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  • 51. Bolter, Jay David
    et al.
    Engberg, Maria
    Blekinge Institute of Technology, School of Planning and Media Design.
    MacIntyre, Blair
    Media studies, mobile augmented reality, and interaction design2013In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 20, no 1, p. 36-45Article in journal (Other academic)
    Abstract [en]

    You are walking in the Sweetwater Creek State Park near Atlanta and using the Augmented Reality (AR) Trail Guide, a mobile application designed by Isaac Kulka for the Argon Browser (Figure 1). The application offers two views: a now familiar Google-style map, with points of interest marked on its surface, and an AR view, which shows these points located in space. You see the map view when you hold the screen parallel to the ground; when you turn the phone up to look at the world, you get the AR view with the points of interest floating in space in front of you. This simple gesture of raising the phone changes your relationship to the information. You pass from a fully symbolic form of representation to a form of perceiving symbolic information as part of your visual environment. The AR Trail Guide, developed in the Augmented Environments Lab at Georgia Tech [1], illustrates a new realm in AR design that goes beyond current commercial applications. In this article, we discuss some of these new areas, such as designing for experiences in cultural heritage, personal expression, and entertainment. At the same time, we want to address a larger issue. ACM interactions has often been a place for exploring new paradigms and the relevance for interaction design of unusual approaches from other disciplines. In that spirit, we pose the question: Can the humanistic discipline of media studies play a useful role in interaction design? Media studies looks at the history of media and their relationship to culture, and we will focus here on digital media and their relationship to other media, both present and past. Looking at digital media in a historical context is relevant because of the dynamic relationship between "traditional" media (film, television, radio, print) and their digital remediations. How can media studies be made to contribute to the productive work of interaction design? We believe one answer lies in using the historical understanding gained through media studies to develop a kind of media aesthetics that can guide designers as they explore new forms of digital media such as the mobile augmented reality application described above.

  • 52.
    BONNELL, HARRY
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    LI, PING
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    VAN LINGEN, THEKLA
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Nonviolent Communication: a Communication Tool to support the Adaptive Capacity of Organisations?2017Independent thesis Basic level (degree of Bachelor), 20 HE creditsStudent thesis
    Abstract [en]

    Adaptive capacity is essential for organisations to be able to adapt to the sustainability challenge, and change its course. Nonviolent Communication (NVC) is an interpersonal communication tool that enables a user to move from a language of judgements to a language of needs by using 4 steps: observation, feelings, needs, and request. As communication is essential to the adaptive capacity of a social system, this thesis explores the question: How does Nonviolent Communication support the adaptive capacity of organisations? Through a mixed methods approach (semi-structured interviews and surveys with NVC trainers, organisational representatives and employees), the effects of NVC on communication in 3 sample organisations in the Netherlands (a school, NGO and research institute), is explored. Quantitative survey results show that NVC has a positive to very positive effect on common organisational communication dynamics. Qualitative data supports this finding and shows that NVC brings positive effects of increased understanding, listening, and progress in work related issues through an increased awareness of one’s own and other’s needs and feelings. When linking these results to adaptive capacity of organisations, it is concluded that NVC directly supports the adaptive capacity elements of trust, diversity and learning, and indirectly supports common meaning and self-organisation.

  • 53.
    Bratt, Cecilia
    et al.
    Blekinge Institute of Technology, School of Engineering, Department of Strategic Sustainable Development.
    Broman, Göran
    Blekinge Institute of Technology, School of Engineering, Department of Strategic Sustainable Development.
    Robèrt, Karl-Henrik
    Blekinge Institute of Technology, School of Engineering, Department of Strategic Sustainable Development.
    Sophie, Hallstedt
    Blekinge Institute of Technology, School of Engineering, Department of Strategic Sustainable Development.
    Procurement as driver of sustainable product-service innovation2012Conference paper (Refereed)
    Abstract [en]

    Current patterns of production and consumption need to change and they need to do so radically. For this shift sustainability-oriented product-services are highly potential contributors. Product-services have been described as a market proposition that extends the functionality of a product beyond the traditional view by inclusion of additional services into the product-service system. From a producer perspective this opens up for a differentiation from competitors and thereby for strategic market opportunities. For the customer this means the possibility to be released from responsibilities linked to asset ownership, more differentiated options and increased function availability .For society at large it means the possibility to gain sustainability achievements. However, the market adoption of product-services or functional products brings with it significant challenges. The demand side is still hesitant to ownerless consumption and the supply side faces economical and company culture-related challenges. The challenges also include customer-related challenges and the development of product-services will require joint efforts of a number of actors along the value chain, actors that traditionally have been outside the buyer-seller relationship. Product-services need to be developed on a case-by-case basis and involve the users perspective from initial need phase until end-of-life in a collaborative process that is not practice today. This paper explores the strategic position of a procurer in this development. It aims at providing guidelines for procurement processes on how to successively and systematically utilize its potential as drivers for sustainability-oriented product-service solutions. Three procurement cases are studied for which a movement from a traditional product-oriented process to a functional-oriented process was the selection criteria. These cases were used to gain a deepened understanding of drivers and barriers for function-oriented procurement processes. A template for sustainable product development is used as a base for the development. The result from the cases is used to adapt the guidelines to current procurement processes and to meet the procurers where they are today.

  • 54. Buchinger, Shelley
    et al.
    Lopes, Rui J.
    Jumisko-Pyykkö, Satu
    Zepernick, Hans-Jürgen
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Advances in tools, techniques and practices for multimedia QoE2015In: Multimedia tools and applications, ISSN 1380-7501, E-ISSN 1573-7721Article in journal (Refereed)
    Abstract [en]

    It has been realized that the success of multimedia services or applications relies on the analysis of the entire user experience (UX). The relevance of this paradigm ranges from Internet protocol television to video-on-demand systems for distributing and sharing professional television (TV) and user-generated content that is consumed and produced ubiquitously. To obtain a pleasurable user experience, a large amount of aspects have to be taken into account. Major challenges in this context include the identification of relevant UX factors and the quantification of their influence on Quality of Experience (QoE). This special issue is dedicated to advances in, tools, techniques and practices for multimedia QoE that tackle several of the aforementioned challenges.

  • 55. Bulling, Andreas
    et al.
    Dachselt, Raimund
    Duchowski, Andrew T.
    Jacob, Robert J.
    Stellmach, Sophie
    Sundstedt, Veronica
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Gaze Interaction in the Post-WIMP World2012Conference paper (Refereed)
    Abstract [en]

    With continuous progression away from desktop to post-WIMP applications, including multi-touch, gestural, or tangible interaction, there is high potential for eye gaze as a more natural human-computer interface in numerous contexts. Examples include attention-aware adaptations or the combination of gaze and hand gestures for interaction with distant displays. This SIG meeting provides a discussion venue for researchers and practitioners interested in gaze interaction in the post-WIMP era. We wish to draw attention to this emerging field and eventually formulate fundamental research questions. We will discuss the potential of gaze interaction for diverse application areas, interaction tasks, and multimodal user interface combinations. Our aims are to promote this research field, foster a larger research community, and establish the basis for a workshop at CHI 2013.

