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  • 1.
    Aarthun, Tobias
    et al.
    Blekinge Institute of Technology.
    Sokolovic, Marko
    Blekinge Institute of Technology.
    Adaptiv musik i digitala spel: dess funktion och inverkan på spelaren2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Adaptive music allows game developers to implement music that responds to other game parameters. Thus, the music can follow the game's narrative in real time, thereby contributing to an immersive experience. In a game with adaptive music, the player has agency and influence on the music, while at the same time the music also has agency and influence on the player. In this bachelor thesis, we have investigated how adaptive music could affect player performance by looking at elements that may influence this issue, such as music features and stress. We have conducted tests as well as combined quantitative with qualitative methods which enabled us to dive deeper in this question and get into the details, while at the same time obtaining broader and more comprehensive knowledge about the role of adaptive music in games. In the text, we describe the practical work with all of  it’s technical ingredients that we performed to create and implement adaptive music in a game. Finally, we also provide an account of the collected data, a methodically conducted analysis, and an in-depth discussion that reflects on the work and suggests how to continue researching this subject.

  • 2.
    Ahlqvist, Robin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Raymond, Djerf
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    En posthumanistisk animerad framtid2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Bachelor Thesis examines how animation and sound design in a design process can illustrate an equal and responsible technological future, based on post-humanist theories and philosophies. During the work we have examined animation methods, participatory design, sound design and technology as well as technological developments. In this thesis, we present the processes and methods we used to create our conformation, which is an animated short film.

  • 3.
    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
  • 4.
    Albrechtsson, Linnea
    et al.
    Blekinge Institute of Technology.
    Eriksson, Kajsa
    Blekinge Institute of Technology.
    Vardagsfotografier: Inspiration för scenskapande av bilder2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    There is an increasing amount of pictures taken everyday and thus an increase of passive pictures in our personal archives. In order to reactivate the passive pictures this bachelor thesis asks the research question what can inspire the everyday photographer to use their picture archive to create new image scenes? The aim of this analysis is to find an inspiration source to encourage the everyday photographers to use their passive images to create new image scenes. The further aim is also to inform and encourage a discussion about the everyday photography and the growing amount of pictures. As a foundation for our design process we have explored a variety of research within the field of everyday photography, personal archives and pictures as memories. We have during our design process also used a combination of methods to create and evolve ideas, for instance brainstorming, mindmapping and the “why-method”. The methods workshop and crowdsourcing were also used as a way to invite other people into the process. As a whole our process has revolved around the concept of messiness as we encountered a dilemma that turned our previous attitude towards the thesis upside down. Our design and conclusion, BuildBild, emerged through our method creating scenes of transparent images which is based on the idea of pictures printed on plastic. BuildBild is a playful tool which is meant to inspire everyday photographers to reactivate their passive pictures through creative scenes. 

  • 5.
    Alm, Andreas
    et al.
    Blekinge Institute of Technology.
    Larsson, Mattias
    Blekinge Institute of Technology.
    Karaktärsdesign på gott och ont: Ett främmande objekts påverkan av en karaktär2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis describes how a foreign object can affect an observer's perception of a character's relation to good and evil. The thesis explores topics like stereotypes, forms, prejudices and impressions. Various methods are used in the development of the characters, which include shapes that are used to enhance the perception of the character's position between good and evil. The characters were created ​​in two versions, one without the foreign object and one with the foreign object.

    A survey was created and the participants had to score the characters and then justify their choice with comments. The results showed that a foreign object is able to influence the viewer, where the viewer's relationship to the object has a crucial role in how the character is angled towards good or evil.

