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  • 1.
    Abrahamsson, Lisa
    et al.
    Blekinge Institute of Technology.
    Lagerqvist, Amelie
    Blekinge Institute of Technology.
    Att formas och att formge: Normkritisk mönsterformgivning2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Our society is made up of norms that say how we should look, behave and live our lives. Many of these norms focuses on how you as a man or woman should behave in relation to your gender. Gender norms are reflected in design and what we design in products, furniture and buildings. With a gender specified norm critical approach, we examine how gender norms are reflected in design and how we as designers can design with norm criticism. With pattern design as an exploratory approach, we want to highlight and examine how gender norms affect and is repeated in what we design, just like a pattern is defined by lines and shapes that are repeated or experienced to be repeated.

    During our investigation it appears that patterns can contribute with discussion and stance that will work in multiple forums. We examine how unisex and male and female can be embodied in patterns, and how norm criticism works as an approach in a design process.

  • 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. Axelsson, Edgar
    et al.
    Fathallah, Ahmed
    Rin Tohsaka –a Discord Bot for Community Management2018Independent thesis Basic level (Higher Education Diploma (Fine Arts)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Bachelors level thesis in Media Technology that aims to improve an existing concept of community development. The thesis shows how the definition of Community has advanced and changed its meanings with the help of modern technology. It is not always positive with new definitions. New problems arise within the community regarding management, ethics, and maintenance. This thesis analyses these problems and aim to solve them in a modern standard, with help of rhizomatic and participatory design. With the community shifting towards an online definition, the thesis uses the latest tools available in web technology, to build a product that uses situated knowledge as a mindset and combines participatory design and rhizomatic. This to solve the ongoing problems that online communities face with maintainability and ethics.

  • 5.
    Ballesteros, Luis Guillermo Martinez
    et al.
    KTH Royal Inst Technol, Radio Syst Lab RSLab, Stockholm, Sweden..
    Ickin, Selim
    Ericsson Res, Stockholm, Sweden..
    Fiedler, Markus
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Markendahl, Jan
    KTH Royal Inst Technol, Radio Syst Lab RSLab, Stockholm, Sweden..
    Tollmar, Konrad
    KTH Royal Inst Technol, Radio Syst Lab RSLab, Stockholm, Sweden..
    Wac, Katarzyna
    Univ Copenhagen, DK-1168 Copenhagen, Denmark..
    Energy Saving Approaches for Video Streaming on Smartphone based on QoE Modeling2016In: 2016 13TH IEEE ANNUAL CONSUMER COMMUNICATIONS & NETWORKING CONFERENCE (CCNC), IEEE Communications Society, 2016Conference paper (Refereed)
    Abstract [en]

    In this paper, we study the influence of video stalling on QoE. We provide QoE models that are obtained in realistic scenarios on the smartphone, and provide energy-saving approaches for smartphone by leveraging the proposed QoE models in relation to energy. Results show that approximately 5J is saved in a 3 minutes video clip with an acceptable Mean Opinion Score (MOS) level when the video frames are skipped. If the video frames are not skipped, then it is suggested to avoid freezes during a video stream as the freezes highly increase the energy waste on the smartphones.

  • 6.
    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

  • 7.
    Bergman, Anneli
    et al.
    Blekinge Institute of Technology.
    Stjernqvist, Björn
    Blekinge Institute of Technology.
    Användbara filterbubblor: En undersökning om filterbubblor och ansvarstagande på sociala medier2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I detta kandidatarbete diskuterar vi ansvar hos utvecklare samt användare när det gäller spridningen av media och filtrering på sociala medier. Med sociala mediers ökade popularitet växer utvecklarnas och användarens ansvarstagande. Många användare uppmanas indirekt till att sprida falsk media för en större publicitet. Vi utgår från Donna Haraway’s begrepp situerad kunskap för att utforska hur media samspelar med användare. Vi använder oss även utav Lucy Suchmans begrepp accountability för att diskutera hur vi som webbutvecklare bär ansvar för hur vår plattform används och hur användare är accountable för källkritik och den spridning de utför.