  • 56. Bäcke, Maria
    Avant-Garde and Subversion in an Online 3D World2008Conference paper (Refereed)
    Abstract [en]

    The 3D online world Second Life provides ample opportunities for both role-play and social interaction. Moreover, the relative lack of explicit game-rules (at least initially) on the part of the creator, Linden Lab, provided the gamers with a carte blanche to be anyone they want and give them the freedom to do almost anything. It has become clear, however, that Linden Lab has found reasons for making alterations in their legislative framework. Additionally, local game rules are being developed in many places and there are huge differences in how these rules are maintained and enforced. Using theories of the avant-garde (Greenberg, Poggioli, Bürger) as a stepping stone, as well as Manuel Castells’ four-layered theory of Internet cultures (the techno-meritocratic, the hacker, the virtual communitarian and the entrepreneurial culture), my intention is to explore the actions of, and the attitudes towards, the type of digital avant-garde that is exemplified by gamers/hackers/griefers/deviants. I will look at this both on a "global level" and on a local level, where communities and sim owners use different strategies to control their land and gamers’ behaviour on it. The global data will be taken from the”Incident Management Report” which is issued by the Second Life Governance Team on violation against Linden Lab rules. Additionally, I will carry out interviews with sim owners and community representatives, as well as with some of those who are labelled grievers. I will also look at blogs and articles that address the issue of grievers and disruptive behaviour in an online world.

  • 57. Bäcke, Maria
    Construction of Digital Space: Second Life as a fantasy or a work tool2007Conference paper (Refereed)
    Abstract [en]

    Drawing upon Gaston Bachelard´s The Poetics of Space and Henri Lefebvre´s The Production of Space, I read both private and public digital 3D spaces made available through SL and examine to what extent they are inscribed in or distanced from the underlying ideology of Second Life. I use textual sources - written codes of conduct, covenants written by the land owners, actual buildings and environments created in Second Life, an interview, as well as blogs and articles - to explore how three different categories of space are constructed and maintained: one where SL is primarily seen as a work tool for profit or teaching, another where the main goal is a detailed, homogenuous and highly visual space, and a third category where a homogenuous space is created in order to enable a more organized fantasy and facilitate game-play. Choice of Theme: Expressions of ideology in design and digital technologies

  • 58. Bäcke, Maria
    "Freedom for Just One Night": The Promise and Threat of Information and Communication Technologies2007In: WomenWriters.net, ISSN 1535-8402535-8402, Vol. Spring, no Special Guest IssueArticle in journal (Refereed)
    Abstract [en]

    ’Freedom for Just One Night’ The Promise and Threat of Information and Communication Technologies Not many novels have been written about technology from a female perspective, but Jeanette Winterson’s The PowerBook and Pat Cadigan’s children’s book Avatar are two examples where information and communication technologies (ICT) play a major role. That women often see the benefits of a less regulated space provided by the technology is explored in these two novels. In this essay I will study them through the lens of Deleuze and Guattari’s concept of smooth and striated space. The focus has been on three different issues: information and communication technology’s impact on identity; privacy and security on the Internet; and also – since both of the authors are women, who consider gender-related strategies – female views of ICT. The novels contradict the idea that there is a virtual reality entirely separated from the real world; both imply that although ICT creates a virtual environment, the meetings and communications that take place in it are real, especially from an emotional perspective. The novels suggest that the characters’ sense of identity and security often is tested when opposites – smooth/striated, online/offline, virtual/real, emotional/technical, private/public – collide, when this collision triggers an emotional response. In Avatar emotions are in fact a method to authenticate the validity of what happens in a virtual environment. Furthermore, the collision and its impact on the emotions create an indeterminacy, a smooth space, and seems to be a narrative strategy for both Winterson and Cadigan, which they both use to examine a number of issues, including patriarchy, which shows what these female authors think is possible to do with the help of ICT. Both texts study how the Internet – and the thoughts mediated through the Internet – influence individuals and societies. As a new medium, Internet can be considered new territory, a new frontier. Whose thoughts are going to be trendsetting on the Net? Who colonizes Cyberspace? Both authors point towards the benefits of a more balanced viewpoint, where more angles than one are taken into account, and what can happen when a hegemonic world-view has been shaken. These novels convincingly show that it is in the dynamic tension between smooth and striated that new viewpoints can be found.

  • 59.
    Bäcke, Maria
    Blekinge Institute of Technology, School of Planning and Media Design.
    Make-believe and make-belief in Second Life role-playing communities2012In: Convergence. The International Journal of Research into New Media Technologies, ISSN 1354-8565, E-ISSN 1748-7382, Vol. 18, no 1, p. 85-92Article in journal (Refereed)
    Abstract [en]

    This feature article applies the concepts of 'make-believe' and 'make-belief' formulated by performance theorist, Richard Schechner, in a study of two role-play communities, Midian City and Gor in the online 3D environment Second Life. With make-believe fantasy role-play at their core, members of the two communities negotiate the social and political norms, the goals of the community and as well as the boundaries of the virtual role-play. The article explores the innovative forms of interaction at play in these negotiation processes, using (cyber)ethnographic methods and the analysis of various textual sources, Goffman's theories of social performance as well as various types of performance discussed by Schechner and Auslander. The innovative forms of interaction are analysed in the light of the new technology and as performances and make-belief strategies directed towards realizing performative utopias, towards influencing the direction in which leaders and residents of this digital context want the role-play to develop, and towards shaping the emergent social and cultural rules and the political framework of the role-play.

  • 60. Bäcke, Maria
    Power Games: Rules and Roles in Second Life2011Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. Theoretically I am relying primarily on performance studies scholar Richard Schechner, sociologist Erving Goffman, and post-structuralists Michel Foucault, Gilles Deleuze and Felìx Guattari. My methodological stance has its origin primarily within literature studies using text analysis as my preferred method, but I also draw on the (cyber)ethnographical works of primarily T.L. Taylor, Celia Pearce, and Mikael Jakobsson. In this dissertation my focus is the relationship of the role-player to their chosen role especially in terms of the boundary between being in character, and as such removed from ”reality,” and the popping out of character, which instead highlights the negotiations of the social, sometimes make-belief, roles. Destabilising and problematising the dichotomy between the notion of the online as virtual and the offline as real, as well as the idea that everything is ”real” regardless of context, my aim is to understand role-play in a digital realm in a new way, in which two modes of performance, dramatic and social, take place in a digital context online — or inworld as many SL residents call it.