  • 6.
    Anad, Donya
    et al.
    Blekinge Institute of Technology.
    Gong, Haojue
    Blekinge Institute of Technology.
    Situated Gaming: The story of the past, present and future in women's digital game world.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis we research and discuss a theme that has been the focus for many feminist figures and groups in both older and recent content where they clash together in an effort to find a solution to a problem that has been plaguing our society. The problem being; a lack in diversity inside Game development companies and creation, thus our question becomes; how can We include or encourage more women to enter the digital world and participate in programming and game making. The methods that has been chosen for this thesis range from Critical Design: to design and create a unique game of our own, Interviews: to question women from different backgrounds and ages to find out what they want/wish for regarding games, to Kanban: where we use it to get our project together. All while linking this entire thesis to Situated Knowledge concept where we dive in deeper to what it means in the discussion part and how in our results we discoverer a way that we individually can use to change the gaming industry and its involvement.

  • 7.
    Andrén, Emma
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Davidsson, Sara
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ego formatae: En studie i designprocessens agentiella perspektiv och påverkan på dess designer2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I denna undersökning tar vi upp hur en designprocess kan ses ur ett agentiellt perspektiv. Detagentiella perspektivet är framtaget av Karen Barad som i sin forskning i kvantfysik börjadeundersöka hur olika fenomen kunde ta olika former, som till exempel hur ljus kunde ta bådepartikel- och vågform (2003). Genom att applicera detta perspektiv på hur man uppfattar

    verklighet och situationer utifrån olika håll ges möjlighet till en bredare bild av hur verklighets-skapande blir till. Vi ville därmed undersöka detta i relation till designprocess och hur

    verkligheten formas om man ser designprocessen ur dess eget perspektiv istället för designerns,samt hur designern blir formad av processen. Vi har valt att analysera faktorerna tid,informationshantering, process, designperspektiv, Psykofysiologi och medietekniskinstallationskonst. Vi har även valt att studera Chions (1994) begrepp audiovisuella kontraktet,som har varit en grund till vår valda design, genom agentiell realism.Vår design är byggd på intra-aktion, som förklarar mötet mellan olika faktorer som påverkar ensituation (agenser), och audiovisuella kontraktet, som förklarar samspelet mellan ljud, bild ochåskådare, där vi valt att utgå ifrån medieteknisk installationskonst. Med dessa somutgångspunkt skapades en design av en interaktiv Projection mapping, som kan förklaras somen projektion i flera lager, som samspelar med en ljudbild.

    Vi har under processens gång funnit fler exempel på hur vi som designers och individer harformats och förändrat olika ställningstaganden till både processen och vår verklighet, som viresonerat och diskuterat kring. Valet av vår undersökning är grundat på att ge ännu enkunskapsbas för vad som händer under en designprocess och för att medvetandegöra perspektivsom kan underlätta arbetsflödet. Vad händer egentligen med oss i en designprocess, och hurpåverkas designen?

  • 8.
    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.

  • 9.
    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
  • 10.
    Asp, Jesper
    et al.
    Blekinge Institute of Technology.
    Henling, Oskar
    Blekinge Institute of Technology.
    Mozart, gör mig smartare!: En alternativ aspekt kring Mozarteffekten2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    There are a lot of different opinions regarding the Mozart Effect; which is based on you getting smarter by listening to his music. Some studies claim there is a connection between Mozart and learning, while some studies claim the opposite. By conducting our own study, incoperated with the theories Agential Realism and Situated Knowledge, a new approach emerges enabling a glimpse of the complex nature we are a part of - a glimpse which can aggrevate the standpoint on determine information as an absolute truth. Our findings suggest that infinite amounts of factors are involved regarding the evaluation of your results and findings - which also illustrates the possible outcomes that could have occurred, in addition to the current one. We also illustrate the importance of subjective experiences, as they are crucial to how the results are processed - the same results can be perceived differently, depending on how you as an individual or a group choose to interpret the data. Our findings suggest that we can not achieve the complete truth - only a part of it.

  • 11.
    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.

  • 12.
    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.