    Vår gestaltning undersöker hur utvecklare och användare inom sociala medier kan fördjupa sin förståelse för olika typer av källor på sociala medier. Gestaltningen är utformad som ett socialt medium och ska ge användarna en tankeställare om filterbubblan. För att utveckla vidare på gestaltningen har vi gjort användartester. Resultatet och diskussionen av användartesterna visar hur bra användare förstår det budskap om filterbubblan och filtrering som sker på sociala medier.

  • 8.
    Billemyr Moström, Simon
    et al.
    Blekinge Institute of Technology.
    Månsson, Philip
    Blekinge Institute of Technology.
    Trollscouts: Det visuella samarbetet2015Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    This work is about how we can make use of the visuals in a game to motivate cooperation and attract community. Our interest was to explore around the idea of not imagining a game only as a passive escape from reality, but as a tool that can be used to motivate cooperation. The game that we have chosen to develop was determined to be suitable for children around the age of 10. We chose to use a method called Layered Elaboration as a way to learn about our target audience more clearly, and also as a tool to get ideas and inspiration on how we can adapt a game for this target group. After we had a workshop with the children at a school, where we let the children draw what they came to think of about different themes they received, we developed a playable prototype we then let the children in the same school test to get an evaluation. After the gaming test was over we found out that the graphics in our game must be clear enough that you should know what the goal is, yet still have a certain ambiguity, within certain limits, to force players to cooperate with each other in order to understand how to proceed in order to reach the goal.

  • 9.
    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.

  • 10.
    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.

  • 11.
    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.

  • 12. Brik, Bouziane
    et al.
    Lagraa, Nasreddine
    Abderrahmane, Lakas
    Cheddad, Abbas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    DDGP: Distributed Data Gathering Protocol for vehicular networks2016In: Vehicular Communications, ISSN 2214-2096, Vol. 4, p. 15-29Article in journal (Refereed)
    Abstract [en]

    Vehicular Ad-Hoc Network (VANet) is an emerging research area, it offers a wide range of applications including safety, road traffic efficiency, and infotainment applications. Recently researchers are studying the possibility of making use of deployed VANet applications for data collection. In this case, vehicles are considered as mobile collectors that gather both real time and delay tolerant data and deliver them to interested entities. In this paper, we propose a novel Distributed Data Gathering Protocol (DDGP) for the collection of delay tolerant as well as real time data in both urban and highway environments. The main contribution of DDGP is a new medium access technique that enables vehicles to access the channel in a distributed way based on their location information. In addition, DDGP implements a new aggregation scheme, which deletes redundant, expired, and undesired data. We provide an analytical proof of correctness of DDGP, in addition to the performance evaluation through an extensive set of simulation experiments. Our results indicate that DDGP enhances the efficiency and the reliability of the data collection process by outperforming existing schemes in terms of several criteria such as delay and message overhead, aggregation ratio, and data retransmission rate. (C) 2016 Elsevier Inc. All rights reserved.

  • 13. Brik, Bouziane
    et al.
    Lagraa, Nasreddine
    Lakas, Abderrahmane
    Cherroun, Hadda
    Cheddad, Abbas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    ECDGP: extended cluster-based data gathering protocol for vehicular networks2015In: Wireless Communications & Mobile Computing, ISSN 1530-8669, E-ISSN 1530-8677Article in journal (Refereed)
  • 14.
    Brodin, Jacob
    et al.
    Blekinge Institute of Technology.
    Andersson, Joakim
    Blekinge Institute of Technology.
    Click to Add Hero: En Undersökning om Hjältekaraktärer inom Digitala Spel2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this Bachelor thesis we’re trying to analyse the creation of heroes within video games, we’re researching what kind of tropes etched themselves into our industries heroes, problematize them and find out if they still have a place, a reason to still be applied in the creative process.With the help of Diffraction & Critical Design we attempt our own interpretation of the creative process where we challenge what expectations a player may have from a hero within the gaming world to understand if there is a solid reason for these tropes to exist or if you might as well set them aside.Through this designprocess we get a deeper understanding for the creation of characters but also knowledge of how to challenge and what needs challenging when it comes to stereotypes, norms, tropes within the gaming world. An understanding on how to connect with your players and encourage things like inklusion and awareness in general.