  • 61.
    Bäcklund, Eric
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Olsson, Johan
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Mobiltech AB Webbapplikation2006Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Elektronikföretaget Mobiltech AB i Karlskrona, Blekinge, var i behov av en ny webbapplikation och visade sitt intresse i att låta oss utveckla en ny mer dynamisk lösning åt dem. Deras mål med systemet var att de själv enkelt via ett webbadministrations gränssnitt skulle kunna redigera alla information på deras företags webbsida. Systemet som helhet omfattas av kategorier, informationssektioner samt en erbjudande panel. Som via en lösning av kod struktur och design, som vi från grunden byggt upp för att passa de behov som finns, bildar en administrerbar sida. Vi utvecklade projektet genom att använda oss av PHP5 och MySQL5. Dessa tekniker är något som vi har använt oss av genomgående under våra år på utbildningen. Vi valde dessa tekniker efter att ha övervägt fördelar och nackdelar samt undersökt andra lösningar som vi känner till. Vi valde även dessa mjukvaror på grund av att vi kände att vi hade mest kunskap och tillit till dem, samtidigt som de skulle fylla våra mål och önskningar på ett smidigt och effektivt sätt. När det gäller den visuella biten valde vi att använda oss av de standarder som finns, XHTML 1.1 Strict och CSS2. För att nå vårat slutmål på detta projekt använde vi oss av de kunskaper vi tidigare skaffat på vår utbildning mot webbteknik, samt genom ett engagerat sökande kring de informations bitar som vi sedan tidigare inte kände att vi riktigt behärskade eller ens fått möjlighet att tillämpa.

  • 62.
    Bäckström, Ola
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Från rigg till sändning: En studie i ljudproduktionsflöde på SVT2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Abstrakt Detta arbete har ljudproducenten i fokus. Det undersöker och tar fram verktyg som du som ljudproducent kan använda dig av för att öppna upp för ett större kreativt utrymme i en produktion. Undersökningen tar också upp och bearbetar en problematik kring ljudproduktion, nämligen den att ljud, generellt sett, ofta underprioriteras och inte ägnas lika stort allvar som övriga sektioner i en produktion. Arbetet har SVT (Sveriges Television) i fokus och hur ljudproduktionen ser ut där. Undersökningen tar fram olika teorier framtagna ur tidigare forskning och tillämpar dem i olika produktioner på Sveriges SVT. Abstract The focus of this thesis is the sound producer. It examines and produces tools that you, as a sound producer, can use to open up for a larger creative space in a production. The research also discuss the problem with sound production, namely that sound, generally speaking, is often under prioritized and is not given the same seriousness as the other sections in the production. The thesis has SVT (Sweden's television) in focus and how their sound production looks like. It uses different theories taken from earlier research and practices them on different productions at SVT.

  • 63.
    Böttcher, Anja Verena
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Twitter, News Aggegators & Co: Journalistic Gatekeeping in the Age of Digital Media Culture2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    With the advent of blogs, search engines, RSS and news feeds, the role of online journalists as those who shape everyone’s social reality has decreased. . Currently because of emerging digital tools and outlets, “amateurs” have the ability to not only assemble their own news stream, but they can also publish their own material to a wide audience in only seconds. Gatekeeping is a fundamental concept of media studies and has long been a tool to determine the power of journalists over society. However, digital media requires reconsidering gatekeeping in the traditional sense, as new gatekeepers, such as Twitter-users, “gatejumpers,” new forms of digital influencers, and content aggregators also have gatekeeping power. In my research, I will review and examine the relationship of traditional journalism pratices for gatekeeping in comparison to online journalists.

  • 64. Carbonara, Nunzia
    et al.
    Tavassoli, Sam
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    The Role of Knowledge Heterogeneity on the Innovative Capability of Industrial Districts2013In: Entrepreneurial Knowledge, Technology and the Transformation of Regions / [ed] Karlsson, Charlie; Johansson, Börje; Stough, Roger, New York: Routledge , 2013Chapter in book (Refereed)
    Abstract [en]

    This paper seeks to contribute to the ongoing debate concerning the role of heterogeneity for the innovative capability of industrial districts. With this aim, using a knowledge-based approach, the paper focuses on different sources of industrial district knowledge heterogeneity and studies how the different level of heterogeneity affects the innovative capability of industrial districts. Four theoretical hypotheses concerning the effects of knowledge and knowledge heterogeneity on the Industrial District innovativeness are formulated. To test the hypotheses, an econometric analysis on 32 Italian District Provinces is applied. Empirical results show that knowledge heterogeneity matter for increasing the innovative capability of industrial districts.

  • 65.
    Carlsson, Jacob
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Psaros, Alexander
    Blekinge Institute of Technology, School of Planning and Media Design.
    Dokumentärfilmproduktion ur ett ljudtekniskt experimentellt perspektiv2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    This paper is a study of documentary film production with focus on the filmmakers choice and usage of sound equipment. Using professional articles and literature have first of all helped us determine a standard for the conventional use of sound equipment in documentary film. Afterwards, by analyzing our own interviews we’ve received answers on how filmmakers relate to the conventional usage and why they select equipment as they do. Thereafter, we describe a technical method which helps a filmmaker to be able to record sound for documentary film on his/her own, using simple measures without reducing quality. A production in the form of a short documentary film has then been recorded using this method to ascertain what challenges a simplified equipment could bring.

  • 66.
    Cuenca, Juan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    What are the affordances fostered by social media for amateurs artists?2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The research engages the use of social media sites for musicians with a focus on Facebook. It determines which are the advantages the platform makes available for musicians, allowing them to employ Do It Yourself strategies of production, audience relationship management and self-management. The importance of audience response and demographics allow any musician integrate keen insight into the content delivery and thus, optimize their management accordingly. This thesis will establish the affordances that engage what aspects and uses of Facebook are changing the way amateurs operate. The research appropriates the context of professionalism to the variable of knowledgeability, know-how, and Stebbins’ (1977) seven variables (confidence, perseverance, continuation commitment, preparedness and self-conception) in order to note a definition of the modern amateur in contrast to professionals.

  • 67.
    Cynthia, Salkovic
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Esoko and WhatsApp Communication in Ghana: Mobile Services such as Esoko and WhatsApp in Reshaping Interpersonal Digital Media Communication in Ghana2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The predominant use of mobile media such as SMS and MIM across various sectors in Ghana is incontrovertibly influencing and reshaping interpersonal communications. This paper looked at the use of the Esoko SMS and WhatsApp MIM platforms and how the use of these two dominant platforms are enhancing and reshaping digital communication in the rural and urban Ghana respectively, as barriers of socioeconomic factors limits the use of sophisticated technologies in the rural setting. This is done by employing Madianou and Miller's notion of polymedia” to draw on the moral, social and the emotional use of mobile media in enacting interpersonal relationships and communications whilst keeping in focus the recursive repercussions.

