Digitala Vetenskapliga Arkivet

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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.

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    BTH2018AarthunSokolovic
  • 2.
    Aava, Kim
    Gotland University, School of Game Design, Technology and Learning Processes.
    Game Save: Game Save Incorporation in Game Design through a MDA Analysis2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need.

    The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for storing game data.

    The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics), a tool used for documenting game design. This framework can be used to analyze a game from a designer‟s or player‟s perspective. By reversing the framework ADM (Aesthetics, Dynamics and Mechanics) one can analyze the user experience, which is how the player perceives the game‟s aesthetics to be, depending on the dynamics and mechanics.

    This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player's experience and immersion.

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    KimAava_GameDesign
  • 3.
    Abedan Kondori, Farid
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Yousefi, Shahrouz
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Smart Baggage in Aviation2011In: 2011 IEEE International Conferences on Internet of Things, and Cyber, Physical and Social Computing / [ed] Feng Xia, Zhikui Chen, Gang Pan, Laurence T. Yang, and Jianhua Ma, Los Alamitos: IEEE Computer Society, 2011, p. 620-623Conference paper (Refereed)
    Abstract [en]

    Nowadays, the Internet has dramatically changed the way people take the normal course of actions. By the recent growth of the Internet, connecting different objects to users through mobile phones and computers is no longer a dream. Aviation industry is one of the areas which have a strong potential to benefit from the Internet of Things. Among many problems related to air travel, delayed and lost luggage are the most common and irritating. Therefore, this paper suggests anew baggage control system, where users can simply track their baggage at the airport to avoid losing them. Attaching a particular pattern on the bag, which can be detected and localized from long distance by an ordinary camera, users are able to track their baggage. The proposed system is much cheaper than previous implementations and does not require sophisticated equipment.

  • 4.
    Abedan Kondori, Farid
    et al.
    Umeå University.
    Yousefi, Shahrouz
    Umeå University.
    Li, Haibo
    Umeå University.
    Gesture Tracking for 3D Interaction in Augmented Environments2011In: Proceeding of The Swedish Symposium on Image Analysis (SSBA2011), Linköping, Sweden, 2011Conference paper (Other academic)
  • 5.
    Abedan Kondori, Farid
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Yousefi, Shahrouz
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Li, Haibo
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Gesture Tracking for 3D Interaction in Augmented Environments2011Conference paper (Other academic)
  • 6.
    Abedini, Fereshteh
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    2D and 3D Halftoning for Appearance Reproduction2023Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The appearance of an object is determined by its chromatic and geometric qualities in its surrounding environment using four optical parameters: color, gloss, translucency, and surface texture. Reconstructing the appearance of objects is of great importance in many applications, including creative industries, packaging, fine-art reproduction, medical simulation, and prosthesis-making. Printers are reproduction devices capable of replicating objects’ appearance in 2D and 3D forms. With the introduction of new printing technologies, new inks and materials, and demands for innovative applications, creating accurate reproduction of the desired visual appearance has become challenging. Thus, the appearance reproduction workflow requires improvements and adaptations. 

    Accurate color reproduction is a critical quality measure in reproducing the desired appearance in any printing process. However, printers are devices with a limited number of inks that can either print a dot or leave it blank at a specific position on a substrate; hence, to reproduce different colors, optimal placement of the available inks is needed. Halftoning is a technique that deals with this challenge by generating a spatial distribution of the available inks that creates an illusion of the target color when viewed from a sufficiently large distance. Halftoning is a fundamental part of the color reproduction task in any full-color printing pipeline, and it is an effective technique to increase the potential of printing realistic and complex appearances. Although halftoning has been used in 2D printing for many decades, it still requires improvements in reproducing fine details and structures of images. Moreover, the emergence of new technologies in 3D printing introduces a higher degree of freedom and more parameters to the field of appearance reproduction. Therefore, there is a critical need for extensive studies to revisit existing halftoning algorithms and develop novel approaches to produce high quality prints that match the target appearance faithfully. This thesis aims at developing halftoning algorithms to improve appearance reproduction in 2D and 3D printing. 

    Contributions of this thesis in the 2D domain is a dynamic sharpness-enhancing halftoning approach, which adaptively varies the local sharpness of the halftone image based on different textures in the original image for realistic appearance printing. The results show improvements in halftone quality in terms of sharpness, preserving structural similarity, and decreasing color reproduction error. The main contribution of this thesis in 3D printing is extending a high quality 2D halftoning algorithm to the 3D domain. The proposed method is then integrated with a multi-layer printing approach, where ink is deposited at variable depths to improve the reproduction of tones and fine details. Results demonstrate that the proposed method accurately reproduces tones and details of the target appearance. Another contribution of this thesis is studying the effect of halftoning on the perceived appearance of 3D printed surfaces. According to the results, changing the dot placement based on the elevation variation of the underlying geometry can potentially control the perception of the 3D printed appearance. It implies that the choice of halftone may prove helpful in eliminating unwanted artifacts, enhancing the object’s geometric features, and producing a more accurate 3D appearance. The proposed methods in this thesis have been evaluated using different printing techniques.    

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  • 7.
    Abedini, Fereshteh
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Effect of halftones on printing iridescent colors2023In: IS&T Electronic Imaging: Color Imaging XXVIII: Displaying, Processng, Hardcopy, and Applications, The Society for Imaging Science and Technology, 2023, Vol. 35, p. 1-6Conference paper (Refereed)
    Abstract [en]

    The iridescent effect produced by structural color is difficult (if not impossible) to capture and print using traditional CMYK pigments. The so called RGB reflective pigments, nonetheless, generate angle-dependent colors by light interference. A layered surface structure generated by the pigments’ particles on a substrate reflects light waves of different wavelengths at different viewing angles according to the optical principle known as the Bragg Law. In this work, we have studied the influence of different halftone structures on printed images, produced with RGB reflective inks via screen printing. The main goal was to enhance the iridescence of a printed reproduction by studying the performance of different halftone algorithms on a screen printing process. We investigated the influence of different halftone structures in creating different spatial combinations of inks on a print to reproduce the image of an iridescent feathered headdress. We applied first-order, second-order, and structure-aware FM halftones to compare how they influence the reproduction of the material appearance of the object represented in the original image. The results show that the structure-ware halftones improve the representation of the image structures and details. Therefore, it could better convey the 3D surface features that produce iridescence in real feathers.

