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  • 1.
    Alahmad, Yazan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gender-Bending in Massively Multiplayer Online Role-playing Games: Reasons & Consequences of gender-bending2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 2.
    Anderberg, Ted
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rosén, Joakim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Follow the Raven: A Study of Audio Diegesis within a Game’s Narrative2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Virtual Reality is one of the next big things in gaming, more and more games delivering an immersive VR-experience are popping up. Words such as immersion and presence has quickly become buzzwords that’s often used to describe a VR-game or experience. This interactive simulation of reality is literally turning people’s heads. The crowd pleaser, the ability to look around in 360-degrees, is however casting a shadow on the aural aspect. This study focused on this problem in relation to audio narrative. We examined which differences we could identify between a purely diegetic audio narrative and one utilizing a mix between diegetic and non-diegetic sound. How to grab the player’s attention and guide them to places in order for them to progress in the story. By spatializing audio using HRTF, we tested this dilemma through a game comparison with the help of soundscapes by R. Murray Schafer and auditory hierarchy by David Sonnenschein, as well as inspiration from Actor Network Theory. In our game comparison we found that while the synthesized sound, non-diegetic, ensured that the sound grabs the player’s attention, the risk of breaking the player’s immersion also increases.

  • 3.
    Andresen, Mario
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Johnsson, Daniel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Analysmetod för designade ljudbilder: Skapandet av nya förhållningssätt för ljuddesign2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med detta kandidatarbete var att framställa en analysmetod för dekonstruktion av ljuddesign i film. Målet med analysmetoden var att skapa ett förhållningssätt för ljuddesigners som gör det enklare att lära sig från ljudläggningar och genom övning eventuellt kunna bidra till ett mer avancerat sätt att tänka på vad ljud kan göra i en filmproduktion.

    Metoden är tänkt som ett stöd för blivande ljuddesigners som lärt sig tekniska kunskaper men kämpar med den kreativa biten där problemen inte har lika konkreta lösningar. Metoden är också tänkt som ett supplement till mer erfarna ljuddesigners för övning på sina kunskaper ellerförbättring av deras egen process.

    Vi tycker metoden nådde upp till de målen, men den visade sig också vara mer flexibel än så. Genom applicering av metoden inför arbete med vår gestaltning där vi ljudlade ett filmklipp blev designprocessen mycket enklare att komma igenom. Vi tror därför att en metod som vår kan vara en viktig del i att få in ljud tidigare i en filmproduktion.

  • 4.
    Andén, Calle
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Moyle, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Artem ex Machina: En undersökning av emergence som fenomen och som metod vid skapandet av posthumanistisk konst2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta kandidatarbete är en undersökning av begreppet emergence och hur det kan användas i skapandet av digital interaktiv konst. Vi undersöker sambandet mellan designern och datorn, och hur användaren kan interagera med båda dessa för att bidra till och utforma skapandet.

     

    För att demonstrera detta har vi skapat en simulation, som är tänkt att efterlikna tidigt mänskligt beteende på hög nivå: uppståndelsen av civilizationer, interaktion mellan folkgrupper, och utnyttjande av naturliga resurser. Vi diskuterar de etiska och politiska konsekvenserna som följer på skapandet av en sådan simulation, och vilken sorts interaktion vi främjar i vår design.

  • 5.
    Antman, Benjamin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Cybernetic Social Space: A Theoretical Comparison of Mediating Spaces in Digital Culture2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This essay does a theoretical comparison of the intricate social production in digital and real spaces, proposing a model for the non-technical exploration of the social production of spaces relating to human digital technology. The ‘social space’ proposed by Henri Lefebvre (1974) - responsible for producing material space - and the holistic model of ‘cybernetic space’ proposed by Ananda Mitra and Rae Lynn Schwartz (2001) - responsible for supporting the production of real and digital spaces - are argued as collaboratively producing cybernetic social spaces, serving as the definition of a unified model for the production of spaces in contemporary society. The digital spaces are argued as being a similar analogue to classical ‘social space’. Two native cybernetic spaces are presented and discussed, argued as being responsible for the transitive production of digital and real spaces as they survey and situate the production of cybernetic social space. Finally, two case studies exemplifying the aesthetics and politics of cybernetic space are presented, analyzed and discussed in accordance with the proposed model of cybernetic social space.