  • 68.
    Dahlrot, Erik
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Fransson, Kristofer Nilsson
    Blekinge Institute of Technology, School of Planning and Media Design.
    Impressionism och Digitala Spel2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Abstrakt För att utveckla och förändra spelmediet behandlar detta arbete impressionism och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för att undersöka hur de två ämnena kan sammanföras i en spelproduktion. Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur spelet fungerar och deras syn på kopplingen mellan impressionism och digitala spel. Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram: impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning, interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras samman. Resultatet tyder på att detta är möjligt. Nyckelord: Spelideologi, Impressionism, Ideologin, Estetiken. Upplevelse, Digitala Spel och Spelmediet. Abstract To develop and alter digital games this work treats impressionism in relation with digital games. Both topics are being discussed from different angles and viewpoints to investigate how these two subjects can be brought together in a game production. The production has been trialed by game development students to receive their views on how the game is working and their view on the connection between impressionism and digital games. The candidate work concludes with a discussion where all facts which have been gathered throughout the work have been analyzed. In this discussion the following subjects have been brought forward; impressionism, art, the digital game today, television and digital games interpreta-tion, interaction and how the two subjects, impressionism and digital games can be brought together. The result of the work indicates that this should be possible. Keywords: Digital Game Ideology, Impressionism, Ideology, Aesthetics. Experience, Digital Games and Game as a Media.

  • 69.
    Dalenfjäll, Fredrik
    Blekinge Institute of Technology, School of Planning and Media Design.
    En värld av ljudläggning2011Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Uppsatsen beskriver arbetsprocessen för olika projekt jag arbetat med under min praktiktid på Ljudligan i Stockholm samt en reflekterande del som bland annat består av min tekniska och kreativa utveckling inom ljudläggning Mitt syfte har varit att ta reda på skillnader mellan atmosfärer, ljudeffekter och tramp. Jag beskriver också ljudläggning/mixningsskillnader mellan reklamfilmer och långfilmer samt undersöker om det finns något generellt sätt att ljudlägga på med de tekniska faktorerna i fokus. De resultat jag kommit fram till har fastställts genom att intervjua personer på Ljudligan med flera års erfarenhet inom ljudläggning och genom mina egna erfarenheter i och med den ljudläggning som genomförts. Mina slutsatser är att man kan utgå från de definitioner som finns för termerna: atmosfärer, ljudeffekter och tramp och sedan själv avgöra i vilken kategori man ska placera dem. Skillnaderna mellan reklam och långfilm är bl.a. komprimeringen, då den ofta är större i reklam. Det finns egentligen inga generella regler för hur man ljudlägger. Snarare en del förhållningssätt man kan utgå från, då vissa ljudtekniska verktyg kan vara avgörande för hur det kommer låta i slutänden.

  • 70.
    Damm, Johan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindgren, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rockman, Carl
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Afrika, webben och den digitala skiljelinjen2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Uppsatsen beskriver en undersökning och produktion kring att utveckla en anpassad webbapplikation som kan trotsa fenomenet av den digitala skiljelinjen.

  • 71.
    Daneshzadeh, Fatemeh
    et al.
    Blekinge Institute of Technology, School of Computing.
    Nassergivehchy, Ali
    Blekinge Institute of Technology, School of Computing.
    Using personas and scenarios in designing for an IPTV solution2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    In this research, we focused on developing personas and scenarios in designing a PC Portal for IPTV solution. We employed personas to consider users and their context of use when designing for the system. Different studies have been conducted on the subject of using personas and scenarios in design projects. Some of them show that using personas have a positive effect in the outcome of the design in particular contexts. Other studies, however, suggest that designers have difficulties when using personas in their design process. The underlying cause of these problems might refer to shortcomings in construction of suitable personas, or how to use them throughout the design process. We performed a literature review on personas and scenarios, their advantages, and, how to develop them. Then, we developed personas and scenarios for IPTV problem domain and to base our personas on user study results, we used questionnaire survey and interviews to acquire knowledge about the users. We proposed a design solution and developed a prototype based on elaborated personas and scenarios to evaluate our findings. We argued different challenges that we faced while using personas and scenarios. We illustrated how graphical user interfaces can be developed to satisfy multiple personas by providing the users with different representations of the same information. We also argued why the area of personalized television needs more attention from CHI community and why people are becoming more interested in personalized TV viewing experiences. Elaborated personas and scenarios helped us focus more on users and their context. This could not be easily achieved without rendering the raw data from user studies into personas and scenarios.

  • 72.
    Darukumalli, Subbareddy
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Applied Signal Processing.
    Baraki, Yared Tuemay
    Blekinge Institute of Technology, Faculty of Engineering, Department of Applied Signal Processing.
    Video Content Assessment Based on Perceptual Quality Indicators (A Popularity Predictor Model for YouTube Videos)2014Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Various video quality assessment methods have been developed to assess the quality of videos worldwide. Most of these methods and metrics focus on certain impairments and degradation that are caused during processing or transmission. Only very few do focus on metrics of video quality based on their content. Those few are also limited in that they are specifically designed and developed to deal on a specific parameter. It is customary to hear about the most popular music and clips being announced on the mainstream media based on the hits they have in a specific period. Attempts have been made to develop algorithms that predict the hits of music singles. Studies show that a subject’s liking or disliking of the contents of videos influence subjective assessments. In this thesis, we have considered opinion deviations of viewers’ as gradient function. The amount of differences between assessments of a subject for a certain video defines the order of deviation which is called as gradient degree. The accumulated numbers of all subjects’ assessments for a certain video and for each gradient degree defines the amplitude of the related gradient degree. Video popularity sometimes is related to its perceptual quality, due to this reason; we used perceptual quality indicators as video content assessment categories. In this thesis, we have presented a new methodology that can be used to predict the subjective video content perception of viewers. In this paper, we have also proposed a model that uses the new gradient methodology to predict popularity of streaming videos. With the proposed model, we have found global weighting constants for predicting video popularity of YouTube video database. In this thesis we concluded that, we can predict the video quality of a video package from the decision consistency (inconsistency) of a certain number of people using the PQI categories. Having a predefined, but enough, number of people we can predict the acceptance of a video before we release to the wider population.

  • 73.
    Davidsson, Sanna
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Hansson, Mie
    Blekinge Institute of Technology, School of Planning and Media Design.
    Mönster & Mönsterdesign, att skapa ett sammanhållande mönster som grafisk formgivare2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Som grafisk formgivare kan du bredda din kunskap och kompetens för att bli mer eftertraktad på arbetsmarknaden och en av de vägar du kan gå är att lära dig om mönster och mönsterdesign. Detta kandidatarbete tar upp grunderna i hur en mönsterdesignprocess kan se ut och vad man som mönsterdesigner bör tänka på och ha i åtanke när man skapar mönster. Vi stärker det vi har kommit fram till under vår teoridel med en produktionsdel där vi tillämpar det vi kommit fram till, vi stärker det även genom en undersökning bland mönsterdesigners som arbetar aktivt med mönsterdesign idag. Under produktionen i detta kandidatarbete har vi skapat mönster där vi har haft i åtanke de olika aspekter som man som grafisk formgivare och mönsterdesigner bör tänka på, vi har även kommit fram till hur dessa aspekter kan påverka varandra och det slutgiltiga mönstret.