  • 8.
    Abedini, Fereshteh
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Gooran, Sasan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Structure-Aware Color Halftoning with Adaptive Sharpness Control2022In: Journal of Imaging Science and Technology, ISSN 1062-3701, E-ISSN 1943-3522, Vol. 66, no 6, article id 060404Article in journal (Refereed)
    Abstract [en]

    Structure-aware halftoning algorithms aim at improving their non-structure-aware version by preserving high-frequency details, structures, and tones and by employing additional information from the input image content. The recently proposed achromatic structure-aware Iterative Method Controlling the Dot Placement (IMCDP) halftoning algorithm uses the angle of the dominant line in each pixels neighborhood as supplementary information to align halftone structures with the dominant orientation in each region and results in sharper halftones, gives a more three-dimensional impression, and improves the structural similarity and tone preservation. However, this method is developed only for monochrome halftoning, the degree of sharpness enhancement is constant for the entire image, and the algorithm is prohibitively expensive for large images. In this paper, we present a faster and more flexible approach for representing the image structure using a Gabor-based orientation extraction technique which improves the computational performance of the structure-aware IMCDP by an order of magnitude while improving the visual qualities. In addition, we extended the method to color halftoning and studied the impact of orientation information in different color channels on improving sharpness enhancement, preserving structural similarity, and decreasing color reproduction error. Furthermore, we propose a dynamic sharpness enhancement approach, which adaptively varies the local sharpness of the halftone image based on different textures across the image. Our contributions in the present work enable the algorithm to adaptively work on large images with multiple regions and different textures. (C) 2022 Society for Imaging Science and Technology.

  • 9.
    Abedini, Fereshteh
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Gooran, Sasan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Kitanovski, Vlado
    Norwegian University of Science and Technology, Faculty of Information Technology and Electrical Engineering, Department of Computer Science, Gjøvik, Norway.
    Nyström, Daniel
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Structure-Aware Halftoning Using the Iterative Method Controlling the Dot Placement2021In: Journal of Imaging Science and Technology, ISSN 1062-3701, E-ISSN 1943-3522, Vol. 65, no 6Article in journal (Refereed)
    Abstract [en]

    Many image reproduction devices, such as printers, are limited to only a few numbers of printing inks. Halftoning, which is the process to convert a continuous-tone image into a binary one, is, therefore, an essential part of printing. An iterative halftoning method, called Iterative Halftoning Method Controlling the Dot Placement (IMCDP), which has already been studied by research scholars, generally results in halftones of good quality. In this paper, we propose a structure-based alternative to this algorithm that improves the halftone image quality in terms of sharpness, structural similarity, and tone preservation. By employing appropriate symmetrical and non-symmetrical Gaussian filters inside the proposed halftoning method, it is possible to adaptively change the degree of sharpening in different parts of the continuous-tone image. This is done by identifying a dominant line in the neighborhood of each pixel in the original image, utilizing the Hough Transform, and aligning the dots along the dominant line. The objective and subjective quality assessments verify that the proposed structure-based method not only results in sharper halftones, giving more three-dimensional impression, but also improves the structural similarity and tone preservation. The adaptive nature of the proposed halftoning method makes it an appropriate algorithm to be further developed to a 3D halftoning method, which could be adapted to different parts of a 3D object by exploiting both the structure of the images being mapped and the 3D geometrical structure of the underlying printed surface.

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  • 10.
    Abedini, Fereshteh
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Gooran, Sasan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Nyström, Daniel
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    3D Halftoning based on Iterative Method Controlling Dot Placement2020Conference paper (Refereed)
    Abstract [en]

    Realistic appearance reproduction is of great importance in 3D printing’s applications. Halftoning as a necessary process in printing has a great impact on creating visually pleasant appearance. In this article, we study the aspects of adapting and applying Iterative Method Controlling Dot Placement (IMCDP) to halftone three-dimensional surfaces. Our main goal is to extend the 2D algorithm to a 3D halftoning approach with minor modifications. The results show high-quality reproduction for all gray tones. The 3D halftoning algorithm is not only free of undesirable artifacts, it also produces fully symmetric and wellformed halftone structures even in highlight and shadow regions.

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  • 11.
    Abedini, Fereshteh
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Gooran, Sasan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Nyström, Daniel
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    The Effect of Halftoning on the Appearance of 3D Printed Surfaces2021Conference paper (Refereed)
    Abstract [en]

    Managing the final appearance of 3D surfaces is an interesting and essential topic in 3D printing applications. Knowledge about the parameters which influence the 3D surface reproduction quality enables engineers to achieve the final appearance as accurately as designed. Many studies have been conducted to explore numerous parameters that affect the quality of 3D surface reproduction. This work contributes to verifying the role of halftoning in increasing the 3D surface visual quality and the control over the surface appearance of a 3D printed object. The results show that applying different halftones according to the geometrical characteristics of the 3D surface could emphasize or diminish the perceived 3D geometrical structures of a shape. The experimental results are in line with the simulated outputs reported in previous work. Our findings might introduce a new approach towards having more control over 3D appearance reproduction without changing the material or printer settings.

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  • 12.
    Abramowska, Magdalena
    et al.
    Dalarna University, School of Technology and Business Studies, Graphic Arts Technology.
    Ehnlund, Isabell
    Dalarna University, School of Technology and Business Studies, Graphic Arts Technology.
    Snowboardens bildspråk 1980-2010: En kartläggning2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Snowboarding is today a major winter sport with its own equipment, its own culture and elite riders. For professional athletes or for those who just snowboard for fun, snowboard becomes an extension of their body while in motion.

    The layout on the boards has changed over the years but despite of this there is a lack of scientific studies in the field. Therefore, this study aimed to identify how the graphics of 240 snowboards have evolved between 1980-2010, and fill some of these holes in the scientific documentation. 

    This survey was based on a visual content analysis, which resulted in interesting observations. The results that emerged were that the result can be generalized and that the development of snowboards graphics has changed over the decades. Snowboards from the various decades have specific characteristics that this study provides.

  • 13.
    Adler, Jeremy
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Immunology, Genetics and Pathology.
    Colour blindness: journals should enable image redisplay2021In: Nature, ISSN 0028-0836, E-ISSN 1476-4687, Vol. 599, no 7883, p. 32-32Article in journal (Other academic)
  • 14.
    Adolfsson, Emma
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Weaver, Stephanie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ”Gamla datorer, det är det vi jobbar med”: En interaktionsstudie av vård- och omsorgspersonalens användning av digitala artefakter på ett vård- och omsorgsboende2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There is a need to create efficiency through digital technology within the elder care, as the elderly population of society is increasing. Existing IT-systems are considered incompatible with healthcare work, despite of Swedish investments in digital development in healthcare. Practices and the use of digital artefacts within an elder care home was therefore studied. Through an ethnographic qualitative method (consisting of field studies, video ethnography and interviews), the empirically driven study identified the healthcare workers existing interactions with- and use of digital technology, as well as the consequences that the use entailed. The study showed that the healthcare workers used the workplace’s existing digital technology as well as personal digital artefacts to solve daily tasks. Furthermore, the results showed that the healthcare workers interactions with personal digital artefacts mediated new work situations, and the healthcare workers desire for new digital work tools.

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  • 15.
    Af Malmborg, Harald
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Evaluation of Car Engine Sound Design Methods in Video Games2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Realistic interactions with sound objects in video games are a contributing factor to the overall immersion. Car engine sound design is an area where the auditory feedback from driving would have an impact on that immersion. For this study, three methods for designing car engine sounds are evaluated. A traditional method in the game sound industry is to use several sampled audio recordings for the reproduction of engine sounds, which is in this study represented as a sample-based model. The sample-based model is evaluated together with a model using granular synthesis in an in-game scenario. A less common method is to use physical modeling, which is in this study evaluated together with the other two models in a listening test. Results show the granular synthesis model to be the most realistic, and the physical model to be the least preferred.