  • 6.
    APPELQVIST, ALBIN
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    TIMALM, DANIEL
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljuddesign i andrapersonsperspektivet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Med det här kandidatarbetet vill vi utforska hur spelvärldens ljuddesign kan användas och anpassas för att skapa ljuddesign i andrapersonsperspektivet. Eftersom andrapersonsperspektivet främst framkommer i spel vill vi bilda oss en uppfattning om hur ljudbilden kan se ut utifrån andrapersonsperspektivet för audiovisuella medier. Med hjälp av Michael Pauens kriterier för första, andra och tredjepersonsperspektivet bildar vi oss en förståelse för den filosofiska aspekten på de olika perspektiven. Pauens kriterier förandrapersonsperspektivet utgår ifrån distinktionen och förståelsen mellan ens egna medvetande och den andra personens medvetande. Andra viktiga begrepp som använts i vår undersökning är Syncresis, vår förmåga att koppla ljud till bild och Diegesis, det som avgör vilka element som finns i en films egna värld. Begreppen Diffraktion och Situerad kunskap har hjälpt oss att använda den kunskap som vi redan besitter och fokusera på alla aspekter av ljuddesignen och göra det möjligt för oss att utforska olika synvinklar på hur andrapersonsperspektivet kan gestaltas. Därefter nyttjas denna kunskap och appliceras på tekniker som ljudinspelning, sound mapping, foley och mixning. Våra experiment med inspelning och ljudläggning för olika vyer har resulterat i en audiovisuell gestaltning som visar hur andrapersonsperspektivet kan se ut och hur ljudbilden skulle kunna vara. Vad vi har kommit fram till är att skiftet mellan protagonisten och andrapersonen i den narrativa aspekten måste framgå tydligt i det audiovisuella mediet och även att det hade varit tydligare för åskådaren att se att det är andrapersonsperspektivet om det hade gestaltats i längre narrativa ark. Vi har som utforskare blivit mer medvetna om hur andrapersonsperspektivet kan gestaltas.

  • 7.
    Arlock, Jonatan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digitala Hantverk: Kunskapstraditioner i informationssamhället2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 8.
    Armon, Negin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Illustrerad narrativ2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Konsten att berätta historier med bilder och illustrationer är något som har funnits i flera tusen år. Detta kandidatarbete undersöker ämnet illustrerad narrativ och redogör olika aspekter och principer som är avgörande för att man ska kunna förmedla ett budskap med hjälp av illustrationer. Idag förknippas illustrerad narrativ framför allt med serietidningar, bilderböcker och grafiska romaner som berättar en narration i form av en serie av bilder. Under den teoretiska delen av arbetet har jag först gått igenom illustrerat narrativs historia och sedan redovisat principer för det moderna illustrerat narrativet. Jag har också forskat kring bildens kommunikativa värde och samspelet mellan bild och text. Under produktionsdelen av detta kandidatarbete har jag skapat en illustrerad bok. Tanken har varit att tillämpa de teoretiska stöden från forskningsdelen i ett praktiskt arbete. Jag har även gått igenom den kreativa processen för att skapa illustrerade berättelser och redovisat principer som är avgörande för att man ska kunna skapa balans och harmoni i illustrationer. The art of telling stories with images and illustrations has been around for thousands of years. This bachelor thesis explores the subject of illustrated narrative, and describes various aspects and principles that are crucial in order to be able to convey a message using illustrations. Today is illustrated narrative especially associated with comic books, picture books and graphic novels that tell a story in the form of series of images. In the theoretical part of the work I first go through the history of illustrated narrative and then present its modern principles. Moreover, I report on my research on image communicative value and the interplay between image and text. In order to transform my theoretical understanding and research into practical form, in the production section of this work, I present an illustrated book. In doing so, I explain the creative process to create illustrated stories as well as the important principles in creating balance and harmony in illustrations.