  • 74.
    Davis, Michael
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    Tran, Hoa
    BETEXT: Cross Institutional Cooperation in the Digitalization of Cultural Heritage Documents in XML2002Conference paper (Refereed)
    Abstract [en]

    The following describes a digitalization and on-line publication project, led by members of Blekinge Institute of Technology, located in the south of Sweden. The project aimed to create the foundation for a regional network of small cultural institutions that would develop, support and utilize on-line full text archives in the service of tourism, marketing and education. Its pilot project, The Chapman Archive, involved the digitalization, encoding with the TEI DTD in XML and web-publication of two rare 18th century texts of both regional and international importance.

  • 75.
    de Petris, Linus
    Blekinge Institute of Technology, School of Planning and Media Design.
    Indicators in Sustainability Things2013Conference paper (Refereed)
    Abstract [en]

    Sustainability is a priority objective for the Swedish municipal government that forms the setting for this paper. Based on the triple bottom line the government has adopted an action program with associated sustainable development indicators (SDIs), designated to measure and act as a driving-force for sustainable change. As a result from the action program, almost all employees and elected have group-wise undergone a participatory project with semi-structured conversations based on the SDIs, supported by moderators. Processes of change were expected to arise as participants ‘learned’ about sustainability from the conversations. An evaluation of the project has on the one hand shown that the conversation-based approach was successful in generating knowledge. On the other hand ‘real change’ was found to be missing, indicating a gap between knowledge and action. Likewise, EEA’s (European Environment Agency) second ‘late-lessons’-report indicate such a gap [7]. By turning to Karen Barad’s agential realism [3], the gap between knowledge and action is discussed as a representationalist misconception of separating epistemology from ontology. The discussion then makes a retrospect of thing and indicator, where the etymology of the words leads to an elaboration of indicators in sustainable development. SDIs are reconfigured, no longer representations but the engagement of agents (human and non-human) in ’pointing out sustainability’, which implies a redesign of current SDIs. Sustainable development is suggested as the staging of locally situated sustainability Things, in which digital media may be able to expose the agency of SDIs.

  • 76.
    de Petris, Linus
    Blekinge Institute of Technology, School of Planning and Media Design.
    Om glappen vi skapar och de märken som blir – materiell-diskursiva praktiker i kommunkontext2013Licentiate thesis, comprehensive summary (Other academic)
    Abstract [sv]

    Utgångspunkten för min forskning är ett upplevt glapp i IT- och e-förvaltningsutveckling. Policys och strategier har långtgående visioner om hur IT kan och kommer att förändra allt ifrån vårt vardagliga arbete och privatliv till att förändra samhällsstrukturer och maktordningar. För att möta detta görs stora investeringar varje år inom kommunal IT. Ändå är upplevelsen att ”det händer inget”. Syftet med forskningen är att presentera förståelser för abstrakta och komplexa ting som e-förvaltning, innovation (förändringsarbete), design och infrastruktur. Forskningen presenterar olika perspektiv för dessa ting och utmanar normerade förståelser för dem. Ett exempel på detta är hur infrastruktur med en normativ förståelse som abstrakt och passiv också visar sig vara påtagligt konkret och performativt. Målsättningen är sedan att dessa förståelser skall ligga till grund för att praktisera en IT- och e-förvaltningsutveckling, som inte känns ”glappande” eller stagnerad. Den forskning, som presenteras och prövas i denna avhandling, är situerad i en kommunkontext och bygger på deltagande aktionsforskning. Deltagande aktionsforskning innebär, att jag har försökt att reflexivt praktisera forskning i syfte att skapa kunskap och förändring tillsammans med andra och direkt i de samanhang jag har verkat. Aktionsforskningen innebär, att jag inte forskar om utan med olika kommunala praktiker. Denna typ av forskning är inte knuten till en specifik metod utan behöver anpassas och utvecklas i sitt sammanhang. I detta ingår en återkommande utmaning av befintlig verksamhetspraktik och förgivettaganden, inte minst mina egna. Licentiatavhandlingen, som är ”ett steg på vägen”, handlar mer om förståelser än om förklaringar. Avhandlingen är skriven som en form av sammanläggningsavhandling, som bygger på fyra artiklar och en delvis fristående kappa. Mitt skrivande och därmed den text, som utgör avhandlingen är ”essäistisk”. Essäformen har gjort det möjligt för mig att använda avhandlingsskrivandet som en fortsatt prövning av de olika perspektiv, som artiklarna presenterar.

  • 77.
    Diaz, Miguel
    Blekinge Institute of Technology, School of Planning and Media Design.
    DEJANDO HUELLAS: Upplevelsen kring arbetet med musikgrupper från Colombia2008Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    När jag började på Digital Ljudproduktion program som tillhandahålls av BTH, var mitt syfte att lära mig allt om inspelningsmetoder av olika typer av ljud samt det bästa sättet att spela in olika ljudkällor och att uppnå bästa möjliga resultat i alla faser av arbetet (pre-produktion, produktion och efterproduktion). Exempelvis att välja den lämpligaste mikrofonen för inspelning av ett särskilt instrument kan vara svårt och ibland bör du tänka på avstånd, riktning eller/och vinkeln mellan mikrofonen och ljudkällan. Likaså, band med blås- (trumpet, saxofon) och slagverksinstrument (bongos, congas), som inte är vanliga här i Skandinavien, ger goda erfarenheter genom att spela in dem. Dessa exempel visar på behovet av att ha kapacitet till anpassning med syftet att nå bästa möjliga resultat. Att uppnå denna kapacitet var målet med detta projekt.

  • 78.
    Dincheva, Vihra
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Ernst, Jonas Raphael
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Raja Boean, Naomi
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Storytelling for Sustainability Practitioners: Supporting the Communication for Strategic Sustainable Development2015Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The general awareness of the sustainability challenge and the urgency to act is increasing. However, the actions being taken do not seem to be sufficient, nor the communication about sustainability effective enough, to ensure a sustainable future. For our research, we looked at the work of sustainability practitioners using a scientifically robust framework called the Framework for Strategic Sustainable Development (FSSD). The research focuses on the interaction between the sustainability practitioner and the audience when communicating the FSSD. It is guided by its central inquiry, how the practice of storytelling can support sustainability practitioners in their work context. A literature review and a total of 13 interviews with sustainability and storytelling practitioners comprise the basis for this analysis. Based on our findings we map out the current practices of storytelling used by sustainability practitioners in the field and offer recommendations with the intention of enhancing this practice. Our research showed that sustainability practitioners practice and benefit from storytelling throughout their work in various ways. We consider this research with all its limitations as an awareness raiser and invitation to deepen the conversation and the exchange of experience and knowledge around the topic of storytelling for sustainability. 