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  • 16.
    Afram, Rabi
    Gotland University, School of Game Design, Technology and Learning Processes.
    Puzzle Design in Adventure Games2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates the level of difficulty of puzzles in the adventure games and the implications thereof. The thesis contains an in-depth background, and a brief history about the genre. It brings up the main problem of the genre and looks into both the cause and effect that follows. To support this process, an analysis has been made of design documents and a survey was issued on the subject of adventure game puzzles.

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    Rabi Afram Puzzle Design In Adventure Games
  • 17.
    Agélii Genlott, Annika
    et al.
    Örebro University, Örebro University School of Business.
    Grönlund, Åke
    Örebro University, Örebro University School of Business.
    Att lära sig läsa och skriva - i nutid och för framtid2014In: Interaktiva medier och lärandemiljöer / [ed] Elza Dunkels; Simon Lindgren, Malmö: Gleerups Utbildning AB, 2014, 1, p. 155-166Chapter in book (Refereed)
  • 18.
    Ahlberg, Anton
    Luleå University of Technology, Department of Arts, Communication and Education, Media, audio technology and experience production and theater.
    Perceived audio quality of compressed audio in game dialogue2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A game could have thousands of sound assets, to fit all of those files to a manageable storage space it is often necessary to reduce the size of the files to a more manageable size so they have to be compressed. One type of sound that often takes up a lot of disc space (because there is so much of it) is dialogue. In the popular game engine Unreal Engine 4 (UE4) the the audio is compressed to Ogg Vorbis and has as default the bit rate is set to 104 kbit/s. The goal of this paper is to see if untrained listeners find dialogue compressed in Ogg Vorbis 104 kbit/s good enough for dialogue or if they prefer higher bit rates. A game was made in UE4 that would act as a listening test. Dialogue audio was recorded with a male and a female voice-actor and was compressed in UE4 in six different bit rates. 24 untrained subjects was asked to play the game and identify the two out of six robots with the dialogue audio they thought sound the best. The results show that the subjects prefer the higher bit rates that was tested. The results was analyzed with a chi-squared test which showed that the null-hypothesis can be rejected. Only 21% of the answers were towards UE4s default bit rate of 104 kbit/s or lower. The result suggest that the subjects prefer dialogue in higher bit rates and UE4 should raise the default bit rate.

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  • 19.
    Ahlberg, Mattias
    University of Skövde, School of Informatics.
    Informativ Ljuddesign: Hur positivt eller negativt upplevs olika typer av ljud i ett spel utan visuella medel?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Den här studien fokuserar på hur ljudbilden i ett spel på ett effektivt sätt kan förmedla information till spelaren, och därigenom låta denne ta informerade beslut. För att göra detta undersöks hur olika typer av ljud påverkar en spelares inställning. Bakgrundsforskningen baserades på texter om speltillgänglighet, teorier kring ljuddesign och spel utan visuella medel som utvecklats i studiesyften. För att svara på frågeställningen så utvecklades ett textbaserat program som i tretton rundor lät fem deltagare välja mellan två snarlika ljud. Uppgiften var att välja det ljud som upplevdes som mest positivt, eller minst negativt. Sessionen bestod av en spelsession som kombinerades med en kvalitativ intervju, och hela intervjun spelades in för senare transkribering. I analysen presenterades ett urval av relevanta citat från de kvalitativa intervjuerna som sedan användes för att dra slutsatser utifrån studiens frågeställning. Resultatets tillförlitlighet sänks av det småskaliga urvalet, och personliga associationer kan ha spelat en alltför stor roll i deltagarnas svar.

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    Informativ Ljuddesign
  • 20.
    Ahlholm, Vilma
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Hellberg, Louise
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Instagram och ekologisk hållbarhet: Hur påverkas användaren, ur ett miljöperspektiv, av ett flöde på Instagram?2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Instagram is a social network that is very popular in Sweden. On Instagram, users take part of information in the form of images from accounts they have chosen to follow. The dissemination of information regarding climate change needs to be more effective. People's environmental degradation habits are a problem and need to be changed, but rooted behavior patterns can be difficult to break. The public needs a nudge in the right direction to live more climate-smart and to make more environmentally-friendly choices.

    The aim of the study is to, in a qualitative way, investigate how a feed on Instagram, can affect university students with a focus on climate change. The research question which the paper is based on is; How is the user affected, from an environmental perspective, by a feed on Instagram?

    The approach to investigate this meant that the participants used a modified Instagram account, the methods used are diary and individual semi-structured interviews. Patterns in the collected material from the diaries and interviews are structured under different themes and the result shows that the participants of the study have been affected in different ways. They have learned new things, acted on tips and recipes, shopped second hand, followed accounts that spread information about the environment from their own Instagram account, and had the climate situation more frequent in their thoughts. All these types of actions have in common that they are no big life adjustments, but rather simpler actions that are easy to apply in everyday life. More complicated actions, like growing their own herbs, raised an interest and the action was not performed. The discussion addresses the reasons for the different ways in which the participants have been affected and ties in with theories of social influence and nudging.

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  • 21.
    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.

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  • 22.
    Ahlén, Richard
    et al.
    Mälardalen University, School of Innovation, Design and Engineering.
    Grönholm, Robin
    Mälardalen University, School of Innovation, Design and Engineering.
    En analys av ljudlatens i Windows 10 på tillgängliga enheter2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report is written during a project done by two students at Mälardalen University during the course DVA331. The purpose of this project was to determine if it was possible to reduce the latency on devices with Windows 10 to what is possible on an iOS device. The reason behind this research is that Windows 10 has come with an API that supports low latency sounds. This study was made on an iPhone 4S, iPhone 6, Nokia Lumia 720 and a Nokia Lumia 920 with a contact microphone that was put on the device. The latency was measured 50 times per version of an application implemented for both operating systems. The latency could be measured between the point where the surface is touched and and the point where sound is audible, using the microphone and the audio processing software Audacity. The readings proved that iOS is still a lot faster than Windows 10 and that Windows 10 is way above the accepted audio processing limit. Further research showed that the Windows 10 reading results were caused by the Lumia devices long input latency. User tests were made on 10 individuals with the response that the latency on the Windows 10 devices was a lot longer than the iOS devices. The conclusion was that the Lumia devices used in this study were not suitable for responsive sound applications but that Windows 10 devices with lower input latency that are better suited and that new readings should be done to determine if this is the case.

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  • 23. Ahmad, Tausif
    et al.
    Gooran, Sasan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Hybrid Color Halftoning2010Conference paper (Refereed)
  • 24.
    Ahmet, Zeynep
    et al.
    Södertörn University, School of Communication, Media and it, Media technology.
    Jonsson, Martin
    Södertörn University, School of Communication, Media and it, Media technology.
    Sumon, Saiful Islam
    Södertörn University, School of Communication, Media and it, Media technology.
    Holmquist, Lars Erik
    Södertörn University, School of Communication, Media and it, Media technology.
    Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings2011In: TEI'11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, Funchal, Portugal: ACM Press, 2011, p. 109-116Conference paper (Refereed)
    Abstract [en]

    In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.