  • 13.
    Bigun, Christopher
    et al.
    Blekinge Institute of Technology.
    Sjöstrand, Erik
    Blekinge Institute of Technology.
    Den ljudlösa bilen: En undersökning om buller, bång och brummande bilar2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This degree project will examine active sound design for quiet vehicles. Based on former research wether electric cars expose humans living in urban areas to danger due to the absence of auditive information, we will develop suggestions for dynamic eninge sounds which are related to traffic safety, design and reduced noise pollution. Cities’ overall noise levels are far beyond recommended, and the consequences causes health issues in bigger cities. This paper will therefore discuss the problems with noise pollution in cities, and wether the electric car is capable of reducing the overall sound levels while maintaining pedestrians’ and cyclists’ awareness in traffic by auditive information. Our interpretation resulted in engine sounds which not only contains a causionary effect on it’s surroundings, but also could contribute to the reduction of noise pollution in comparison to combustion engines. 

  • 14.
    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.  

  • 15.
    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.

  • 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. Carlfjord, Adam
    et al.
    Gustavsson, Henrik
    Webb Couture: En studie om hur modedesign kan inspirera och förändra webbdesignprocessen för att utmana User Experience standarder2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Web design is a craft with unlimited potential for variations and possibilities, but it is also a process controlled by standards and guidelines to optimize results for the end-user. Concepts like User Experience and User Experience Design have through the development of the field become actors of great influence in web design. While they facilitate the development process by dictating how design should be designed, does it not also create limitations to the true potential of web design? The total number of variations and possibilities is reduced drastically when a web designer applies such standards.

    The goal of this study is to develop new methods and strategies to create innovative web design and to investigate how the fashion industry’s constant quest for innovation could be applied to transform web design. Through breaking down, analyzing and merging the design processes of haute couture and web design we created a design method that gives awareness to the design choices and helps to question the standards and explore alternative solutions. The design method is called Web couture which is a result of the study's theoretical research on user experience and haute couture, this design method is also applied in practice on a web production that is part of the study.

  • 18.
    Carlström, Elin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Danbrant, Sofie
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Att bryta den Fjärde Väggen: Metalepsis i spel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The act of doing something that is called “breaking the fourth wall” in video games, to address the player across the games’ scope, is something that has been in our interest for a long time. To search about the fourth wall and video games on the internet have been futile, until we stumbled upon the term metalepsis. Metalepsis literally means “a jump across”, it originates from narratology and handles how the different levels in a narrative are managed. In this Bachelor Thesis we take a deep dive into the term, with the help of Karin Kukkonen’s and Sonja Klimek’s work, and how it’s used in different medias such as literature, film, music videos and video games. We discovered why metalepsis in video games is an uncharted area with the help of Astrid Ensslin’s and Huaxin Wei’s work, and why studies of narratives in video games are executed in a shallow grade. With our research question we want to contribute with more information about metalepsis in video games and to examine a conscious use of metalepsis in the development of a video game. By surveying metalepsis in video games and other media, we have created an estimate on how it has been used so far and then to applicate the observation to our video game.

    This thesis lay it’s focus on a metalepsis called Möbius Strip, that consists of a narrative that restarts within itself. Using Georg Kreisler’s book Der Schattenspringer, we have made an interpretation on how Möbius Strip could work out. We have then developed a video game based on this interpretation and compared the results to the books version of the metalepsis.

    What we have gathered with this thesis is more tangible examples of the use of metalepsis in video games so far. We have been able to create a discussion about how our interpretation of Möbius Strip relate to the book, with the help from Sonja Klimek’s description of the metalepsis. We have only managed to scrape the surface on the topic of metalepsis in video games and feel like there are multiple other roads to investigate.

  • 19.
    Daregård Thörnqvist, Adam
    et al.
    Blekinge Institute of Technology.
    Aronsson, Oskar
    Blekinge Institute of Technology.
    The Sound of Learning: Supporting the learning in games with Auditory Icons and Earcons.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of the survey is to answer the following question: How is the learning process in digital games affected by an informative sound design? The survey analyzes the adaptation of sound design in digital games for optimized learning regarding the digital environment's responses to the actor's interaction. The work investigates actors' decisions in a digital environment and the changes in decision after a change in sound design. The study resulted in a reinforced perception when auditory icons occurred in a non-representative environment, these interactions were recorded and recalled to a greater extent in relation to remaining auditory methods. Analysis of Kolb's learning patterns in a digital environment enhanced by informative sound design was documented in the following steps: observation of interaction, reflection on interaction, implementation of hypothesis on a similar interaction, reflection on differences and similarities of varying results of interaction.