  • 15.
    Bæckström, Henrik
    et al.
    Blekinge Institute of Technology.
    Felixson, Jacob
    Blekinge Institute of Technology.
    Dokumentären och det personliga uttrycket2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 16.
    Cheddad, Abbas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Structure Preserving Binary Image Morphing using Delaunay Triangulation2017In: Pattern Recognition Letters, ISSN 0167-8655, E-ISSN 1872-7344, Vol. 85, p. 8-14Article in journal (Refereed)
    Abstract [en]

    Mathematical morphology has been of a great significance to several scientific fields. Dilation, as one of the fundamental operations, has been very much reliant on the common methods based on the set theory and on using specific shaped structuring elements to morph binary blobs. We hypothesised that by performing morphological dilation while exploiting geometry relationship between dot patterns, one can gain some advantages. The Delaunay triangulation was our choice to examine the feasibility of such hypothesis due to its favourable geometric properties. We compared our proposed algorithm to existing methods and it becomes apparent that Delaunay based dilation has the potential to emerge as a powerful tool in preserving objects structure and elucidating the influence of noise. Additionally, defining a structuring element is no longer needed in the proposed method and the dilation is adaptive to the topology of the dot patterns. We assessed the property of object structure preservation by using common measurement metrics. We also demonstrated such property through handwritten digit classification using HOG descriptors extracted from dilated images of different approaches and trained using Support Vector Machines. The confusion matrix shows that our algorithm has the best accuracy estimate in 80% of the cases. In both experiments, our approach shows a consistent improved performance over other methods which advocates for the suitability of the proposed method.

  • 17.
    Chu, Thi My Chinh
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Zepernick, Hans-Juergen
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Phan, Hoc
    Channel Reservation for Dynamic Spectrum Access of Cognitive Radio Networks with Prioritized Traffic2015In: 2015 IEEE INTERNATIONAL CONFERENCE ON COMMUNICATION WORKSHOP, IEEE Communications Society, 2015, p. 883-888Conference paper (Refereed)
    Abstract [en]

    In this paper, we propose a strategy to coordinate the dynamic spectrum access (DSA) of different types of traffic. It is assumed that the DSA assigns spectrum bands to three kinds of prioritized traffic, the traffic of the primary network, the Class 1 traffic and Class 2 traffic of the secondary network. Possessing the licensed spectrum, the primary traffic has the highest access priority and can access the spectrum bands at anytime. The secondary Class 1 traffic has higher priority compared to secondary Class 2 traffic. In this system, a channel reservation scheme is deployed to control spectrum access of the traffic. Specifically, the optimal number of reservation channels is applied to minimize the forced termination probability of the secondary traffic while satisfying a predefined blocking probability of the primary network. To investigate the system performance, we model state transitions of the DSA as a multi-dimensional Markov chain with three-state variables representing the number of primary, Class 1, and Class 2 packets in the system. Based on this chain, important performance measures, i.e., blocking probability and forced termination probability are derived for the Class 1 and Class 2 secondary traffic.

  • 18.
    Eliasson, Ocean
    Blekinge Institute of Technology.
    Musik som stöd för karaktärsskapande: En studie om att skapa karaktärer med hjälp av instrumentalmusik2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    I think when it comes to overall creation, it's a lot about getting ideas. When it comes to finding ideas, I think it’s about paying attention to your everyday meetings and surroundings to find useful materials that can be inspiring and create motivation to design. From architects who draw houses, to technicians who create in media technology, so have many ideas been inspired for some kind of basic. In my case, I have been inspired by Walt Disney’s Fantasia (1940) and got the idea of ​​trying to create a method about how characters can be produced with help from instrumental music. When it comes to movies, games or literatures, characters have a enormous importance in all kinds of stories. There are surely a variety of ways in how characters can be created, and my goal in this bachelor thesis have been to create an usable method for those who are in need or have interest in creating characters. In this bachelor thesis, my approach will be presented, about how I’ve created three different characters with help of using three different instrumental songs. In this bachelor thesis will research be presented on how we can experience music, useful information about character creation, and the methods that have been used in my character process. In the end, three different basic characters will be presented with various personalities and a design will introduce proposals on how the characters might look like.