  • 9.
    Barry, Cecilia
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    ROOTS: What could emerge out of thinking and acting networked roots as design?2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract

    ROOTS – What Could Emerge Out of Thinking and Acting Networked ROOTS as Design?

     

    This bachelor’s thesis uses ROOTS as a method designed to engage in both thinking and acting inside networks, by creating a hydroponic gardening network. As a designer one engages in many different fields of design. The most complicated design is designing networks with function, interlaced and embedded in everyday life. This is known as accountability, to be accountable to ones decisions and to act on many perspectives when designing. Accountability is designing from somewhere, and being aware of where that somewhere stems from. ROOTS visualizes accountability in a network, as accountability entails thinking and acting inside a network, and by doing so one actively engages in thinking about futures and design as a whole. When asking oneself what could emerge out of thinking and acting networked ROOTS as design, one begins to speculate in matters of vast networked complexity. From observation using methods such as ANT, the technologic extension T-ANT and also conducting a study in messiness, information is created and from the information, valuing becomes present, from valuing knowledge grows, from knowledge comes accountability and the network creates another cycle of ROOTS.

     

    Keywords: Design, Network, Accountability, Complexity

  • 10.
    Bengtsson, Filip
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Undin, Philip
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Moderna progression system, en kooperativ regress2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Digitala spel är ett av dagens största digitala medier där det dagligen släpps nya spel. En av de största spel-genrerna är multiplayer First-Person Shooter (FPS) spel. Inom multiplayer FPS-spel, där kooperativt lagsamarbete spelar stor roll, har det på senare år uppkommit en trend där de flesta av dessa spel innehåller progression system som kan vara direkt skadande för spelets kooperativa upplevelse. Genom att undersöka frågeställningen “Hur kan vi med hjälp av progression system göra moderna FPS-spel mer kooperativa?” har vi försökt ta fram hur spelutvecklare istället kan öka den kooperativa upplevelsen i sina spel. Genom att ha undersökt och diskuterat områden som system, mänsklig motivation samt kooperativ spelteori har vi fått fram belöningspåverkan av en spelares beteende. Med hjälp av vår tidigare forskning har vi grundligt analyserat och brutit ner två av marknadens största titlar inom multiplayer FPS-spel, vi kom fram till att med hjälp av ett genomtänkt progression system kan bidra med ökad fokus på den kooperativa aspekten av dessa spel.

  • 11.
    Bergman, Martin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Jönsson, André
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Physically based rendering: Ur en 3D-grafikers perspektiv2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Det här kandidatarbetet undersöker hur Physically based rendering kan påverkar en 3D-grafikers arbete. Målet är att skapa förståelse kring physically based rendering och hur denna tekniken kan komma att påverkar en 3D-grafikers arbete. För att undersöka problemområdet skapades en virtuell miljö i 3D med hjälp av physically based rendering. Arbetsupplevelsen jämfördes senare med det tidigare arbetssättet. Undersökningen beskriver tidigare arbetsätt och hur arbetet har ändrats med physically based rendering. Undersökningen går även igenom fördelar, nackdelar och konsekvenser med att arbeta med Physically based rendering. This bachelor thesis studies how Physically based rendering can affect a 3D artists work. The aim is to create an understanding of Physically Based Rendering and how this technique might affect a 3D artists work. To examine the problem area we created a virtual environment in 3D using Physically Based Rendering. The new workflow was then compared with the former workflow. The study describes the former workflow and how the work has changed with Physically Based Rendering. This thesis also covers the pros, cons and implications of working with Physically Based Rendering.

