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  • 1.
    Emilsson, Rasmus
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    The influence of the Internet on Identity Creation and Extreme groups2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

  • 2.
    KARAOULANIS, ANDREAS
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Industrial Economics.
    MONFORT, FREDERIC
    A comparative study of women in top managerial positions in Greece and the United Kingdom(UK)2015Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Problem formulation: The main research questions of this comparative study are as follow: How does the Maculinity Index (MAS), which is similar in both UK and Greece, express itself inside organisations, in terms of culture (norms, values)? How can this help to understand the differences found in the representations of women in both countries?

    Purpose: The purpose of why this study was contacted is to describe several MAS expressions in the organisational culture in order to find out how these expressions can help us understand the differences in female representation in both countries (UK and Greece).

    Literature: The main literature, upon which the whole study s was based upon, is the Hofstede’s cultural dimensions theory as described in:

     

    1. Hofstede, G. 2014. Cultural Tools: Country Comparison. [Online]. Available at: <http://geert-hofstede.com/countries.html> [Accessed: 13th January 2015], and

     

    1. Hofstede, G., Hofstede, G. J. & Minkov, M. 2010. Cultures and organizations: Software of the mind. New York, NY: McGraw-Hill.

     

    Numerous literature sources were used throughout this thesis, which can be found in references.

     

    Method: The authors used the case study approach for this research as described in Yin’s “Case Study Research: Design and Methods. 5th Ed.” (2014). The main methods used for the collection of the empirical findings were documentation, interviews, informal discussions and archival records.

     

    Key findings: The major findings of this research indicated that at Alpha Bank, the male dominated powerful “in- groups”, by framing the recruitment and the selection process, by recruiting mainly male friends and relatives,  reproducing the male dominated culture inside the company. At Tata Steel, the masculine organisational culture was mainly the results of gender role norms associating STEM disciplines and leadership with masculinity. Some women were perceived to violate their femininity when being assertive or holding traditionally male positions. In addition, the “double burden syndrome” was considered to be an important barrier to women’s career advancement in Britain whereas it was not affecting Greek women as much due to the collectivistic characteristics of the Greek societal culture with parents usually helping their daughters and daughters-in-law with baby-sitting and in-house “obligations”.

  • 3.
    Karlborg, Emil
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Oskarsson, Hjalmar
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Upplevd trygghet i det offentliga rummet2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 4.
    Kemppi, Mattias
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Rand, Joakim
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Characters of You: En undersökning om identiteter i spelkaraktärer2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis we want to shine a light upon an alternative path to take when it comes to giving characters that is not hard knitted to the narrative a greater and more meaningful place inside a digital game. Together with Bruno Latour's Actor-Network Theory we research the relations between time, place and the everyday person. With observation as a starting point we look at how we can break down an identity to reshape and make something new from it, something that can create a lifelike and unique feeling in the otherwise relatively plain and empty existence that is a non-playable character. For us to be able to take that step we include the concept of persona, an important factor in creating something more full of fun and life. Through the shaping of identities based on observation and understanding the relationship between these identities and their fictive attributes a persona is created with its own needs and worries.  This bachelor thesis will also explain the methods and processes needed to create characters followed by analysing and discussions based on the results, the animation of the unique attributes of individuals and how it is explained and visualised.

  • 5.
    Salomonsson, Lisa
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Leveling-Up With Cultural Heritage: Aspects from Gamification and Alternate Reality Games2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores how heritage museums can engage more visitors to take part of cultural heritage in context to digital culture, and going deeper in on what implementation of gamification and alternate reality games can contribute with. Through the establishment of how the heritage museum space has changed since the implementation of technology, gives a response concerning new perspective in the experience economy. Connecting Mihaly Csikszentmihalyi’s characteristics of flow together with Jane McGonigal’s theory of alternate gaming can serve the visitor to invest in their own learning outcomes, thus invest more in cultural heritage. Nevertheless also how visitors can experience cultural heritage as one but at the same time as a community, participating through a common ‘goal’.   

  • 6.
    Taranu, Alexandra
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Unspoken: Urban Narratives between Past and Future2018Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    When connecting the concrete with the abstract - magic happens. This master thesis explores new possible boundaries in designing the urban space for a public that has moved into the digital. More than an exercise of imagination or proof of technological advance, this paper follows to understand the architecture behind this magic, which is the language of interaction with it, which are the implications and how is sustainable to relate to it.

    The theoretical discourse is driven by intense discussions and speculative design in times of uncertainty, with ecological imbalance, technological disruption, and social instability. Unpredictable by nature, magic may not be what expected or imagined, however least sustainable to be ignored. Mapping the unknown in times of turbulence on multiple levels can find a sense of stability in relating the reality that has been built with the reality that is to be desired.

    Narrating the urban and storytelling has the potential to do so and the present paper explores the historical background of Karlskrona in search for possible threads to connect the past with the future while articulating the physical with the digital. A detailed proposal for one of the main historical structures of the city shall open the case and lay the scenography and motivation of the following pages.

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