  • 19.
    Elmér, Jack Oliver
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sandberg, Dick Jörgen Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    EdTech i Skolan: En undersökning om det sociala2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this Bachelor Thesis we consider EdTechs possibilities in influencing children’s social abilities in a positive way, to prevent repetitive bullying behavior. By the methods of Future Workshop and Participatory Design we develop, together with students on a local secondary school, a concept for an application with the potential of increased friendships.We analyze the student’s opinions about functionalities and visual design, and then present a prototype of the concept to experts in the field of Educational Technology. Their validation of our prototype is seen as a direct result of the research question, and a possible solution to the issue at hand.

  • 20.
    Enlund, Linus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Funke, Alex
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    AWE-STHETIC - Sublima intra-aktioner & medietekniskt uttryck2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 21.
    Erlandsson, Fredrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    On social interaction metrics: social network crawling based on interestingness2014Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    With the high use of online social networks we are entering the era of big data. With limited resources it is important to evaluate and prioritize interesting data. This thesis addresses the following aspects of social network analysis: efficient data collection, social interaction evaluation and user privacy concerns. It is possible to collect data from online social networks via their open APIs. However, a systematic and efficient collection of online social networks data is still challenging. To improve the quality of the data collection process, prioritizing methods are statistically evaluated. Results suggest that the collection time can be reduced by up to 48% by prioritizing the collection of posts. Evaluation of social interactions also require data that covers all the interactions in a given domain. This has previously been hard to do, but the proposed crawler is capable of extracting all social interactions from a given page. With the extracted data it is for instance possible to illustrate indirect interactions between different users that do not necessarily have to be connected. Methods using the same data to identify and cluster different opinions in online communities have been developed. These methods are evaluated with the too Linguistic Inquiry and Word Count. The privacy of the content produced; and the users’ private information provided on social networks is important to protect. Users must be aware of the consequence of posting in online social networks in terms of privacy. Methods to protect user privacy are presented. The proposed crawler in this thesis has, over the period of 20 months, collected over 38 million posts from public pages on Facebook covering: 4 billion likes and 340 million comments from over 280 million users. The performed data collection yielded one of the largest research dataset of social interactions on Facebook today, enabling qualitative research in form of social network analysis.

  • 22.
    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.

  • 23.
    Farash, Mohammad Sabzinejad
    et al.
    Kharazmi Univ., IRN.
    Nawaz, Omer
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Mahmood, Khalid
    nt Islamic Univ., PAK.
    Chaudhry, Shehzad Ashraf
    Kharazmi Univ., IRN.
    Khan, Muhammad Khurram
    King Saud Univ., SAU.
    A Provably Secure RFID Authentication Protocol Based on Elliptic Curve for Healthcare Environments2016In: Journal of medical systems, ISSN 0148-5598, E-ISSN 1573-689X, Vol. 40, no 7, article id 165Article in journal (Refereed)
    Abstract [en]

    To enhance the quality of healthcare in the management of chronic disease, telecare medical information systems have increasingly been used. Very recently, Zhang and Qi (J. Med. Syst. 38(5):47, 32), and Zhao (J. Med. Syst. 38(5):46, 33) separately proposed two authentication schemes for telecare medical information systems using radio frequency identification (RFID) technology. They claimed that their protocols achieve all security requirements including forward secrecy. However, this paper demonstrates that both Zhang and Qi’s scheme, and Zhao’s scheme could not provide forward secrecy. To augment the security, we propose an efficient RFID authentication scheme using elliptic curves for healthcare environments. The proposed RFID scheme is secure under common random oracle model.

  • 24.
    Fiedler, Markus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Popescu, Adrian
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Yao, Yong
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    QoE-aware sustainable throughput for energy-efficient video streaming2016In: Proceedings - 2016 IEEE International Conferences on Big Data and Cloud Computing, BDCloud 2016, Social Computing and Networking, SocialCom 2016 and Sustainable Computing and Communications, SustainCom 2016 / [ed] Cai Z.,Luo G.,Cheng L.,Angryk R.,Li Y.,Bourgeois A.,Song W.,Cao X.,Krishnamachari B., IEEE, 2016, p. 493-500Conference paper (Refereed)
    Abstract [en]

    This work motivates and details the concept of QoE-aware sustainable throughput in the area of video streaming. Sustainable throughput serves as a mean to compare video streaming solutions in terms of Quality of Experience (QoE) and energy efficiency (EE). It builds upon the QoE Provisioning-Delivery Hysteresis (PDH) and denotes the maximal throughput at which QoE deteriorations can be kept below a quantifiable level, which in turn allows to compare the EE of different video streaming solutions on QoE-fair grounds. In this work, we particularly focus on delivery problems stemming from outage-prone links, as they are typical for mobile systems. Well-adapted to the nature of the video-associated data streams and disturbances, a stochastic fluid flow model is used that allows for straightforward calculation of sustainable throughput values. We also discuss the application of the sustainable throughput for comparisons among different streaming solutions and their offered QoE and EE, respectively.