  • 25.
    Aigner, Wolfgang
    et al.
    St Polten Univ Appl Sci, Austria.
    Enge, Kajetan
    St Polten Univ Appl Sci, Austria; Univ Mus & Performing Arts Graz, Austria.
    Iber, Michael
    St Polten Univ Appl Sci, Austria.
    Rind, Alexander
    St Polten Univ Appl Sci, Austria.
    Elmqvist, Niklas
    University of Maryland, College Park, United States.
    Hoeldrich, Robert
    Univ Mus & Performing Arts Graz, Austria.
    Rönnberg, Niklas
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering. Univ Maryland, DC USA.
    Walker, Bruce N.
    Georgia Inst Technol, GA USA.
    Workshop on Audio-Visual Analytics2022In: PROCEEDINGS OF THE WORKING CONFERENCE ON ADVANCED VISUAL INTERFACES AVI 2022, ASSOC COMPUTING MACHINERY , 2022Conference paper (Refereed)
    Abstract [en]

    In their daily lives, people use more than one sense to perceive and interpret their environment. Likewise, audio-visual interfaces can support human data analysts better than interfaces relying on just one sense. While the research communities of sonification and visualization have both carried out extensive research on the auditory and visual representation of data, comparatively little is known about their systematic and complementary combination for data analysis. After two workshops at Audio Mostly 2021 and IEEE VIS, this 3rd workshop on audio-visual analytics continues building a community of researchers interested in combining visualization and sonification.

  • 26.
    Ajami Gale Rashidi, Sam André
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Designing for sustainable grocery shopping: A conceptual design to encourage sustainable shopping2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Climate change is one of the biggest issues that the world faces today, and one of the biggest contributors to climate change are groceries. This paper aims at using digital artefacts to create a product or design that will encourage the user to shop more environmentally friendly. To achieve this, I have tried to identify the major hindrances today that grocery shoppers are faced with through the user centered method Contextual Inquiry.  I have then presented the results from the inquiry to students at KTH Royal Institute of Technology during workshops. During these workshops, the students have conceptualized ideas and designs for different solutions. Based on their results, I have created a prototype design that I call the SmartCart. This cart consists of a regular shopping cart with a screen similar to an iPad attached to the handlebars. This screen then delivers easily apprehensible information about different grocery products environmental impact in real time. The design has not been tested in a live environment, but initial testing indicates that a live application could give satisfying results in lowering the sales of grocery products with a high environmental impact, while the design also could simultaneously improve the shopping experience for the customers in the grocery store.

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  • 27.
    Akner, John
    Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Karlstad Business School (from 2013).
    Medborgares inställning till vård vianätet: En studie om upplevelser av digital vård2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Digitala hälsotjänster har de senaste åren ökat i popularitet bland svenska medborgare. Dessa tjänster kan användas som komplement till traditionella fysiska vårdcentraler för att bli undersökt av en läkare, sjuksköterska med flera. Under de första månaderna under Covid-19 pandemin kan digitala hälsotjänster ha blivit ännu mer populära på grund av att de erbjuder ett kontaktlöst (smittofritt) sätt att få medicinska råd. Den här studien, genomförd maj 2020, undersöker hur aktiva svenska medborgare är i användning av digitala hälsotjänster för vård via nätet och deras inställning samt vad som påverkar deras inställning. För att ta reda på detta användes en enkät för att samla in empiri. 166 svar samlades in. Studiens resultat framhäver att ungdomar är mycket mer aktiva användare av digitala hälsotjänster för vård än äldre. Resultatet visar även att medborgare som testat digitalahälsotjänster för vård har en mer positiv inställning till digitala hälsotjänster än medborgare som inte testat digitala hälsotjänster. Detta kan tolkas som att de som har en positiv inställning har det rent generellt gentemot digitalisering av vård, eller som att användares inställning påverkas positivt (i flesta fall) redan efter ett besök. De faktorer som hade störst betydelse för medborgarnas inställning till digitala hälsotjänster för vård var lättillgänglighet, säkerhet och ekonomiska aspekter. En stor andel av respondenterna som inte testat digitala hälsotjänster hade önskat rekommendationer om hälsotjänster från staten eller en statlig hälsotjänst för att de skulle testa tjänsterna.

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  • 28.
    Al Shehabi, Ahmad
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Quiroga, Cecil
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Queerness In Games2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The theme of this bachelor thesis was Queer Games. We discussed how queerness is applied in video games for queer people. We made some observations on how LGBTQ characters were represented within a few games that had representations of Queer experiences. We explored the topic of Queer Mechanics as presented by game creator Avery Mcdaldno (2014) and we researched discussions about Queerness in games by a select number of scholars. Namely, Bonnie Ruberg (Campus Gotland GAME, 2017), Naomi Clark (2017, Chapter 1) and Edmond. Y. Chang (2017, Chapter 2).

    We explained why we used Gay Memes as our anchoring topic for our Queer Game design and then we went through the methods and design process that we had while developing our Queer Game. These methods included Innovation By Boundary Shifting (Löwgren and Stolterman, 2004), Design Pillars (Max Pears, 2017) and The Crystal Clear method (New Line Technologies, 2018). Then, we broke down the design process starting with how we came up with the game concept, what design pillars we used and the programs and tools we used in the development of the game. We also explained the relation between our design process and the information we learned from the previously mentioned scholars and creators.

    At the end of this bachelor thesis, we discussed the effectiveness of the chosen methods, the results we found through research which included questioning the role of empathy and fun in games, putting less focus on superficial forms of representation and creating game mechanics that are queer. We described the finished video game we made and we introduced our ideas for future research on Queer Game Design.

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    Queerness In Games
  • 29.
    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
  • 30.
    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. 

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  • 31.
    Alexanderson, Simon
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    O'Sullivan, Carol
    Beskow, Jonas
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Real-time labeling of non-rigid motion capture marker sets2017In: Computers & graphics, ISSN 0097-8493, E-ISSN 1873-7684, Vol. 69, no Supplement C, p. 59-67Article in journal (Refereed)
    Abstract [en]

    Passive optical motion capture is one of the predominant technologies for capturing high fidelity human motion, and is a workhorse in a large number of areas such as bio-mechanics, film and video games. While most state-of-the-art systems can automatically identify and track markers on the larger parts of the human body, the markers attached to the fingers and face provide unique challenges and usually require extensive manual cleanup. In this work we present a robust online method for identification and tracking of passive motion capture markers attached to non-rigid structures. The method is especially suited for large capture volumes and sparse marker sets. Once trained, our system can automatically initialize and track the markers, and the subject may exit and enter the capture volume at will. By using multiple assignment hypotheses and soft decisions, it can robustly recover from a difficult situation with many simultaneous occlusions and false observations (ghost markers). In three experiments, we evaluate the method for labeling a variety of marker configurations for finger and facial capture. We also compare the results with two of the most widely used motion capture platforms: Motion Analysis Cortex and Vicon Blade. The results show that our method is better at attaining correct marker labels and is especially beneficial for real-time applications.