  • 20.
    Düring, Annelie
    et al.
    Blekinge Institute of Technology.
    Liljeqvist, Fanny
    Blekinge Institute of Technology.
    Charlie Chaplins Berättartekniker: Det tidiga 1900 talets berättartekniker för komedifilm möter 2010 talets Sverige2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this essay we will be looking into the teqniques which Charlie Chaplin used to tell his stories, both when it comes to plot, visual and auditory storytelling, in an attempt to find out if these techniques still would work in a comic film production today. We will take a closer look at how he used the camera while filming and cutting, how he structured his stories to allow for the optimal amount of slapstick gags, how he would make use of different contrasts, how he structured his sound compositions and finally how he would act both in front and behind the camera so we then can apply this on a short film of our making.

  • 21.
    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.

  • 22.
    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.

  • 23.
    Eklöf, Rickard
    et al.
    Blekinge Institute of Technology.
    Jacobsen, Robin
    Blekinge Institute of Technology.
    En Praktisk Analys av Dödsmekaniker i Spel2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Through this thesis we as game designers undergo a documented process in which we develop a game from concept to functional prototype. The end goal is to allow us to further our own as well as others’ methodology for the development of mechanics that complement existing gameplay. The field of inquiry for this process consists of how we can establish a death mechanic that fits in context to our chosen game concept and its parameters. This focal point originates from a desire on our part to create death mechanics that strive to instill meaningful consequences affecting the player as well as the game experience itself which correspond with the design goals of the concept. By performing a playtest where a number of qualitative prototypes of death mechanics are carried out by a test group we can compare the results and establish conclusions concerning how well each prototype manages to fulfill the concept’s design goals and convey clear consequences for the player, reinforcing surrounding gameplay.

  • 24.
    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.

  • 25.
    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.

  • 26.
    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
  • 27.
    Fredriksson, Pontus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sandred, Malin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Game Feel Aesthetics: Finding the Fun Factor2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Games are close to our hearts, and belong to an industry that continues to grow without an end in sight. We were curious about how you make a game “fun” to play. Steve Swink has presented the concept of “game feel”, in his book with the same name, and how it can be used to describe the collaboration between the visual and the tactile components in a game to create feelings in the player. A similar term is “immersion”, which describes the influence a game has on the players themselves — what Swink calls game feel. We also discuss game feel as an aesthetic experience, with the help of Graeme Kirkpatricks thoughts on the subject. We cover how negative feelings can become a positive game experience, with the help of an article by Kristine Jørgensen, and how a game’s technical limits can affect its visual aesthetics, with an article by Andrew Hutchinson. Our research question is: “what are the visual components in game feel, and how do they affect a gaming experience?”, and we’ve chosen to showcase this by developing a game. With the help of a qualitative study, we got some feedback of what the visual components in game feel are. The game included five game feel experiences that Swink discusses. The play testers got to go through a game demo, and answer a questionnaire, based on their gaming experiences. We analysed their answers using an “ad hoc” method of analysis.

    We arrived at the conclusion that the visual components are hard to separate from the tactile ones, making it hard talk about games as only visual experiences. The feeling of involvement in playing a game comes from the combination of the visual aesthetics and the physical feeling of pressing buttons. We see the possibility of continuing the research on the topic of game feel, because we’ve only scraped the surface on what the visual components of game feel truly are.