  • 25.
    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.

  • 26.
    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.

  • 27.
    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.

  • 28.
    Goswami, Prashant
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Eliasson, André
    Franzén, Pontus
    Implicit Incompressible SPH on the GPU2015In: Proceedings of Workshop on Virtual Reality Interaction and Physical Simulation (VRIPHYS), Eurographics - European Association for Computer Graphics, 2015Conference paper (Refereed)
    Abstract [en]

    This paper presents CUDA-based parallelization of implicit incompressible SPH (IISPH) on the GPU. Along with the detailed exposition of our implementation, we analyze various components involved for their costs. We show that our CUDA version achieves near linear scaling with the number of particles and is faster than the multi-core parallelized IISPH on the CPU. We also present a basic comparison of IISPH with the standard SPH on GPU.

  • 29.
    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.

  • 30.
    Grahn, Mikael
    et al.
    Blekinge Institute of Technology.
    Karlsson, Niklas
    Blekinge Institute of Technology.
    A World of Our Own: Mimesis as Relatability2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 31.
    Gullbo, Lucas
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Albrecht, Elias
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Minimalism i Spel, en djupare förståelse för begränsningar2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

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

  • 32.
    Guo, Yang
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Yao, Yong
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Bai, Guohua
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    On Enhancement of Inter-Activity for Knowledge Sharing in eHealth2016In: 2016 INTERNATIONAL CONFERENCE ON COMMUNICATIONS (COMM 2016), IEEE, 2016, p. 247-250Conference paper (Refereed)
    Abstract [en]

    Today, knowledge sharing raises as an important issue that challenges for the eHealth management system. It becomes one of the most demanding applications with references to the dynamic inter-activities among different health actors and the complex data structures involved in this application. In this paper, we suggest an activity theory based ontology model to scientifically represent various health actors in the eHealth system. The goal of the suggest model is to enhance the inter activities among these health actors for the efficient knowledge sharing purposes. We also develop a prototype software system based on the suggested ontology model. The survey results collected from the system users show the feasibility of the developed software system.

  • 33.
    Gustavsson, Henrik
    Blekinge Institute of Technology.
    En marknadsförares ansvar för hållbar utveckling: Marknadsförare - morgondagens filosofer2015Independent thesis Basic level (university diploma), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Marketing is all about communication. In a world where environmental degradation is a part of everyday life, it is important to communicate the options that provides a better condition for sustainable development. This work examines the ability of marketers to promote sustainable development through accountability-based marketing and to promote responsible. Selected companies have been investigated on their way to market themselves and how they claim to uphold sustainable development through it. The theoretical part of the work is the basis for a drama production which resulted in a way to apply a responsibility based marketing. The growing responsibility of marketers have with time become much bigger. What can the profession of marketing contribute to a better sustainable future?

  • 34.
    Hansson Aneer, Sebastian
    et al.
    Blekinge Institute of Technology.
    Gidlöf, Douglas
    Blekinge Institute of Technology.
    Social Insecurity & Games: Games for self-reflection2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Social Anxiety to establish a base point from which to make a game. During the study a game was developed using the research found. The game uses mechanics in order to link the player to the games protagonist. This link is then used in an attempt to encourage the player to self-reflect. Known design methods are used as guidelines of how the study and game is made. These methods originate from both game design and design of informative systems (such as servers). Some psychology sources are used in order to gather an understanding of what Social Anxiety is and how it affects people, the focus however, lies on the subject of Media technology and game development. The study concludes with results and a discussion. In the discussion the entirety of the study is motivate and reflected over by the authors. The results are specifically presented in a conclusion, presenting what was done, and what the study led to.