  • 12.
    Bihl, Erik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    The captivating use of silence in film: How silence affects the emotional aspect of cinema2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis I use both Dense Clarity - Clear Density as well as qualitative interviewing as methods to guide me through this examination of sound design. Through studying other works and executing personal tests I try to find out if there is a need to use sound and silence in a creative way to evoke emotion. I examine films as well as literature from the 1960s all the way to the 2000s, to see how the use of silence has unfolded over the years. I also create a visual production that strengthens my theory that silence affects narrative more than its credited for. But the essay isn’t just about silence, it’s revolved around sound too, expanding into how sound correlates with emotion and how one can apply it to their production.  

  • 13.
    Birgersson, Frida
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Onomatopoesi i skönlitteratur: - gemensamma tolkningar av ljudhärmande ord2016Independent thesis Basic level (university diploma), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Previous and recent studies shows that onomatopoeia is presented in fictionstories but the studies lack valid information within the subject. Moredetailed research can be found within language studies. The purpose of thisstudy is to enlighten onomatopoeia, how it is presented in fictionproductions and if people share a mutual vision of sounds imitating wordsthat might be used in these productions. The study was conducted with aqualitative method and with a phenomenological perspective. 36 individualsparticipated in a questionnaire that was conducted. A number of sounds waspresented to the participants who then had to type the sound in text. BONKand SPLOOSH showed a mutual vision and the result was presented astables. A product was created to unite the previous and recent studies withthe result from the questionnaire. This resulted in an interactive book thatwith help of digital tool create an ordiginal product.

  • 14.
    Björklund, Johanna
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Thorburn, Kyle
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Miljö som berättar: En karaktärs berättelse genom Environmental Storytelling2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study aims to explore and gain new insight into how one could tell a game-character's story through Environmental Storytelling. By doing this we hope to make game characters feel more real and alive, while at the same time furthering the game’s narrative. Before delving into the creation and examining of our game, we establish that it’s really important let the players come to their own conclusion regarding perceived story, even if they are inaccurate. After having created a game in an attempt to answer our question at issue we let other people play the game. We believe this is important as we, the creators of the game, already know everything there is to know about the character in question. The research uses Actor Network Theory as its methodology, as we believe it can help us understand relationships to why something works or doesn’t work. This research concludes that it’s all the small details that adds up, enriching a character's story.

  • 15.
    Bjöörn, Christopher
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Johnsson, Jacob
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Universe-defining rules2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Abstrakt I detta arbete undersöks hur konceptet lek går att applicera på digitala spel och hur man presenterar ett fiktivt universum och de regler som definierar det universumet. Syftet med denna undersökning är att öka kvaliteten på digitala spel för spelare genom att öka förståelsen för hur sådana regler introduceras. Frågeställningen som ämnas att besvaras är “hur kan man introducera realistiska, semi-realistiska och fiktiva regler i ett spel?”. Undersökningen baseras delvis på analyser kring varför vissa introduktioner av regler ofta accepteras och andra inte, dels på utvärdering av en gestaltning och dels på tidigare forskning. Denna undersökning är indelad i två delar; en researchdel och en produktionsdel. För att besvara frågan har research skett kring vad som känns till sedan tidigare och ett digitalt spel har producerats där den stora regeln som skiljer verkligheten från detta fiktiva universum är paranormal aktivitet, eller spöken. Nyckelord: regler, magisk cirkel, inlevelse och spelproduktion. Abstract In this work the concept of play and how it may be applied to digital games and how to introduce a fictional universe and the rules that define that universe is being investigated. The purpose of this work is to increase the quality of digital games by increasing our understanding of how such rules may be introduced. The question to be answered is “how may realistic, semi-realistic and fictional rules be introduced in a digital game?”. This work is based partly on analyses on why some introductions of rules are often accepted and some often not, partly on evaluation of a product created by us and partly on earlier research. This work is split into two parts; one research part and one production part. To answer the question research about what is previously known has been conducted and a digital game has been produced where the main rule that separates the fictional universe from ours is paranormal activity, or ghosts. Keywords: Rules, magical circle, immersion and game production.

