of application from the original luminance. Blur and change of size were negligible in impact and thus did not matter, while noise was too complex to give a clear answer in regards to beyond what percentage of noise application stops all further detections.

    Conclusions: What could be concluded from this study is that certain visual effects are harmless, contrast and noise are predominant, and that more research into the disruption of noise should be done. Noise meaning particles or specks of black or white color in the shape of pixels strewn across an image(i.e. “Salt-and-pepper noise”) to simulate things such as snow, rain etc. Object detection has been costly in mistakes even very recently in the public sphere so it needs more optimization. But it has many uses in many fields such as medicine, law enforcement, statistics and the fire departments, and for broader, commercial use, models need more training.

  • 94.
    Jekler, Filip
    et al.
    Blekinge Institute of Technology.
    Hasselberg, Henrik
    Blekinge Institute of Technology.
    Etik, Publik & Agens: En kreativ handling av verkligheten.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Temat i detta kandidatarbete beröretik, publik och agens. Med detta i åtanke har vi försökt skapa ettnytt sätt att göra en radiodokumentärpå. Vi har använt oss utav transmedialt berättande för en ideal publik. Med hjälp av olika designmetoder har vi försökt skapa ett rum där narrativet ska utspela sig i. Till EXIT-utställningenpå Blekinge Tekniska Högskolahar vi gjort en visuell utformning utav detta rum. I processens gång har vi tittat på tio förhör med en gärningsman som blev dömd och skyldig till olaga tvång och grovt olaga tvång. Resultatet av detta är en cirka 15 minuter lång modern dokumentärsom är en historisk återskapning av vad som hände under förhörentillsammans med gärningsmannen. Mycket av våra diskussioneroch vali vår designprocesshar handlat om och kring etiska beslut som har kommit att forma hur vår dokumentär för sitt narrativ.

  • 95.
    Joakim, Danielsson
    Blekinge Institute of Technology.
    Häng med på picknick!: En mobilapplikation för personer med kognitiva funktionsnedsättningar2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    During my time at Blekinge Institute of Technology I’ve worked at a LSS housing facility in Olofström, Blekinge. It was there I got the idea to merge my job and schoolwork to create something for a very specific target group. I have always been interested in creating applications for hand-held devices such as tablets and smartphones that are used as aids and teaching materials. I’m using the methodology participatory design, and along with people that lives with cognitive disabilities, meaning they have some form of disability in their brain, I developed a prototype. I needed their experience and knowledge because I don’t know how I would shape the application to fit their needs otherwise. With all the experience these people gave me, I created a prototype based on their feelings and ideas, ideas that have been brought up in our workshops. In the workshops we discussed the everyday activities they thought were fun, outdoors as well as indoors, and what could make those activities even more enjoyable. The two ideas that we emerged with, and later merged, were walking 4 and picknicking. The idea is for an application where you have the opportunity to invite your friends and family to a picknick. You make a list of what you want to include on the picknick and then create an event.

  • 96.
    Johansson, Christian
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Larsson, Tobias
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Tatipala, Sravan
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Product-Service Systems for Functional Offering of Automotive Fixtures: Using Design Automation as Enabler2017In: Procedia CIRP: 9th CIRP Conference on Industrial Product/Service-Systems (IPSS), Copenhagen, Elsevier, 2017, Vol. 64, p. 411-416Conference paper (Refereed)
    Abstract [en]

    In production of automotive components, control-measuring is an important activity to assure that geometries meet expected tolerances. This is done via randomly taking parts out of production for control-measuring in a fixture. This fixture is both a tedious and repetitive product to design and configure. The aim of this paper is therefore to present an approach to adopt a design automation strategy towards supporting the configuration of fixtures and to discuss opportunities for moving towards a Product-Service System-paradigm in this domain. This paper reports on a development of a design automation demonstrator to configure fixtures for control-measuring. The demonstrator has been developed in a commercial CAD-environment and will be deployed through a web-based interface. The paper concludes with a discussion on PSS-opportunities and how to drive this with a Knowledge-Based Engineering-modelling approach. 

  • 97.
    Johansson, Christian
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Wall, Johan
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Panarotto, Massimo
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering. Chalmers University of Technology.
    Maturity of models in a multi-model decision support system2017In: Proceedings of the International Conference on Engineering Design, ICED / [ed] Salustri F.,Skec S.,Maier A.M.,Kim H.,Kokkolaras M.,Oehmen J.,Fadel G.,Van der Loos M., The Design Society, 2017, Vol. 6, p. 237-246, article id DS87-6Conference paper (Refereed)
    Abstract [en]

    To reduce uncertainty in decisions, engineers experiment with models, such as, exploring what-if scenarios, and thus increase knowledge. Still, because modelling is an idealisation of reality, there is often substantial uncertainty involved, and this decision makers less confident to lean onto models alone when making decisions. The aim of this paper is to conceptualize a design support for improving confidence and validity in models, by communicating uncertainties from modelling and simulation to relevant stakeholders. The paper reports on empirical data from a research profile workshop. The findings illustrate the importance of communicating uncertainties from models between relevant stakeholders in order to drive action. The paper then presents an approach to visualize model maturity levels as well as impact levels in relation to one or several aggregated models. With this approach, focus can move to discuss the knowledge about the knowledge that is created from modelling, and to facilitate discussions on a meta-level about the modelling and simulation. This is exemplified by a test scenario where a multi-disciplinary modelling and simulation of an asphalt roller is presented.

  • 98.
    Johansson, Jonathan
    et al.
    Blekinge Institute of Technology.
    Larsson, Jonathan
    Blekinge Institute of Technology.
    Det Tvehövdade Monstret: Mytologi mot Posthumanism2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis will cover how the subjects of parody, posthumanism and mythology can be combined to create a game prototype where these three serve as pillars, whether they take the form of design perspective, esthetics or mechanics. By using parody as a design perspective, one can examine subjects such as mythology and posthumanism in order to create something that connects them. This thesis will go through all the stages of development, how the working procedure has evolved and different iterations we created in order to give a clear image of which lines of thought it was that led to which creative choices and how it led to the creation of the final prototype. 

    Synopsis: 300 years after the fall of mankind, the world is inhabited by monsters, but one day the restless souls of humanity are unleashed, possess the monsters and make them more human.

  • 99.
    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.

  • 100.
    Johnsson, Mikael
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Högpresterande innovationsteam - steg för steg2018 (ed. 1)Book (Other (popular science, discussion, etc.))
    Abstract [sv]

    Det bubblar om innovation överallt. Alltfler förstår att innovation är avgörande för fortsatt framgång och överlevnad oavsett typ av organisation. Men nu är det dags att ta nästa steg - att få någonting gjort och dessutom snabbt och effektivt.

     

    I Högpresterande innovationsteam får du veta hur du kan skapa innovationsteam i din organisation, som aktivt arbetar med att utveckla till exempel nya produkter, tjänster och processer mot ett givet mål. I boken finns konkreta tillvägagångssätt, råd och tips på hur du steg-för-steg skapar och etablerar ett högpresterande innovationsteam. Kärnan är att skapa ett team som är skapat utifrån sitt uppdrag – att innovera – som samtidigt inte hamnar i grupprelaterade problem.

     

    Boken vänder sig till dig som är verksam med innovationsfrågor i din organisation, både i ledning och operativt, som utbildar om innovation på universitet och högskola eller som är konsult. Varje kapitel avslutas med reflektionsfrågor som hjälper dig att tänka igenom och konkretisera vägen framåt i skapandet av innovationsteam i din verksamhet.

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