  • 35.
    Hedberg, Catriona
    Blekinge Institute of Technology.
    Porträttering av kvinnokroppen2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta är ett kandidatarbete med illustration av kvinnokroppen som tema. Frågor som tas upp, söks svar till och diskuteras är frågor som: vart har illustration av kvinnokroppen varit, vad har den fått utstå, hur är den idag och vad kan vi lära oss av allt detta? Metoder som Kritisk design och Situerad kunskap används för att studera och utmana de olika idealen. Resultatet består av svar på de ovanstående frågorna och en utveckling i vetandet om kvinnokroppens porträttering. En gestaltning presenterar även hur jag utvecklats illustrativt efter undersökningen och visar upp en samling av olika kroppsideal för kvinnor som funnits.

     

    Nyckelord: Illustration, Kvinnokroppen, Situerad kunskap, Kroppsuppfattning, Ideal.

  • 36.
    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
  • 37.
    Hedqvist, Philip
    Blekinge Institute of Technology.
    Grafikens influens på spelarens val2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I denna undersökningen har jag samlat metoder och redskap om hur datorgrafik kan användas för att influera en spelares val i spel. Metoderna jag använder kommer från andra undersökningar som jag sammanställer, experimenterar med genom att applicera dem på ett spel och sist så diskuterar jag samnbanden mellan dessa metoder och hur de kan användas. Dessa metoder är generaliserade och innehåller främst information om färglära, Heads Up Display, Ansiktsuttryck och kroppsspråk. Undersökningen utförs tillsammans med en gestaltning, i det här fallet ett spel som handlar om en man som har hammnat i en sorts existensiell kris och kräver en ändring i hans liv.

  • 38.
    Hellgren, Amanda
    et al.
    Blekinge Institute of Technology.
    Partanen, Anastasia
    Blekinge Institute of Technology.
    Becoming-Fashion: Begäret efter övermänniskan2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor thesis we question the desire for the übermensch that we mean advertising for the fashion industry portrays today. With help of Guy Debord's “Society of the Spectacle” and Gilles Deleuze and Felix Guattari's theories we question our desire and why we desire it. We question the übermensch that the the fashion industry produces with the hope that it will increase the society’s awareness.

       The questioning of desire has resulted in two designs, a dress of torn pages from the book Mein Kampf and the creation of chicken wire shaped like a naked woman. We feel trapped by the fashion industry and feel uneasy about how the human body is portrayed in advertisements for fashion. We believe that the advertising for clothing is more about the lack of the human body when the images are retouched into an artifact.

       We see our study as a basis for a continued research for an option and in the future hopefully our desire will be moved from the übermensch into something more human.

    In this Bachelor thesis we question the desire for the übermensch that we mean advertising for the fashion industry portrays today. With help of Guy Debord's “Society of the Spectacle” and Gilles Deleuze and Felix Guattari's theories we question our desire and why we desire it. We question the übermensch that the the fashion industry produces with the hope that it will increase the society’s awareness.

       The questioning of desire has resulted in two designs, a dress of torn pages from the book Mein Kampf and the creation of chicken wire shaped like a naked woman. We feel trapped by the fashion industry and feel uneasy about how the human body is portrayed in advertisements for fashion. We believe that the advertising for clothing is more about the lack of the human body when the images are retouched into an artifact.

       We see our study as a basis for a continued research for an option and in the future hopefully our desire will be moved from the übermensch into something more human.

  • 39. Hernández, Francisca
    et al.
    Wert, Carlos
    Recio, Ignacio
    Aguilera, Begoña
    Koch, Walter
    Bogensperger, Martin
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    Günter, Georg
    Mulrenin, Bob
    Agenjo, Xavier
    Yeats, Robin
    Bordoni, Luciana
    Poggi, Fabrizio
    Xml for Libraries, Archives, and Museums: The Project Covax2003In: Applied Artificial Intelligence, ISSN 0883-9514, E-ISSN 1087-6545, Vol. 17, no 8-9, p. 797-816Article in journal (Refereed)
    Abstract [en]

    The purpose of COVAX is to analyze and create the technical solutions required to provide access through the Internet to homogeneously-encoded document descriptions of archive, library, and museum collections based in the application of XML. This paper describes the development of the project, and the main achievements in building an information system of distributed XML databases containing document descriptions from libraries, archives, and museums emphasizing the conversion processes needed to transform legacy data to an XML environment.