  • 16.
    Boivie, Joakim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digital Wanderlust: Med digital materia som följeslagare i skapandet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis I aim to bring to light the role of the computer in digital creative work. This is accomplished by treating the code that make up digital objects as a form of matter, and with Karen Barad’s agential realism and other research into digital materiality as a point of reference this matter is invited to the creative process as an actor. I’ve been striving for a glimpse of how digital matter comes to life when it’s allowed an active part in the creative process, to see how it expresses itself. By engaging with the digital matter through diffraction and remix as methods I’ve been given an insight into the core of it, and through the process I’ve been working alongside digital matter in intra action.

    Ultimately I can see how digital matter won’t appear alone, I myself and the computer are both entangled together with the digital matter as a result of the intra actions we’ve been engaging in. My intervention in digital matter becomes visible as glitches, traces of decay that give the digital matter, which can be so fleeting, more concrete and material characteristics. The unintelligible complexity of digital matter also comes to light when it’s allowed influence, as it appears visually. With this knowledge I’ve gained the awareness that digital matter does not have an absolute appearance, and this thesis can be seen as an investigation into how digital matter can appear.

  • 17.
    Brask, Jessica
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hedberg, Frida
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Recensera mig du kåta man2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor essay we´ve made an participant observation on a website where sexual services are for sale. This website contains a forum where sexbuyers and sexsellers discuss their thoughts about sex and purchase of sexual services. Sexbuyers often express themselves as victims because of their own extreme sexual cravings. They argue that as long as there is sexual services for sale, there is going to be a demand to buy them. We notice that there is an acceptance for sexbuyers to have an temporary sexual relation in exchange for money. We notice in our studies that these so called “intemperated horny men” tend to protect one another.We consider, in contrast to the sexbuyers, that as long as there is an existing “craving” for sexual services, the phenomenon of sexual trafficking will continue. Much because many victims of sexual trafficking are being sold as if it was by their own free will. Because of this, we will in this bachelor essay problematize sexual trafficking as a consequence of sexbuyers actions.We as mediaproducers would like to, through pictures, shed light on the consequences of sexual trafficking and at the same time emphasize this through provocative internet activism.

  • 18.
    Bredemo, Fredrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hörbarhet i praktiken: En Actor Network analys av arbetet kring hörbarhet2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract

    The television industry is a huge industry that is governed by a few big broadcasting networks. The biggest distributer and producer of television in Sweden is Sveriges Television (SVT) and everyone working with sound will, more likely than not, work for them in a project.

    In this study I’ve analyzed the results of two months of empirical work, I’ve identified the actors that make up the network “God hörbarhet” (good audibility) and the reason this is interesting is for determining a more solid definition for the term “good audibility”.

    I’ve then put this more solid definition up against SVT’s loose definition, this only to expand on their current system and delivery specifications.

  • 19.
    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.

  • 20.
    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.

  • 21.
    Chen, Shajin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Weibo's Role in Shaping Public Opinion and Political Participation in China2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This thesis examines the role of microblogging in shaping public opinion and political participation in China with particular focus on the question of what sociopolitical implications and challenges that weibo phenomenon has brought to the Chinese society. I explore some of the prominent features of weibo for the role they plays in framing public sphere. Along with an in-depth study of two weibo cases, the results show that microblogging provide a unique platform for Chinese citizens to participate in civic engagement and to organize their collective opinions. The study also demonstrates that weibo has a significant impact on spurring social change. Further, weibo discourse encourages interaction between government and ordinary citizens, and it also changes traditional Chinese politics through enabling public political participation. However, the spread of rumors and network violence are some of the disadvantages inherent to the weibo phenomenon that should be of concern. More importantly, the analysis reveals that the initial reasons behind the weibo phenomenon were the long-term social conflicts and continuous information control by the state. Weibo certainly provides a remarkable platform for the freedom of speech but it should not be considered as a panacea for the social changes in China.

  • 22.
    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.

  • 23.
    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.

  • 24.
    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.