  • 79.
    Ditlevsen, Christoffer Moe
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Čehovin, Martin Björkman
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den dramatiska kraften i filmmusik, Filmmusikens dramatiska vikt i modern media2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    När och varför tillsätter man musik till en scen i ett filmscenario? Med informationsresurser och teorier från etablerade medieteoretiker såsom Michel Chion, Oliver Sacks samt Johnny Wingstedt söker vi svaret. Genom beprövade analysmetoder bryter vi ner kritikerrosade filmer för att finna hur musiken präglat dem. Analyserna har sedan sammanfattats och jämförts för att kärnan av dem skall kunna identifieras. I diskussionen slår vi fast att det finns många verktyg att tillämpa när man vill styrka expressiviteten eller känslointensiteten, och varför man tillsätter musik till film; Att antingen stärka ett budskap som gestaltas i bild, eller inducera känslan av något som inte går att tolka genom endast visuella medel. Dessa resultat använde vi sedan för att skapa ett ramverk inför produktion av musik och ljud till Emil. (2014) , en modern samt mörkare tolkning av Emil I Lönneberga (1971) med en underton av ett dysfunktionellt familjeförhållande. Nyckelord: Musik, dramaturgi, film, känslor, analys, narrativ When and why is music implemented to a specific scene in a film? With informational resources and theories from established media-abstractionists like Michel Chion, Oliver Sacks and Johnny Wingstedt, we’re on a hunt for the ultimate answer. With well proven analytic methods we break down critically acclaimed movies in search of how music has characterized them. The outcome of the analyses has been put together to identify their common dramatic core. In the discussion we state that there are many tools available when one wishes to accentuate the expressionistic and emotional effects of a piece, and why one would use these pieces for film. The reason being that of wishing to emphasize a message or feeling show in picture, or induce a feeling of something not visible on screen. The results were then used for the framework which we work within when producing sound and music material for Emil. (2014), a modern, darker interpretation of Emil I Lönneberga (1971). Keywords: Music, dramaturgy, film, emotions, analysis, narrative

  • 80. Dittrich, Yvonne
    Computeranwendungen und sprachlicher Kontext. Zu den Wechselwirkungen zwischen normaler und formaler Sprache bei Einsatz und Entwicklung von Software1997Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Menschliche Sprache wird in der traditionellen Softwaretechnik als Problem betrachtet. Sie gilt als ungenuegend zur Spezifikation und Entwicklung von Computeranwendungen. Die Flexibilität und Offenheit normaler Sprache ermöglicht es auf der anderen Seite, ueber immer neue Bereiche auf verschiedenste Art zu kommunizieren und zu reflektieren. Wie kann diese kreative Seite menschlicher Sprache bei Entwicklung und Gestaltung von Software beruecksichtigt werden? Anhand des Begriffs der symbolischen Maschine von Sybille Krämer und der Sprachtheorien Humboldts und Wittgensteins werden die im Kontext der Argumentation wichtigen Eigenschaften formaler und normaler Sprache herausgearbeitet. Ansätze zur Gestaltung von Computeranwendungen, die ihre Einbettung in nrmale Sprache beruecksichtigen, und zur Einbeziehung von normlaer Sprache bei der Softwareentwicklung werden aufgezeigt.

  • 81. Dittrich, Yvonne
    Developing a Language for Participation. Project Language as a Meeting Place for Users and Developers in Participatory Software Development1998Report (Other academic)
    Abstract [en]

    During participatory development different professional groups with different professional languages meet. They have to communicate about the future software in a profound way. To enable that, a common way to talk about the future software has to be developed, relating concepts of the use context and concepts of software development. An example of the development of such a project language is given and the relevance of this for design is argued for. To support the development of a project language a toolkit is provided in which methods are compiled that respects the creative side of ordinary language.

  • 82. Dittrich, Yvonne
    How to make Sense of Software. Interpretability as an Issue for Design.1998Report (Other academic)
    Abstract [en]

    In the context of CSCW ? especially through ethnomethodological work place studies - the stability of particular work practices and therefore the ability to design software that fits with continually evolving work practices is questioned. This challenge for software development has been called 'design for unanticipated use'. Using the concept of interpretability, I attempt to answer this challenge. A semiotic perspective on computer applications as formal symbol manipulation systems is introduced. A case study involving three alternative ways of using a computer application shows how users make sense of such symbolic machines. Wittgenstein's concept of language games is used as a 'figure of thought' to relate practice, language, and the use of symbolic machines. The development of an interpretation, fitting the implemented symbol manipulation and supporting the specific understanding of the task, remains crucial for competent use. Interpretability is introduced as a quality of computer applications. In order how to support the user in developing her own interpretation, a concept for help systems is described.

  • 83. Dittrich, Yvonne
    Shopping Web-shopping Web-shop Web-selling Selling Teaching Software Development together with Work Practice Studies1999Conference paper (Refereed)
    Abstract [en]

    In this article I want to share the experiences of developing an interdisciplinary course which brings together design oriented work practice studies and software development. The development and the teaching of this course took place as part of the study program 'People, Computers, and Work' bringing together human work science and computer science. To relate work practice studies and software development in a fruitful way, we had to change not only the organization of the projects and the layout of the course. It required also relating paradigms and methods on both sides. The teachers had to learn about each other's disciplines, too. An example of one of the projects - a web-shop for stationary - illustrates the way the students worked. Us teachers learned also a lot: Both ethnographic methods to study the workplace and software development methods change if really brought together. The variety of ways of relating work practice studies to software development surprised us. We explored common themes relevant for the interdisciplinary practice. And we learned a lot about how to teach this kind of projects.

  • 84. Dittrich, Yvonne
    et al.
    Ekelin, Annelie
    Elovaara, Pirjo
    Eriksén, Sara
    Hansson, Christina
    Making e-Government Happen. Everyday co-development of services, citizenship and technology.2003Conference paper (Refereed)
    Abstract [en]

    In a joint research project concerning the use and design of IT in public services, we are using a simple figure of on-going, design-oriented interactions to highlight shifting foci on relationships of codevelopment of services, citzenship and technology. We bring together a number of concrete examples of this on-going everyday co-development, presented from the different perspectives that we, as researchers from different disciplines and traditions, represent in the project. The article explores and discusses wokring relations of technology production and use that we see as central to what is actually making e-government happen - or not happen. The main challenge in this area, as we see it, concerns making visible, and developing supportive infrastructures for, the continuing local adaptation, development and design in use of integrated IT and public services.

  • 85.
    Dittrich, Yvonne
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Eriksén, Sara
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Situated Innovation. Exploring co-operation in innovation and design between researchers and users and providers of ICT2003Conference paper (Refereed)
    Abstract [en]

    Co-operation between research and industry and society, and the notion of innovation systems, are high on the agenda of national as well as international research politics. However, how to make co-operation between researchers and practitioners work, and what kind of research results could come out of such co-operation, is hardly discussed. The article uses evidence from three projects in the areas e-government and telecommunication to reflect on such co-operation. Scientific understanding and practices of design, development and use of ICT challenge and inform each other in these co-operative projects, which we have started to refer to as ‘situated innovation’. The article discusses the role of the researcher in such contexts, the character of the research results, and means to co-ordinate different rhythms and rationales in order to make research and practices of ICT development and use mutually enhancing.