  • 40.
    Högberg, Emma
    et al.
    Blekinge Institute of Technology.
    Finsberg, Jonatan
    Blekinge Institute of Technology.
    Undersökning av narrativa strukturer inom olika medier.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Bachelor Thesis aims to explore and create a deeper understanding of various narrative structures and techniques found in literature, film and digital games. This has been done by answering the question how one can apply narrative structures and techniques from literature and film in a digital game. To answer this question, we have developed a digital game that uses different narrative structures and techniques that are more common in literature and films. For this, we used the MDA-framework methodology as well as the story writing methods The Snowflake Method and The Fantasy Fiction Formula. This thesis shows how a story in a digital game, using a number of narratological concepts, can make use of narrative structures and techniques from literature and film. The Snowflake Method proved useful, but not adapted for this type of writing. Due to time limitations we were not able to use as many structures and techniques from films as we wanted to.

  • 41.
    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.

  • 42.
    Johansson, Niklas
    et al.
    Blekinge Institute of Technology.
    Boqvist, Andreas
    Blekinge Institute of Technology.
    Kakornas skymning: En profetia om galna programmerare2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study is a comparative study based on how Fredrich Nietzsche and his God is dead may be significant for how developers and consumers perceive cookies in the browser. The goal of the study is that through Fredrich Nietzsche's eyes examine how cookies death affect the browser and with that knowledge problematize the use of cookies in webapplications. The study is based on the question: How are cookies perceived as a being with power at its disposal?

    By looking at how cookies are currently being used for purposes other than the basic idea they once had, it is possible to see how cookies reliability today is doubtful. Cookies that have long dominated the development of applications on the Internet appears today in many forums as a threat to privacy and security. Cookies that were once a symbol of security and robust applications is undergoing a change and therefore can no longer serve as a meaningful vehicle for the whole world of Internet users.

    The study demonstrates that no pro or con arguments can be made that alone will tell if we are to retain cookies or not. However, God is dead serve as an approach to consider cookies as a holder of power because the developers as well as consumers are affected by the death of cookies.

  • 43.
    Johansson, Niklas
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lin, Tony
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Växande kunskaper i virtual reality: Virtual reality som ett verktyg för lärande2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 44.
    Johansson, Pontus
    et al.
    Blekinge Institute of Technology.
    Lindvall, Andreas
    Blekinge Institute of Technology.
    Släktskapet till icke-människor: En familj av hybrider2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor thesis we want to problematize denial of human relations with animals and machines. With, among other things, Donna Haraways cyborg, companion species and string figures, we want to show the fellowship between aware creatures. To create new approaches and perspectives for the relations between humans, animals and machines, we use natural user interfaces, artificial intelligence, design fiction, Haraways string figures and qualitative research to look into this thesis problem area. These ideas and concepts, as roots of this thesis, was used to form and design the thesis artifact. To show communications critical role in relations between aware creatures. We have, with natural user interfaces, researched approaches to show human relations and fellowship with machines. But also how to understand them as equal creatures. Natural user interfaces is also used in this thesis to show an example of how to discuss artificial intelligence as equals to humans in society.  

  • 45.
    Julia, Billing
    et al.
    Blekinge Institute of Technology.
    Louise, Tagesson
    Blekinge Institute of Technology.
    Dramatik i modeporträtt2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    There are a variation of different types of portrait photography where the photographer follows the guidelines in framing and angles. In this bachelor’s thesis we will deal with the question “How can we by breaking the guidelines in framing and angles create contrasts and dramatic fashion portraits?”. By research and discussion about narrative in still photography we have explored how far you as a photographer can stretch the guidelines in framing and angles without falling over the thin line between a successful or and unsuccessful image. Through a technical study of what happens when you break the guidelines in framing and angles we have been proven that it's technical possible to create contrasts in fashion portraits by breaking the guidelines.