  • 25.
    Daniel, Emil
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    John, Johansson
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hjälte vs Skurk: ”I rymden kan ingen höra dig skrika yippee-ki-yay motherfucker”2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Meetings between people can be exciting and make you discover something new, also in movies. Meetings between the characters drives the plot forward, and create exciting interaction between the characters. We have chosen to focus on meetings between the hero and the villain, two strong and important character roles in the film. The character roles are taken from Vogler, The Writer's Journey (1997). To get a broader picture of how roles may appear in film, we have chosen to analyze two different films in different genres, the films we have chosen are Die Hard (1988) and Alien (1979). We have used the analytical model presented in From Antz to Titanic - A student's guide to film analysis (2000) and formed the model to our fitting. One of the parts of the analysis focuses on the technical aspects of the scenes that can help move the story forward. Based on our survey of character roles and meetings between them, we have created a movie to portray this.

  • 26.
    Dehqan, Agri
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    "Writing For the enemy": Kurdish Language standardization online2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    The aim of this thesis is to study some of the challenges that the Kurdish language and its standardization face, and offer a bottom-up solution through the “collective intelligence” and “good faith collaboration” of Wikipedia. Therefore, the fragmentation in the Kurdish language—caused by both external factors and those that are inherent to the language itself— is discussed and analyzed. Furthermore, this thesis describes some of the efforts that have been made to unify the Kurdish language, its dialects and its different writing systems. Even though these issues exist both in the physical world as well as online, they are rendered more conspicuous on the Internet. As a result, the problems in Kurdish cross-dialect communication are more pronounced. In spite of that, web 2.0 and its favored platforms for online collaboration provide ample opportunity for the general user of the language to participate in solving such linguistic problems. An overview of Wikipedia, as the world’s most successful platform for online collaboration, is presented along with some of its rules and policies. Additionally, an account of the current Kurdish Wikipedia in three dialects of Kurdish: Kurmanji, Sorani and Zazaki is provided. The situation and shortcomings of Kurdish versions of Wikipedia are examined through two case studies based on two Wikipedia articles in Kurdish and their English and Persian counterparts. Moreover, I argue that a robust Kurdish Wikipedia can be a viable solution for standardizing the language, encouraging orthographic consistency, and unifying Kurdish writing systems and knowledge/information dissemination in Kurdish.

  • 27.
    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

  • 28.
    Ehrenpris, Hampus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gomersson, Jesper
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rhizomatik som förhållningssätt inom 3D-grafik2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The aim with this bachelor thesis was to apply rhizomatics as an approach when creating game graphics. We choose rhizomatics as an approach because we believed that the creative part of 3D-graphics was stagnating. The purpose was to possibly broaden the horizons within the creative part of 3D-graphics to present new and interesting ways of working with it. Rhizomatics as an approach turned problematic when applied to hierarchical software programs. To constantly have this approach during the practical work, turned out to be difficult to control. The reason being is that the rhizomatic itself lacks structure and to try to control rhizomatics on a practical level became almost impossible.

    We realized that the rhizomatics was too free to be used as a consistant approach when it comes to creating 3D-graphics. We tried to control the rhizomatics during the practical work and came to the conclusion that it does not become a rhizomatic work.

  • 29.
    Eimersson, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tran, Michael
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hantverksutveckling: En deltagande aktionsforskning i det 3D grafiska hantverket2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det här kandidatarbetet undersöker en grafikers arbete i en mindre produktion. Målet är att ge en bättre förståelse inom det grafiska hantverket. För att undersöka problemområdet väljer vi att tillämpa deltagande aktionsforskning och sätta den i en kontext till en spelproduktion. I texten kommer det att presenteras tre praktiska exempel som behandlar problematiska situationer för 3D-grafiker. Undersökningen beskriver hur personliga uttryck växer fram när svåra situationer tvingar en till att utforska sitt hantverk.