  • 28.
    Friholm, Robin
    et al.
    Blekinge Institute of Technology.
    Odeholm, Paulina
    Blekinge Institute of Technology.
    Människan och webben: Ett arbete om hur webben påverkar människan2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 29.
    Fröberg, Martin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Svensson, Patrik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Röststyrning av mediauppspelning2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Med detta kandidatarbete vill vi undersöka funktionaliteten mellan röststyrning och andra styrenheter inom smarta hem, där fokuset för undersökningen är behov och intresse av tekniken. Med hjälp utav synsättet agentiell realism som förklaras av Karen Barads teorier finner vi en inblick om hur människan påverkas av dagens enheter och hur enheterna påverkas av oss.

    Designprocessen uppvisar arbetet kring gestaltningen med hjälp utav ett sammankopplande av en röststyrt internet of things applikation, vilket under en kvalitativ intervju får ett resultat kring frågeställning som används till grund för undersökningen.

    Resultatet för frågeställningen visar de intervjuade personernas subjektiva åsikt och tankar om röststyrning i dagens hem och om det är något som eftersträvas. Denna undersökning visar att röststyrningen är ett intresse och ett mindre behov i det vardagliga hemmet, men behöver mer utveckling för att fler människor skall vilja använda den.

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

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

  • 31.
    Goteman, Samuel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Autonomi utifrån personlig investering2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Through this bachelor thesis I wish to challenge and question the role of autonomy in game design, which is often interpreted as providing freedom or independence for the player. I’ve presented autonomy from a psychological standpoint and a described freedom fallacy. This study aims to explore the concept of autonomy from the view of personal investment and apply this knowledge within game design. A practical study then exemplifies applications through a design process, consisting of game analysis and a game design which tests personal investment through varying design perspectives, choices comprised of risks and roguelike elements. The game design establishes an ongoing interaction between friends and family through a web platform and involves personal values, strategies and risks. This practical study aims to extract insight and learnings which can be used as the basis for further studies and the understanding for autonomy through game design.

  • 32.
    Gros, Niko
    et al.
    Blekinge Institute of Technology.
    Hägg, Alexander
    Blekinge Institute of Technology.
    The Rhizo-narrative: Ett nytt fält för narrativa nätverk2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

     

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

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

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

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

  • 34.
    Hansson, Karl
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Hernvall, Mikael
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Performance and Perceived Realism in Rasterized 3D Sound Propagation for Interactive Virtual Environments2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

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

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

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

  • 35.
    Hedenberg, Pontus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljungcrantz, Emil
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den ansiktslösa skräcken2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis aims to encourage other creators in norm creativity within the horror genre. This genre has become ever-repeated when it comes to certain horror elements. By working around the architectural atmosphere as the main entrance to create new concepts in the horror genre, we have developed a digital game that tries to remove the antagonist from the game and only bases the horror on the atmosphere. The methods used to execute and inspire the design have been a visual game analysis, "The 4-layers approach" and modular level design. The result of our digital game was entirely due to the fact that the player created a thought that an antagonist existed while in our case the enemy was only the architectural atmosphere. The hardest part of this bachelor thesis was that horror is such a subjective genre and the players will react differently, if at all.

  • 36.
    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.

  • 37.
    Hirvelä, Link
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Vinterfall, Juri
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Relationell Ontologi som designprocess2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We present an alternative to idealism and we meet the ideal with the concept of relational ontology. We compare Peter van Inwagen (2011), Bryan E. Bannon (2011), Achille Varzi (2016), Gil C. Santos (2015) and Robin Durie (2002) to create an understanding for what relational ontology is or could be. We choose Andrew Benjamin's (2015) definition to structure our theoretical method. This concretization means relations are fundamental for our becoming as people and objects. Relations are an exchange between singularities, the points which define an artefact or a phenomenon. Continually we analyze sketching techniques and apply that analysis and its components on digital techniques as photo editing and 3D modeling in what we call the Rhizo – Singular analysis as a process method.