  • 46.
    Jóhannsson, Arnar Steinn
    Blekinge Institute of Technology.
    Fenomenofonen: En undersökning om ljud på webben2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Sound has a strong potential to influence our feelings. The concept of sound-web is developed for this study and refers to the sound-designed applications which have started to appear at the web due to new technological possibilities. Its name is inspired by the concept of sound film, the category of movies that began experimenting with sound, due to their technical film revolution back around the 1930´s. The purpose of this study is to explore what sound, with its possiblility to affect human emotions, can contribute within the web. This investigations survey question was produced by applying theories from physicist-philosophist Karen Barad's thoughts about the constantly reconstructive phenomenon and from the philosopher Sarah Ahmed's criticism of the phenomenological orientation and is as follows: How can the phenomenon of sound-web produce orientation and disorientation?.

    The insights that arose during the theoretical investigation resulted in a web-based sound installation named the Phenomenophone. In addition to generate sound atmospheres, the Phenomenophone, produces intra-action, orientation and disorientation in a way that make these specific subjects more understandable in a psycological way. The survey proves that the sound can be used as a tool in web production to affect the users feelings. The sound-web will most probably expand even more in the future. It will lead to a more contaminated soundscape but a richer cultural environment and many job opportunities for sound-designers, programmers and composers.

  • 47.
    Jönsson, Sannie
    Blekinge Institute of Technology.
    Deltagande design för trovärdig webbdesign: en undersökning med fokus på spelrelaterade mediesajters trovärdighet vid ett första intryck2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det finns enorma mängder information att finna på nätet i dagsläget, allt ifrån nyheter till historia, och allt i en rad olika format på en hissnande mängd olika typer av sajter. Att ses som en tillförlitlig informationskälla är därför inte lätt i dagens medialandskap. Mycket vikt läggs på ett unikt innehåll och professionell design, och just professionell design eller attraktiv design har i tidigare studier visat sig vara något som har tydliga samband med hemsidor som uppfattas som trovärdiga av användare. Med denna press på det rent estetiska finns det behov att utreda vilka typer av designmetoder som kan tänkas tillhandagå webbdesigners i skapandet av hemsidor som upplevs som trovärdiga. I detta kandidatarbete har jag därför valt att utreda hur en och samma hemisda skapad via två olika typer av webbdesignmetoder gynnas vid ett första intryck. Den ena versionen av hemsidan skapad via en traditionell webbdesignmetod och den andra via en deltagande webbdesignmetod. Vad jag har funnit är att det finns vissa samband mellan en hemsidas upplevda trovärdighet och en hemsida skapad via deltagande webbdesignarbete. Vidare studier behövs dock för att säkert fastställa sambanden.

  • 48.
    Karlsson, Benjamin
    et al.
    Blekinge Institute of Technology.
    Holgersson, Emil
    Blekinge Institute of Technology.
    Spelkaraktärer: En undersökning om skapandet av minnesvärda karaktärer i spel2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is about memorable game characters and its evolution within a fantasy theme. The methods used for this work are MDA, Matter Matters and Quality of Experience. We also familiarize ourselves with an analytical method to analyse how players use characters which gives us a starting point. We have shaped our concept so that we can let the player choose when it comes to the characters evolution, which allows the player to change the character according to their playstyle. To get a broader understanding of memorable game characters, we turn to a survey we created to get an insight into what others see as important parameters for these memorable characters. Lastly, we review future ideas about this concept and how our character can be further developed.

  • 49.
    Karlsson, Felicia
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Retorik i reklam2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 50.
    Kempe, Göran
    Blekinge Institute of Technology.
    Att hoppa med teknik: Automation av hästhinder2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

      Usage of Internet of Things in relation to sports is a hard subject to find research about, especially with a connection to equestrian sports. This bachelor thesis researches the problems you face when developing Internet of Things and how to implement systems efficiently. I’ve developed a prototype whose purpose is to facilitate showjumping by automating a horse jumping obstacle since participatory observations revealed problems riders face when practicing showjumping. Every time the horse knocks down the bar the rider must jump off the horse and lift the bar up, wasting time and energy, but also with a risk of hurting the horse’s back. By using Internet of Things, context mapping, participatory observations and design I developed a product that facilitate showjump practice and competition. Together with equestrians in the stable and in discussions we’ve focused on making the design safe for the horses and riders, and that the product focuses on what equestrians believe is important. Through the usage of a Rapsberry pi 3, a stepper motor driver and a stepper motor the rider can control the horse jumping obstacle directly from the horse back and thus facilitating the practice. 

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