  • 30.
    Eklöf, Therese
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hellman, Martina
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Antropomorfismens tredje sanning2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis, we investigate non-human beings and the human traits we apply on them, both in a position as media consumers and as producers. The research question focuses on how to portray creatures in relation to anthropomorphism, and with an examination on the vague boundary that exists between imaginary animals and real animals, we explore anthropomorphism mainly through the theoretical lenses of Donna Haraway, Boria Sax, Jennifer Parker-Starbuck and Fanny Ambjörnsson. Our purpose is to illuminate the idea of anthropomorphism – how and why we apply human-like behaviours on animals – and to increase our understanding for the influence of the human lens. With previous research, semiotics, as well as an awareness about posthumanism and humanizing of animals, we come to terms with the depiction of nuanced anthropomorphism in 3D. Through our research it appears that we need to reflect constantly on our choices during application of attributes on creatures, due to our human interpretation of the world. There is discussion concerning the varying qualities among different kinds of animals, which declares that these attributes cause animals to possess a completely different perception than humans hold. It requires both a questioning about the nature of humans, and a criticizing of how we humans try to apprehend the surrounding world through the lens of a non-human creatures and their senses, when all we have is an outside perspective of the wildlife.

  • 31.
    Ellegedara, Shasthri
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    ONLINE NEWS DISTRIBUTION METHODS AND CHANGING JOURNALISM PRACTICES: DIGITAL INFLUENCES, AUTHORITY, TRUSTWORTHINESS AND TRANSMISSION.2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    My thesis focuses on the changes that digital culture has brought in to the news industry, especially through social media (such as blogging and Twitter for example) and open data. The aim of this thesis is to analyze how digital culture has transformed traditional news industry and its distribution methods in regard to flexibility, trustworthiness, authority and also the role of the journalist. I also analyze how Participatory and machine made journalism methods have affected traditional journalism practices and whether these new ways of news distribution practices are complimenting or displacing the traditional news distribution methods. In order to present these changes, I analyzed how people reacted and used digital media in few popular occasions that took place in the past, such as 9/11 twin tower attack, London subway explosion, Egyptian revolution and some other occasions. By analyzing these events, I could show that today the technology has made many changes in the news industry including, revising the role of journalist, blur the boundaries between news-producer and news-receiver, demolish the gatekeeping process, make anyone a journalist, allow news in real-time, give the consumer the control over when, where and what information they want to receive and many other changes. I could also show that journalists have use artificial intelligent to expand the news industry, and have made machines do reporting. This gives the ability to fulfill the needs of demanding consumers by reporting news instantly as well as reporting unbiased information.

  • 32.
    Elofsson, Linus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Selander, Fredrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Dagis++: En brygga mellan konkret och abstrakt matematik genom spel2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    During observatons of the current educational-games market we felt that the current use of game design did not utilize the full potential that games have for education. That made us wonder how can the media of games be used better for education? David A. Kolb’s thoughts about Experiential learning can be connected to game design and the understanding of games. The question “What game can we create with the help of game centred design and experiential learning to create a transition from physical mathematics to abstract mathematics for children in preschool?” came forth and to test our thoughts the prototype Sushi Panic was created. Through tests with preschoolers and educators we tried varying versions and hypothesises. The results were positive but large differences in the understanding between individual children changed our view of the prototype. The connection between experiential learning and video games is something that should continue to be developed since there still is a lot the fields can learn from each other.

  • 33.
    Elovaara, Pirjo
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gustavsson, Kerstin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hallgren, Elin
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Trojer, Lena
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gender Budgeting, Human Resources, Organisational Culture -Development of Methods2015Other (Refereed)
    Abstract [en]

    GENISLAB, is a four year project (2011 - 2014) within the 7th Framework Programme for research and technology. The aim of the project is to promote organizational change in six European scientific organizations. Each partner develops its own Tailored Action Plan based on three dimensions, Gender Budgeting, Human Resources (HR) Management and Gender and Organisational Culture and Stereotypes. This report presents results of quantitative and qualitative data on Gender Budgeting and HR management as well as comments on organizational culture.