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  • 32.
    Alexandro, Kröger Degerfeldt
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Hur stor räckvidd kan Mitt i Naturen nå genom en satsning i sociala medier och på webben?: Exemensarbete på Sveriges Television - Våren 20152015Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Sveriges Radio började sända radio i Sverige år 1925. 1957 genomfördes de första TV-sändningarna i Sverige av samma företag. Med åren kom företaget att delas i flera mindre delar och en av dessa var det nya företaget Sveriges Television som snabbt etablerade sig som Sveriges primära Tv-station.

    Genom åren har både radio och TV förändrats men även själva tittandet. Idag tittar väldigt många människor på TV via sina datorer eller mobiltelefoner. Detta gör att satsningarna på TV-program och deras hemsidor samt sociala medier blir allt viktigare.

    Efter att ha funnits sedan år 1980 skulle TV-programmet "Mitt i Naturen" inte sända någon vårsäsong år 2015. Det fanns en önskan om att fylla detta tomrum med en satsning på webben för att programmet skulle leva kvar på något sätt under vårmånaderna. Strategier lades fram och efter detta valdes några av dessa ut. Artiklar och små miniavsnitt skulle produceras varje vecka under vårmånaderna fram till sommaren. Publiceringar på Instagram och Facebook kom även att ingå i arbetet.

    Programmets huvudmålgrupp är barnfamiljer och här vill man få så stor räckvidd som möjligt genom satsningen. Efter arbetet kunde man summera att det i några fall gått väldigt bra för vissa artiklar som publicerats på hemsidan. Det som gett bäst genomslag var videoklippen på Facebook.

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    Hur stor räckvidd kan Mitt i Naturen nå genom en satsning i sociala medier och på webben?
  • 33.
    Alhasan, Wadie
    et al.
    Blekinge Institute of Technology.
    Båge, Evelina
    Blekinge Institute of Technology.
    Framtida Teknologier: Relationen mellan maskin och människa2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Technology has become increasingly incorporated into our modern society and existence overthe past few decades, influencing how we live. Many new technologies are often met with awe orcriticism, only to gradually become integrated into our daily lives. One current type oftechnology that may be on its way to such a role is the abundance of artificial intelligence thathas reached new heights in a very short time. At the moment, the future of this technology issomewhat unclear, but there is much speculation regarding both its potential and the risks thatmay arise. Regardless of how long the technology remains relevant in practice, theseperspectives help us ask important questions about our relationship with technology. How do wewant to relate to it? How dependent do we want to be on it? What can be the consequences ofoveruse? In this article, we have employed speculative design to explore the possibilities thattechnology and machines, in general, could offer us, with the aim of raising awareness aboutthese questions. By depicting five scenarios in different visions and contexts of a near future, wehave explored the social, ethical, and cultural issues that arise concerning technology and ourexistence.

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    Framtida Teknologier Relationen mellan maskin och människa
  • 34.
    Allan, Jon
    Luleå University of Technology, Department of Arts, Communication and Education, Media, audio technology and theater.
    Evaluation of Live Loudness Meters2019Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Discrepancies in loudness (i.e. sensation of audio intensity) has been of great concern within the broadcast community. For television broadcast, disparities in audio levels have been rated the number one cause to annoyance by the audience. Another problem area within the broadcast and music industry is the loudness war. The phenomenon is about the strive to produce audio content to be at least as loud or louder to any other audio content that it can easily be compared with. This mindset, when deciding for audio level treatment, inevitably leads to an increase in loudness over time, and also, as a technical consequence, a decrease of utilized dynamics. The effects of the loudness war is present in both terrestrial radio transmissions as well as in music production and in music distribution platforms.

    The two problems, discrepancies in loudness and the loudness war, both emanate from the same source; regulations of audio levels and the design of measurement gear have not been amended to cope with modern production techniques. At the time when the work on this thesis started, the ruling technical recommendations for audio level alignment were based on peak measurement. This measured entity has poor correspondence to loudness. To counter the above described problems, the European Broadcasting Union (EBU) and the International Telecommunication Union (ITU) has developed new recommendations for audio alignment, EBU R 128 and ITU-R BS.1770. The new definitions for loudness measurement constitutes simplified models on the human perception of audio intensity. When using the new recommendations in production, the problems have been shown to diminish.

    For an engineer in a live broadcast scenario, measurement equipment also need to be updated in real-time to illustrate a time-variant loudness of the signal. EBU and ITU also has regulated how this type of measurement gear should behave. EBU Tech 3341 and ITU-R BS.1771 define properties for live loudness meters. These recommendations has since the time of publication been implemented in measurement equipment from manufacturers and become available in production facilities.

    This thesis investigates the conceptions that have led up to the present recommendations for live loudness meters. It maps out the (at the time) present ways to evaluate the same. Emanating from this knowledge, a new methodology to evaluate loudness meters is proposed that combines qualities from former methods to achieve an alternative balance between ecological validity and control in the experiment design. The methodology includes a procedure to capture data from engineers’ actions and the resulting audio levels from simulated broadcast scenarios. The methodology also incorporates a way to process this type of data into different parameters to be more accessible for interpretation. It presents an approach to model the data, by the use of linear mixed models, to describe different effects in the parameters as the result of the meters’ characteristics. In addition, a review on publications that examine the engineers’ own requests for beneficial qualities in a loudness meter has been condensed and revised into a set of meter criteria that specifically is designed to be applied on the outcome of the mixed models. The outcome of the complete evaluation yields statements on meter quality that are different and complementary to formerly proposed methods for meter evaluation.

    The methodology has been applied in two different studies, which also are accounted for in the thesis. The conclusions from these studies has led to an increased understanding of how to design live loudness meters to be satisfactory tools to the engineer. Examples of findings are: the effect of the speed of the meter, as being controlled by one or several time constants, on the readability of the meter and the dispersion in output levels – some tested candidates, with higher speed than the present recommended ones, has been shown to be adequate as tools; the three-second integration time has been shown to generate a smaller dispersion in output levels than the 400 ms integration time; the effect of the gate in BS.1771 on the resulting output levels– the gate generally leading to an increase in output levels. The acquired knowledge may be used to improve the present recommendations for audio level alignment, from EBU and ITU.

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  • 35.
    Allansson, Rasmus
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Arena Sports in Stereo Versus Binaural - Rating and Important Attributes2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Although a majority of the listening is done on headphones today, most, if not all, televised arena sports is still mixed for loudspeakers. By providing binaural audio for headphones listening, the qualities of surround sound could potentially be experienced on headphones. To find out if this holds true, 13 subjects with experience of critical listening agreed to perform a listening test where they were asked to rate four attributes of which preference is one. To the rating of preference, they also had to argue for their thinking. Lastly, further attributes and qualities was collected to find what attributes seem to be of greatest importance for rating of arena sports in binaural. The results show no statistical significance when comparing the ratings of the binaural and stereo mix for each attribute, and the sample group is clearly disagreeing what stimuli to rate the highest. The collection of qualitative data gave better results and could be summarized to seven attributes of which four appeared in the data from more than half of the test subject. With this result it is clear that more research is needed to find what the most important aspects of binaural mixing are, and how binaural audio best can be used for televised arena sports.