    What we get from doing this is an alternative way of creating which we choose to define as a relational imaging, with this we challenge the idealism and the ideal pattern images (Ohlsson, 2013). In other words we approach to a openness and the material worlds distortions from Aristoteles and the aesthetics of Danius, Sjöholm, & Wallenstein (2012). We discuss the choices that we have made in the design process. We continue to argue for the open approach, the understanding which we gain and compare from Benjamin (2015) as well as Deleuze & Guattari’s (1987) rhizome. In other words the research, it's methods themselves can be understood and be applied in several variations. Finally the theoretical method grows and changes by people in a plural event that is Rhizo - Singular analysis as a process method.

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

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

  • 39.
    Holmberg, William
    et al.
    Blekinge Institute of Technology.
    Andersson, Carl
    Blekinge Institute of Technology.
    Natur och design: En romantisk estetik2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

  • 40.
    Huhtala, Sondre
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lund, Sebastian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Trovärdighet och Verisimilitude: Uppfattning av det sanna och verkliga inom spel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Believability within fictional worlds is something many strive for, but how does one go about to achieve it? Movies and literature use the concept of verisimilitude to define a work of fiction’s appearance of being true or real and with this, also define how believable it is. Originating from Plato and Aristotle's term mimesis, which refers to the imitation of nature, the term verisimilitude developed into its current form to be used as a way of analysis to better understand how believability may be achieved. To do this, the term points to how well an audience can relate the fictional world to our own world, for if this is done well, it instantly becomes more believable.

    The term verisimilitude is mostly used within the works of movies and literature and as such, there is very little research to be found in relation to its use in video games. We argue that the incorporation of verisimilitude within video game design can prove to be a valuable tool to aid in how we design towards more believable worlds in video games. We will in this bachelor thesis inquire the help of Anneli Lethsalos studies on verisimilitude within movies and genres build an understanding of how verisimilitude is used within the films.We also inquire help from Kamal Bhatts studies on believability within computer games to research how believability in video-game differ from other mediums and what qualities a game needs in order to be seen as believable.  With this newfound understanding we then set out to design our own game environment with verisimilitude as a design perspective. With this we hope to establish a ground to how one can design around believability in video-games.

  • 41.
    Högberg, Anna
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Isaksson, Astrid
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Direktmediering genom visuell design: Att skapa en tredimensionell miljö2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis, we have investigated how to best promote immediacy using visual design. This was explored and visualized through a three-dimensional puzzle game with five different objects containing different puzzles, where we focused on the visual design. As a design perspective, we have used the MDA framework in combination with core pillars to keep us in relevant areas in our design process. Some other methods we used during the project were: Method 635, scrumban, mood boards. The result was, through our design, a combination of different media and design choices in an attempt to find the balance for the right aesthetic feeling.

  • 42.
    Idström, Victoria
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Konkret, abstrakt, glitch2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is intended to highlight the role that glitch can have in creation. I pose the question of what happens when we introduce a deliberate disruption in a creative act? How do we treat what we perceive as flaws and mistakes, and what can happen when we explore what has once been rejected as broken and obsolete? These questions have arisen partly from the curiosity about the unknown and a constant search for new forms of expression, but also from criticism. The technological development my generation is experiencing is moving us forward at an ever increasing pace, and it leaves me inquisitive about how we relate to the value of media artifacts when consumerism is becoming more and more prevalent. By studying glitches and their resulting art forms, second-hand and its culture, as well as media archeology, I have formed a foundation on which to base my work. With a critical approach, I have used non-conventional methods and programs to edit and manipulate media, and reflected upon the results supported by both research and discussion with other people. I have explored digital glitches in media that I've worked with during my three years of study, but also traversed physical circuit boards and investigated what happens when a break is introduced in their expected flow.

    The result is a new approach to outdated technology, a new angle from which to view creativity and creation, and​—​hopefully​—​a shift in respect for our continued technological development.