  • 34.
    Emilsson, Rasmus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    The influence of the Internet on Identity Creation and Extreme groups2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In the age of the Internet, extreme groups have seen resurgence in the way they can communicate and recruit through the new medium whether they are white supremacists or hacktivists. Examining the history and modern behaviors of both white supremacy groups and Anonymous, this paper aims to research and answer how the different groups use the Internet to influence identities and if the methods to do so differ from the old ones and through the use of several concepts, mainly the Echo Chamber and the Filter Bubble, narrow down the effects that leads to a person joining an extreme group.

  • 35.
    Eriksson, Tobias
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindström, Jeanette
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    I jakten på gatukonst: Att utnyttja rummet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In the search for street art we’ve in this project explored how street art can be developed through new techniques and how space and street art interact and influence each other in a narrative way. To find out what street art looks like and how it’s used in different cultures and environments we chose to travel through Europe's cities to document the street art from a broad perspective. By flying, traveling and hiking we have been using walking and ethnography as our methods to create this study. In our design process we want to challenge street art and it’s boundaries and have chosen to do so with augmented reality as a tool for creating site-based street art that can be experienced from a digital format in reality. Through augmented reality, cities and areas can have street art placed on the buildings even though it does not exist physically. It enables alternative ways to explore street art through a digital world.

  • 36.
    FAGER, MATTIAS
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    LARSSON, NIKLAS
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Medieteknisk Dans: Samspelet mellan dans, trans, teknik, och flow2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We have seen a connection between the ritual dances us humans have been engaging in for a huge part of our evolution and the rave-culture of today. How they both use music and the moving body as a vehicle to access states of being beyond the everyday life. By diving head first in the world of dance and trance we have discovered even more similarities that we today share with the humans 10.000 years ago than we ever could have imagined. We have with the help of interviews and our personal experience tried to capture what the trance means for the human today, and with our research we want to illustrate the similarities and differences between in digital world we live in today compared to the world we have lived in for thousands of years before the digital technology’s advance. This text has been our vehicle to analyse and discuss the things we still hold on to as humans even though the world around us has changed.

  • 37.
    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
  • 38.
    Forsberg, Anna
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Fernlund, Christian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Kulturell påverkan på koncept2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

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

  • 39.
    Forsgren, Jenny
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tunek, Anna
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    TRANS-MISSION: In partnership with2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 40.
    Forsse, Viktor
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Anderberg, Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Osynliga Processer: En audiell utforskning av det osynliga2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 41.
    Fransson, Axel
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Börjesson, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Virtuell verklighet för kommunikation och interaktion: Interaktiva rum som kommunikationsverktyg2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 42.
    Franzén, Erik
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Juhlin, Rasmus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Identitet i syntetiska röster: Individualitet kontra mänsklighet i framställningen av röstgränssnitt2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 43.
    Govasli, Jan-Mikael
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Maktstrukturernas rötter I musikindustrin2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 44.
    Gyllin, Amanda
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Skoog, Henrietta
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Falling Feather: Magisk realism och dess påverkan på animerad film2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

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

  • 45.
    Hanna, Liljeberg
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuell och hållbar kommunikation2017Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [sv]

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

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

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

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

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

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

    Hållbar marknadsföring verkar som kommunikation utav hållbar utveckling. I dagens

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

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

    visuella medel för att kommunicera ut en mer hållbar framtid.

  • 46.
    Hedberg, Charlie Forsberg
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Pedersen, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Artificial Intelligence: Memory-driven decisions in games2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

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

  • 47.
    HEDIN, JOACIM
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Environmental Storytelling: Hur kan vi berätta om karaktärer med hjälp av miljöer?2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 48.
    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.

  • 49.
    Holloway-Attaway, Lissa
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Performing materialities: Exploring mixed media reality and Moby-Dick2014In: Convergence. The International Journal of Research into New Media Technologies, ISSN 1354-8565, E-ISSN 1748-7382, Vol. 20, no 1, 55-68 p.Article in journal (Refereed)
    Abstract [en]

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

  • 50.
    Jansson, Hampus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Intra-aktion som ett koncept för utvecklingen utav 2d spelmekaniker med ett lärande syfte.2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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