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  • 36.
    Allison, Robert S.
    et al.
    York University, Centre for Vision Research, Toronto, Canada.
    Brunnström, Kjell
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Systems and Technology. RISE AB (Acreo).
    Chandler, Damon M.
    Shizuoka University, Hamamatsu, Shizuoka, Japan.
    Colett, Hannah R.
    Intel Corp., Santa Clara, California, United States.
    Corriveau, Philip J.
    Intel Corp., Santa Clara, California, United States.
    Daly, Scott
    Dolby Laboratories Inc., Sunnyvale, California, United States.
    Goel, James
    Qualcomm Technologies, Inc., Display Video Processing Group, Markham, Canada.
    Long, Juliana Y.
    Intel Corp., Santa Clara, California, United States.
    Wilcox, Laurie M.
    York University, Centre for Vision Research, Toronto, Canada.
    Yaacob, Yusizwan M.
    Shizuoka University, Hamamatsu, Shizuoka, Japan.
    Yang, Shun-nan
    Pacific University, Forest Grove, Oregon, United States.
    Zhang, Yi
    Xi’an Jiaotong University, School of Electronic and Information Engineering, Xi’an, China.
    Perspectives on the definition of visually lossless quality for mobile and large format displays2018In: Journal of Electronic Imaging (JEI), ISSN 1017-9909, E-ISSN 1560-229X, Vol. 27, no 5, p. 1-23, article id 053035Article in journal (Refereed)
    Abstract [en]

    Advances in imaging and display engineering have given rise to new and improved image and videoapplications that aim to maximize visual quality under given resource constraints (e.g., power, bandwidth).Because the human visual system is an imperfect sensor, the images/videos can be represented in a mathematicallylossy fashion but with enough fidelity that the losses are visually imperceptible—commonly termed“visually lossless.” Although a great deal of research has focused on gaining a better understanding ofthe limits of human vision when viewing natural images/video, a universally or even largely accepted definitionof visually lossless remains elusive. Differences in testing methodologies, research objectives, and targetapplications have led to multiple ad-hoc definitions that are often difficult to compare to or otherwise employ inother settings. We present a compendium of technical experiments relating to both vision science and visualquality testing that together explore the research and business perspectives of visually lossless image quality,as well as review recent scientific advances. Together, the studies presented in this paper suggest that a singledefinition of visually lossless quality might not be appropriate; rather, a better goal would be to establish varyinglevels of visually lossless quality that can be quantified in terms of the testing paradigm.

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  • 37.
    Allison, R.S.
    et al.
    York University, Canada.
    Brunnström, Kjell
    RISE - Research Institutes of Sweden (2017-2019), ICT, Acreo.
    Chandler, D.M.
    Shizuoka University, Japan.
    Colett, H.
    Intel Corp, USA.
    Corriveau, P.
    Intel Corp, USA.
    Daly, S.
    Dolby Laboratories Inc, USA.
    Goel, J.
    Qualcomm Technologies, USA.
    Long, J.Y.
    Intel Corp, USA.
    Wilcox, L.M.
    York University, Canada.
    Yaacob, Y.
    Shizuoka University, Japan.
    Yang, S. N.
    Pacific University, USA.
    Zhang, Y.
    Xi’an Jiaotong University, China.
    Perspectives on the definition of visually lossless quality for mobile and large format displays2018In: Journal of Electronic Imaging, ISSN 10179909, Vol. 27, no 5, article id 053035Article in journal (Refereed)
    Abstract [en]

    Advances in imaging and display engineering have given rise to new and improved image and videoapplications that aim to maximize visual quality under given resource constraints (e.g., power, bandwidth).Because the human visual system is an imperfect sensor, the images/videos can be represented in a mathematicallylossy fashion but with enough fidelity that the losses are visually imperceptible—commonly termed“visually lossless.” Although a great deal of research has focused on gaining a better understanding ofthe limits of human vision when viewing natural images/video, a universally or even largely accepted definitionof visually lossless remains elusive. Differences in testing methodologies, research objectives, and targetapplications have led to multiple ad-hoc definitions that are often difficult to compare to or otherwise employ inother settings. We present a compendium of technical experiments relating to both vision science and visualquality testing that together explore the research and business perspectives of visually lossless image quality,as well as review recent scientific advances. Together, the studies presented in this paper suggest that a singledefinition of visually lossless quality might not be appropriate; rather, a better goal would be to establish varyinglevels of visually lossless quality that can be quantified in terms of the testing paradigm.

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    fulltext
  • 38.
    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.

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  • 39.
    Almberger, Carl
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Anderberg, William
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuella metaforer.: En undersökning om visuella metaforers påverkan.2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna artikel är att vi ska gå igenom användningen och skapandet av visuella metaforer. Vi applicerar detta på en videogestaltning som går ut på att skapa ett förväntat narrativ med hjälp av visuella metaforer för att sedan bryta vad åskådaren förväntar sig ska hända, en så kallad: Plot Twist. Vi går in på vikten av visuella metaforer som Brown (2016) anser vara en av filmskapares viktigast tekniker. Vi går in på hur visuella metaforer kan appliceras som designperspektiv, inte bara inom film men även annan media. Designen för gestaltningen har utförts med designprocessguiden av SVID (stiftelsen svensk industridesign). Metoder och tekniker som använts i övrigt är deltagande design, storyboards, testgrupp och visuella metaforer som designperspektiv. Vi vidareutvecklar från hur Brown (2016) använder det som en narrativ teknik. Vi har även analyserat critical design, research through design och design fiction för att komma fram till visuella metaforer som perspektiv.

    Vi har inget mål att ge någon numeriska data på hur man exakt ska använda visuella metaforer eller vad det exakt genererar utan vi har som mål med resultatet att vidare möjliggöra framtida designarbeten inom området. Kanske väcker vi fler frågor än svar men det är resultatet vi är ute efter, vi tror att visuella metaforer har en större roll i media än vad den används för idag.

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    Visuella metaforer. En undersökning om visuella metaforers påverkan.
  • 40.
    Al-Naser, Mohammad
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Söderström, Ulrik
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Reconstruction of occluded facial images using asymmetrical principal component analysis2011In: 2011 18th International Conference on Systems, Signals and Image Processing (IWSSIP), IEEE , 2011, p. 276-279Conference paper (Refereed)
    Abstract [en]

    When face images are occluded it becomes difficult or impossible to make a correct recognition based on only the non-occluded parts. With asymmetrical Principal Component Analysis (aPCA) it is possible to estimate occluded regions based on the content of the non-occluded pixels. Entire faces can be reconstructed from images where some parts are occluded with the occluded region being estimated based on the relation to the non-occluded region. We show the result with 3 different occlusion cases and compare two reconstruction methods. The results are measured both objectively and subjectively and it is shown that a clear and sharp image part should be used even if the resulting image have edges in it.