  • 43.
    Jekler, Filip
    et al.
    Blekinge Institute of Technology.
    Hasselberg, Henrik
    Blekinge Institute of Technology.
    Etik, Publik & Agens: En kreativ handling av verkligheten.2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

  • 44.
    Joakim, Danielsson
    Blekinge Institute of Technology.
    Häng med på picknick!: En mobilapplikation för personer med kognitiva funktionsnedsättningar2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 45.
    Johansson, Jonathan
    et al.
    Blekinge Institute of Technology.
    Larsson, Jonathan
    Blekinge Institute of Technology.
    Det Tvehövdade Monstret: Mytologi mot Posthumanism2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

  • 46.
    Johnsson, Jonas
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Oscar, Kristland
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rösten: En ljudanalys av rösten i ljudböcker och vad den bär med sig2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study focuses on how the voice is used, or rather the effect of a narrative voice as a tool for the reading experience. Language is not only associated with the human intellect but also with the human body, and language is bound to our body through our voice. We analyzed the voices from audio books with a set listening modes as a way of changing focus on what we listened to. The audio books voice carries words with it but also a part of itself. We can hear if a person is tired, angry or sad. From a phenomenological perspective we mainly reason with Maurice Merleau-Pontys ideas on how the human body plays a part in affecting the communication of the book. Alongside this thesis we also made an interpretation on the conclusions we made, in the form of a podcast.

  • 47.
    Juneskär, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den digitaliserade verktygslådan: Om moderna verktyg och dess inverkan på skapandeprocess och resultat2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor’s thesis is about art & design and the way the tools used creating these impacts both the work process and the finished piece. To research this, works of art and design from three historic art & design movements and the world the creators of these lived in are analyzed. This research was then applied to the making of a motion graphic which interprets these works using modern tools. In the conclusion & discussion part of the thesis the studied impact is then discussed.

  • 48.
    Karlegrund, Robin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Åkesson, Fabian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuellt berättande i Digitala Spel: Virtuella spelmiljöer och deras berättelser2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis we examine how narration in a digital game can be accomplished through visual means exclusively, written text excluded. The purpose of this article is an exploration in understanding of how different tools for narration can affect how the player experience, interpret and compile a narrative based on their surroundings. The analysis was made possible through the formation of two game environments, to which we applied different methods of narration to varying degrees. Game tests were performed with the help of undergraduates in media technology from different fields, where of the results were compiled from and we reflect upon the effect our chosen narrative tools had.

  • 49.
    Karlsson, Anna
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Identifiering med tv-seriers karaktärer och inverkan på åskådaren2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is about the viewers’ identity of TV series characters, if it can be a contributory key factor to TV series addiction. There is no previous research about this, however, some similarities can be drawn to video game addiction.By holding a focus group regarding the subject I was able to confirm what previous researchers had found out. The participants confessed that due to the bond they felt between themselves and the characters, they would feel as if they were addicted to the TV series they were watching.My final result is presented with my own edited music video with the track Addicted to you by Avicii, where I use previous research, my own research and my results to account during my edit. There is an addiction - not only between characters and characters, but also between the viewer, characters and TV series. 

  • 50.
    Krohn, Anton
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Petersson, Daniel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tillfälliga öar: – tillsammans med havet i materiell-diskursiva praktiker2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor thesis we aim to establish a conversation with the sea. With Karen Barads posthumanist performativity, agential realism, as our companion we aim to challenge the anthropocentric role of the designer. In doing this we question the view of materiality as passive and the designer as the sole creator of meaning in the design process. 

    With Barads onto-epistemological standpoint we explore how the process of design is enacted in a performance of human and non-human actors, where meaning is negotiated through relations within phenomena. By putting this posthumanist notion into practice through playful experiments together-with-the-sea, we can understand how meaning is situated and shaped within the material-discursive phenomenas and apparatuses that is, and is part of, the design process. 

    We understand the design process as an intervening in the world’s becoming. An intervening where an assemblage of actors stands as co-creators and where meaning, bodies, subject and object is enacted and co-shaped through intra-action. This perspective gives us an awareness of our responsibility to intervene in the world’s becoming and our accountability for the bodies produced, an ethics in action.

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