  • 86. Dittrich, Yvonne
    et al.
    Eriksén, Sara
    Hansson, Christina
    PD in the Wild: Evolving Practices of Design in Use2002Conference paper (Refereed)
    Abstract [en]

    The when and where of participatory design has traditionally been set, primarily, by the software design project. However, modern IT networks with a variety of applications from different software providers, new web-design tools, and the integration of customization processes with on-going version management, are just a few of the developments that are moving participation around IT design issues beyond the traditional software project. Using examples from a research project focusing on existing work practices and IT in use in public service administration, we explore various understandings of design, which challenge some of the assumptions underlying the basic framework of participatory design. If design is seen as continually on-going, and intricately interwoven with use, this raises several important issues for participatory design. It highlights design for change. It points towards the need for reconsidering software design processes. It brings into focus issues of coordination between use, design in use and adaptation and development. Crucially, it raises issues about shop floor IT management, that is, organizational and technical support for local adapting, and continual design and development in use, of IT, and the need for models and methods for sustainable, distributed co-constructive design processes.

  • 87. Dittrich, Yvonne
    et al.
    Eriksén, Sara
    Wessels, Bridgette
    From Knowledge Transfer to Situated Innovation2003Conference paper (Refereed)
    Abstract [en]

    Innovation systems, triple helix, and similar expressions, are used to conceptualise the growing need for more integrated forms of co-operation between academia and other societal actors, such as governmental agencies and industry, in order to produce knowledge relevant for society. However, there is as yet little reported experience from such recent and on-going co-operative projects of how research changes when it becomes involved in practices it is meant to contribute to. In this paper, the authors report about three different research projects where researchers co-operated with governmental agencies and industry around the development of ICT. Evidence from three domains, namely e-government, telecommunications and welfare services, indicates the need for problematising current mainstream understandings of innovation. Innovation, as we see it, is occurring through configurations of designers, developers and domain experts that form constituencies and where scientific knowledge is confronted by requirements, constraints and possibilities of the specific situation. In this context innovation of, or involving, ICT requires a significant amount of imagination, represents a relatively sharp break with established ways of doing things, and requires artful integration of different professional practices, communities, and technologies. We define these creative processes of co-development of work practices, organisations and technology as situated innovation.

  • 88. Dittrich, Yvonne
    et al.
    Eriksén, Sara
    Wessels, Bridgette
    From Knowledge Transfer to Situated Innovation: Cultivating spaces for co-operation in innovation and design between academics, user-groups and ICT providers2009Report (Other academic)
    Abstract [en]

    Innovation systems, ‘triple helix’, and similar expressions, are used to conceptualise the growing need for more integrated forms of co-operation between academia and other societal actors, such as governmental agencies and industry, in order to produce knowledge relevant for society. However, there is as yet little reported experience from such recent and on-going co-operative projects of how research changes when it becomes involved in practices it is meant to contribute to. In this paper, the authors report about three different research projects where researchers co-operated with governmental agencies and industry around the development of ICT. Evidence from three domains, namely e-government, telecommunications and welfare services, indicates the need for problematising current mainstream understandings of innovation. Innovation, as we see it, is occurring through configurations of designers, developers and domain experts that form constituencies and where scientific knowledge is confronted by requirements, constraints and possibilities of the specific situation. In this context innovation of, or involving, ICT requires a significant amount of imagination, represents a relatively sharp break with established ways of doing things, and requires artful integration of different professional practices, communities, and technologies. We define these creative processes of co-development of work practices, organisations and technology as ‘situated innovation’.

  • 89. Dittrich, Yvonne
    et al.
    Eriksén, Sara
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Wessels, Bridgette
    Learning through Situated Innovation. Why the specific is crucial for Participatory Design Research2014In: Scandinavian Journal of Information Systems, ISSN 0905-0167 , Vol. 26, no 1Article in journal (Refereed)
    Abstract [en]

    Specific, situated Participatory Design (PD) practices have always been at the heart of Participatory Design research. The role of the very situat­edness and specificity of PD practice for theory-building within PD research is, however, seldom discussed explicitly. In this article, we explore why and in which ways the specificity and situatedness of PD practices are crucial for PD research. We do so by developing the notion of PD as situated innovation based on a pragmatic epistemology. PD research aims at devel­oping and continuously unfolding what PD can, might and should be. We show implica­tions of such a pragmatic epistemology of PD on understanding and arguing for PD research approaches. These concepts are illustrated referring to PD practices as experienced in PD research projects. Our epistemological argu­mentation supports the emphasis on ex­ploring new PD practices and learning and theorizing about PD from the spec­ificities, in line with recent debate contributions.

  • 90. Dittrich, Yvonne
    et al.
    Lindeberg, Olle
    Can Software Development be too Use Oriented? Going Native as an issue in Participatory Design.2001Conference paper (Refereed)
    Abstract [en]

    In participatory design there is a risk that the emphasis on the co-operation with future users let the developers forget to step back and reflect on what they learned. In this article we report about a case study of a software project and the resulting system. In spite of a user oriented way of developing the system, problems showed up both when using the software and when the developers later tried to modify it. Part of the reason for the problems was the (lack of) structure in the system. We use the 'going native' - a well discussed methodological issue in ethnography - as a metaphor. The ethnographer have to both 'go native' to be able to understand the culture studied but also step back and reflect. In the same way the software developer has to 'step back' and reflect and form their own conceptual model.

  • 91. Dittrich, Yvonne
    et al.
    Lindeberg, Olle
    Ludvigsson, Ingela
    Lundberg, Lars
    Wessman, Bengt
    Diestelkamp, Wolfgang
    Tillman, Marie
    Design for Change2001Report (Other academic)
    Abstract [en]

    The report summarises the first year of the research project 'Design for Design in Use of Database Applications'. It focuses on end user tailoring and adaptable systems.

  • 92.
    Dittrich, Yvonne
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Mörch, Anders
    Wulf, Volker
    Tailoring Co-operation2003Report (Refereed)
    Abstract [en]

    Tailoring is an area of research in CSCW that allows interlacing design and use in a radical new way. Tailoring is closely related to end-user programming (e.g. spreadsheet development)and a general term to encompass both endeavours is End-User Development. This workshop address tailorability in context of evolving existing systems and applications to the needs of cooperative work practices and organisations. It includes also the cooperative activates of tailoring itself; i.e. collaboration between end users to accomplish tailoring and indirect collaboration between developers and end users to simplify the understanding of tailorable systems. The goal of the workshop is to compare and relate existing research on tailoring and enduser development in the CSCW community, to explore the challenges and future potentials of these technologies, and to identify further directions for research on end-user development in cooperative settings. The workshop is organised in co-operation with the European network of excellence on End-User development. (http://giove.cnuce.cnr.it/eud-net.htm

  • 93. Dittrich, Yvonne
    et al.
    Rönkkö, Kari
    Lindeberg, Olle
    Eriksson, Jeanette
    Hansson, Christina
    Co-Operative Method Development revisited2005Conference paper (Refereed)
    Abstract [en]

    During the last five years, we applied a research approach we call 'Co-operative Method Development' formulated on first experience with empirical research focusing especially on the social side of software engineering. This position paper summarizes the experiences and discusses the improvement and further development of this research approach based on our experiences in different research projects in co-operation with industrial partners.