  • 41.
    Alnervik, Tilda
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Ma, Gerui
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Success factors in an introductory programming course in a non-CS major2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose – The contradiction of the increased demand for IT specialists and the decrease of the enrollment in programming courses at universities worldwide has been discussed over the years. To tackle the problem, researchers and teachers in computing education have investigated various success factors in introductory programming courses, mostly within the context of computer science. This paper focuses on the investigation of success factors for students that are not majoring in computer science (non-CS) in an introductory programming course, to report on the results of student's performance and analysis of the most relevant success factors, also provide suggestions that could be considered for the course design and teaching method.

     

    Method – The methods used to carry out the study are a survey with 36 participants, conducted before the start of an introductory programming course, and qualitative interviews conducted with twelve students after the end of the course. The interviews were then analysed thematically to find common patterns for five success factors between the students with different grades. The success factors that were examined are math background, previous programming experience, comfort level, motivation and attribution to success.

     

    Findings – Math background could not be proved as a success factor in this study due to the lack of a standardized assessment of the students’ math levels. Previous programming experience could be regarded as a success factor but not as dominant as the success factor motivation, which has shown clear patterns in the data. Comfort level could be seen as one of the success factors as well, as most of the data in this study support this conclusion. Lastly, attribution to success as a success factor could not be supported by this study; the qualitative data showed variety which makes it hard to draw a conclusion directly.

     

    Implications – The study suggest increasing the motivation for the non-CS students in introductory programming by combining programming with other subjects in the programme. The lecturer could customize the course for students with different interests so they could select a path and adapt the knowledge to their needs. Bridging courses and various forms of mentoring are also recommended to offer.

     

    Limitations – The time frame of the study limited the amount of data that could be collected. The study was conducted with students from only one university and one non-CS programme, with a small data sample for analysis, which is limiting in the way the results can be generalized.

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  • 42.
    Alonso-Fernandez, Fernando
    et al.
    Halmstad University, School of Information Technology, Halmstad Embedded and Intelligent Systems Research (EIS), CAISR - Center for Applied Intelligent Systems Research.
    Farrugia, Reuben
    University of Malta, Msida, Malta.
    Bigun, Josef
    Halmstad University, School of Information Technology, Halmstad Embedded and Intelligent Systems Research (EIS), CAISR - Center for Applied Intelligent Systems Research.
    Very Low-Resolution Iris Recognition Via Eigen-Patch Super-Resolution and Matcher Fusion2016In: 2016 IEEE 8th International Conference on Biometrics Theory, Applications and Systems (BTAS), Piscataway: IEEE, 2016, article id 7791208Conference paper (Refereed)
    Abstract [en]

    Current research in iris recognition is moving towards enabling more relaxed acquisition conditions. This has effects on the quality of acquired images, with low resolution being a predominant issue. Here, we evaluate a super-resolution algorithm used to reconstruct iris images based on Eigen-transformation of local image patches. Each patch is reconstructed separately, allowing better quality of enhanced images by preserving local information. Contrast enhancement is used to improve the reconstruction quality, while matcher fusion has been adopted to improve iris recognition performance. We validate the system using a database of 1,872 near-infrared iris images. The presented approach is superior to bilinear or bicubic interpolation, especially at lower resolutions, and the fusion of the two systems pushes the EER to below 5% for down-sampling factors up to a image size of only 13×13.

  • 43.
    Alvin, Adam
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Does the amount of information displayed in parametric equalizers impact decision making and workflow?2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Mixing audio is not only an aural activity, but also, becoming increasingly more visual, and connections between the engineer’s action and interface are not yet fully understood. This study aimed to investigate how different amounts and types of data displayed in parametric equalizers impact mix decisions and workflow. A usability test with audio engineer students were conducted. The test consisted of three different interfaces with variable information displayed and subjects were to perform six common equalization tasks. Two categories of stimuli were used, surgical and aesthetic. The parameters that were measured was effectiveness, efficiency, workflow, and preference. A post session questionnaire was also conducted. Each interface and category were compared and a t-test for each comparison were conducted. Task completion and time for task completion were determined and calculated. Eight t-tests were also conducted between interfaces. Parameters adjusted, order of adjustment, and most used parameter were determined. Preference ratings were categorized and analyzed. The results show that the EQ with graphic display performed better for the surgical category. Significant differences were also found for the surgical category between interfaces with most dissimilarities. The workflow tended to alternate between interface designs. The preference rating showed a clear preference for the interface with graphic display.

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  • 44.
    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.

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    BTH2018Anad
  • 45.
    Andersen, Beatriz
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Computer and Electrical Engineering (2023-).
    Den mobila musikstudion: En analys av ipadens påverkan på arbetsflöde och kreativitet2024Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Rapporten undersöker hur iPaden och applikationen Logic Pro för iPad påverkar kreativiteten och arbetsflödet inom musikproduktion. Den nya applikationens gränssnitt möjliggör en mer direkt och taktil interaktion som skapar ökad flexibilitet och spontanitet för sina användare. Genom en litteraturstudie som inkluderar vetenskapliga artiklar och icke-vetenskapliga källor som YouTube, breddar jag förståelsen av ämnet. Rapporten presenterar en kort historik över hur iPaden har använts som ett verktyg inom musikproduktion tidigare. Jag diskuterar funktioner som Roundtrip, möjligheten att flytta projekt mellan iPad och Mac, och betonar användbarheten och smidigheten för musikproducenter. För att fördjupa förståelsen av kreativitet och mobil musikproduktion, refererar jag till tidigare forskning som betonar hur mobila verktyg påverkar kreativiteten genom dynamiska interaktioner. Slutligen delger jag min personliga erfarenhet av att använda Logic Pro för iPad och diskuterar hur applikationen öppnade nya möjligheter och ökade min produktivitet. Jag konstaterar att min rapport besvarar mina frågeställningar men föreslår att ytterligare forskning genomförs för att undersöka hur användningen av applikationen Logic Pro för iPad kan påverka kreativiteten inom musikproduktion över en längre tid. Om fler och större utvecklare lockas till plattformen skulle det vara intressant att se hur detta kan komma att påverka kreativiteten och arbetsflödet inom området.