  • 94. Doria, Avri
    ForCES Protocol Specification2007Other (Other academic)
    Abstract [en]

    This document specifies the Forwarding and Control Element Separation (ForCES) protocol. ForCES protocol is used for communications between Control Elements(CEs) and Forwarding Elements (FEs) in a ForCES Network Element (ForCES NE). This specification is intended to meet the ForCES protocol requirements defined in RFC3654. Besides the ForCES protocol messages, the specification also defines the framework, the mechanisms, and the Transport Mapping Layer (TML) requirements for ForCES protocol.

  • 95. Doria, Avri
    GSMPv3 Base Specification2006Other (Other academic)
    Abstract [en]

    This document describes the base General Switch Management Protocol Version 3 (GSMPv3). The GSMPv3 is an asymmetric protocol that allows one or more external switch controllers to establish and maintain the state of a label switch. The GSMPv3 allows control of both unicast and multicast switch connection state as well as control of switch system resources and QoS features.

  • 96. Doria, Avri
    et al.
    Davies, Elwyn
    Analysis of IDR requirements and History2007Other (Other academic)
    Abstract [en]

    This document analyses the current state of IDR routing with respect to RFC1126 and other IDR requirements and design efforts. It is the companion document to "Requirements for Inter-Domain Routing" [I-D.irtf-routing-reqs], which is a discussion of requirements for the future routing architecture and future routing protocols. Publication of this document is in accordance with the consensus of the active contributors the IRTF's Routing Research Group.

  • 97. Doria, Avri
    et al.
    Lindgren, Anders
    Probabilistic Routing Protocol for Intermittently Connected Networks2007Other (Other academic)
    Abstract [en]

    This document defines PRoPHET, a Probabilistic Routing Protocol using History of Encounters and Transitivity. PRoPHET is a routing protocol for intermittently connected networks, where there is no guarantee that a fully connected path between source and destination exists at any time, rendering traditional routing protocols unable to deliver messages between hosts. These networks are examples of networks where the Delay-Tolerant Network architecture[1] is applicable. The document presents an architectural overview followed by the protocol specification.

  • 98. Duong, Trung Quang
    et al.
    Lei, Xianfu
    Zepernick, Hans-Jürgen
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    MIMO Amplify-and-Forward Relay Systems with Dissimilar Channel Characteristics2014In: 2014 INTERNATIONAL CONFERENCE ON COMPUTING, MANAGEMENT AND TELECOMMUNICATIONS (COMMANTEL), IEEE , 2014, p. 67-69Conference paper (Refereed)
    Abstract [en]

    In this paper, we investigate the asymmetric property of multiple-input multiple-output (MIMO) dual-hop amplify-and- forward (AF) relay networks. We consider the difference of the two hops in terms of both fading channels and scattering environment. In particular, we analyze the symbol error probability (SEP) of a MIMO orthogonal space-time block code (OSTBC) AF relay network in which the first and second hop undergo Rayleigh fading with a rich-scattering environment and Nakagami-m fading with a poor-scattering environment, respectively. Moreover, an asymptotic SEP expression yielding insights on the diversity gain is also obtained.

  • 99. Ecuru, Julius
    Fostering Growth in Uganda's Innovation System2011Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Research and innovation are key drivers for economic growth and competitiveness of countries. Of recent research and innovation-related initiatives have arisen in Uganda pointing to an evolving innovation system in the country and to the need to deepen understanding of the transformations taking place therein. This thesis provides evidence of this evolving innovation system in the country and makes recommendations to foster growth in it. A participatory research approach was employed using a combination of both qualitative and quantitative tools including key informant interviews and review of key policy documents, organizational reports and publications. Findings show that the role of research and innovation in driving economic growth and development was recognised in Uganda as early as the 1950s and 60s. But practical measures on how to integrate them into the national development planning process were lacking. It was not until the 1990s and 2000s that a realistic number of research and innovation initiatives started to emerge. These initiatives ranged from increased support to research, science policy development to supporting innovative business clusters. Arguably gains from these and other efforts would be enhanced, if government adopts a dual funding strategy for research and innovation, which on the one hand involves annual competitive grants and on the other hand increased core support to universities and research institutes. The public organizations create within them enabling conditions for creativity and enterprise development. The quality of education is improved at all levels to maintain a constant supply of a skilled scientific workforce. Ultimately, these efforts require inclusive innovation policies, which promote linkages and interactions between actors engaged in innovation processes both in country and abroad.

  • 100.
    Ecuru, Julius
    Blekinge Institute of Technology, School of Planning and Media Design.
    Unlocking Potentials of Innovation Systems in Low Resource Settings2013Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This study examined the dynamics, challenges and opportunities of developing innovation systems in low resource settings with a particular focus on Uganda. It applied perspectives of technoscience and concepts of innovation systems, triple helix as university-industry-government relationships, mode 2 knowledge production and situated knowledges in understanding the context, identifying key policy issues and suggesting ways to address them. A mixed methodology combining both quantitative and qualitative methods was used in the study. It involved review of key policy documents, key informant interviews, focus group discussions and meetings with scientists, business leaders in the target organizations and firms, community members as well as observations of production processes in firms. Findings underscore the need for greater interaction and learning among actors in the emerging innovation systems in Uganda and eastern Africa. An opportunity for this to happen may be the growing number of entrepreneurial initiatives at the university and some public research organizations in the country. These entrepreneurial initiatives are driven by scientists, who are enthusiastic about moving their research results and innovations to market. This makes it plausible, in low resource settings like in Uganda, to promote the university working closely with public research organizations and firms as a locus for research and innovation. However, enabling conditions, which foster interaction and learning among actors, should be put in place. First, there is need to formulate specific policies and strategies with clear goals and incentives to promote growth of particular innovation systems. Second, a clear national policy for financing research and innovation is needed, which involves on the one part core funding to universities and research organizations, and on the other, competitive grants for research and innovation. Third, business incubation services should be established and/or supported as places where entrepreneurial scientists and other persons develop and test their business ideas and models. Fourth, there is need for institutional reforms to make administrative processes less bureaucratic, more costeffective and efficient. These reforms are necessary for example in processes involving procurement and financial management, research project approvals (for ethics and safety), technology assessments, contracting and licensing and other registration services. The findings and conclusions from this study demonstrate that technoscientific perspectives and innovation systems approaches can be adapted and used as a framework for identifying and explaining conditions that promote or hamper innovation in low resource settings as well as policy options to address them.

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