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  • 46.
    Andersson, Charlotte
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Sherzad, Mahmoud
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Kan en visualisering av studerad tid öka studiemotivationen hos en högskolestudent?2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This case study aims to examine if a visualization of undergraduate students’ learning sessions can increase their motivation to study. Previous studies have shown that there is a correlation between motivation and visualization of time spent on, for example, training in gyms. Consequently, this case study aims to expand on this subject and examine if there is a similar correlation in time spent on studying and the motivation to study in higher educational settings. This question is mainly of interest for developers of learning management systems, such as online course platforms, since if the case study results show that there is an increase in motivation caused by a visualization of time spent studying it would be of value to implement in their learning management systems. Furthermore, this question is of interest for students since it could increase their motivation to study. The case study was initialised by measuring and evaluating 28 undergraduate students’ motivation, to calculate a reference value. The students were then asked to log their study sessions each day and they were given daily updates based on their loggings of their time spent studying during two weeks, with visual bar charts. The case study finished by re-evaluating the motivation of the students and comparing it to the initial measurement. The results showed that there was a significant difference in 2 of the 7 motivational categories of the employed “Academic Motivational Scale”, namely the intrinsic motivation towards accomplishment, and the extrinsic introjected motivation. This further validates previous studies which shows a connection between visualising a students total time spent on accomplished course modules.

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  • 47.
    Andersson, Emma
    Blekinge Institute of Technology.
    Eye tracking complemented HUD for video games: A perception evaluation of information display in FPS games2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background. The heads-up display (HUD) is a useful tool for displaying information to the player in a game, but the HUD is not a part of the game world. This could take away from the desired experience of the game and block important parts of the main action screen. To counteract this the HUD mostly occupies the edges of the screen and avoids drawing the player’s attention away from the main action scene except when it has important information for the player. Only having the HUD visible when it has important information to the player could remove the distraction of the HUD while keeping all the benefits of having one.

    Objectives. By using eye tracking to complement the HUD, the HUD can be invisible when the player does not use it, and change how the information is presented depending on where the player is looking. By creating a first-person shooter (FPS) game with a HUD complemented by eye tracking, then comparing it to how a normal HUD differed in terms of visibility and clutter, using a survey.

    Methods. The game was created using the Tobii Unity SDK and modifying the FPS demo scene. To create the gaze sensitive HUD three scripts were created to produce the finished result. Giving the HUD the ability to make all HUD elements invisible and able to appear after passing a specific value or when the element has new information, the HUD also has the ability to present information close to the player’s gaze point in the of notifications. The game was then presented to the participants in the form of two videos one using the normal HUD and one using the gaze sensitive HUD. After watching the partisans answered a survey related to the videos.

    Results. The gaze-based HUD was generally on par with the normal HUD. The most noticeable significant difference being that the normal HUDs ammunition counter and health bar was proffered over a less visible one.

    Conclusions. From the results gathered having a gaze-based HUD does not make it harder to notify the player of important information and dos not make the HUD less cluttered, compared to a normal HUD, but there is a difference between them.

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  • 48.
    ANDERSSON GLASS, A M A N D A
    et al.
    KTH, School of Computer Science and Communication (CSC).
    STORVALL, J O H A N
    KTH, School of Computer Science and Communication (CSC).
    Rapid Serial Visual Presentation påmoderna mobiltelefoner2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis is a comparative study of Rapid Serial Visual Presentation (RSVP) which is a

    dynamic method of presenting text.

    The aim of the study was to investigate how to improve the user friendlyness of RSVP for

    today's mobile phones and technology. To fulfill the purpose, the aspects of the method which

    could be improved was investigated and then implemented in a prototype. The prototype was

    tested in an experimental study after which the result was analyzed and compared with previous

    studies of RSVP.

    The new features that were implemented in this study showed no significant improvements in

    usability compared with previous studies, but proved to be more user-friendly in comparison

    with normal spatial reading.

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    Rapid Serial Visual Presentation på
  • 49.
    Andersson, Hans
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Visualisering av avatarens hälsa och dess effekt på spelarens prestation: En studie av in-game information i det grafiska gränssnittet2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As digital gaming technology has evolved and the games has become more advanced, the amount of information that the player can get about their avatar (the player's digital representation) has increased. Depending on the layout and design of the game, this information is more or less readily available. The information that always seems to have a more or less evident place in HUD (static parts of the graphical interface) is the avatar's state of health. There are several guidelines on how to visualize this information, but game designers are constantly exploring new ways to apply it. Pros and cons of how the information is implemented is discussed by players and game journalists in several forums. Frequently focusing on what it does for the game's challenge and the gaming experience.Previous research that attended the avatar's health has investigated how different mechanics behind the graphic visualization affect the gaming experience. However, there is a research gap when it comes to how the graphic visualization of the avatar's health affects the player's performance.This study examines how a player's performance is influenced by obtaining information about the avatar's health through the graphical interface. The study is based on an ongoing discussion of how the mechanics of the avatar's health and its visualization affects the game's challenge.A literature study was conducted on the subject game design focusing on how the graphic interface of a game should be designed. After that, a game prototype was developed for the study in which the literature study formed the basis for how a graphic representation of the avatar's health was implemented. In the prototype, functionality was added to completely exclude the graphic representation of the avatar's health every other time the game started. Functionality was also applied in the prototype to collect data during the game. The data was saved in a database set up for the study.With use of the two game modes of the prototype, a qualitative preliminary study was conducted in the form of supervised game sessions with follow-up semi-structured interviews. A comparative study was conducted by letting half of the participants play with a visible health bar and the other half without. The participant's reasoning on issues related to the research question was analyzed to give a deeper understanding of the quantitative data that was collected by making the prototype available through the web.After each completed game of the prototype, it was registered alongside the score if the game had been played with a visible health bar or not. Other information intended to answer the research question for the study was also registered. After the preliminary study was conducted the prototype was published on the web, this resulted in data from 259 game rounds was collected and stored in the database. After selection according to study delimitations, data from 62 game rounds have been used for the for the study's quantitative research backing.To conclude, the results differ between the qualitative and the quantitative studies. During the qualitative study, a distinction was made in the reasoning between those who played with a visible health bar and those who had been playing without. This was used to analyze and compare the collected data from the web-based prototype. The collected quantitative data, however, does not show any statistically safe difference in performance between those who played with a visible health bar and those who played without one.

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  • 50.
    Andersson, Jennifer
    et al.
    University of Skövde, School of Informatics.
    Degerfeldt Nilsson, Hans
    University of Skövde, School of Informatics.
    Traditionella metoder eller abstrakt kreativitet?: En jämförelse av ljuddesign inom crafting och dess påverkan på spelupplevelsen2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Studier kring ljud och dess upplevelser tenderar att förhålla sig till grafiska element, där ljudet fungerar som en form av komplement till de visuella handlingar för att förstärka det som inträffar i spel. Symbiosen mellan grafik och spel utgår ifrån att dessa har definierade roller som de alltid behöver förhålla sig till och fungerar som en förutfattat mall över hur den ena ska agera gentemot den andra. Denna studie ämnar att behandla en jämförelse av två ljudläggningar med olika perspektiv, där den ena ljudläggningens förhållningssätt har fokus på att inte binda sig till konkreta, grafiska moment som sker i spelet och den andra ljudläggning ska följa stereotypiska angreppssätt till ljuddesign. Studien har tillämpat en spelprototyp som gestaltas genom ett matlagningspel där respondenter får dra ingredienser och lägga dessa inom ett område; för att på eget bevåg utforska spelets detaljer och avgöra vilka moment som är berikande för spelupplevelsen.

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    Examensarbete_2019
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