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

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

  • 2.
    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.

  • 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.
    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.

  • 7.
    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.

  • 8.
    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)
  • 9.
    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.

  • 10.
    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.

  • 11.
    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.

  • 12.
    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.

  • 13. 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)
  • 14.
    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.

  • 15.
    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.

  • 16.
    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
  • 17.
    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. 

  • 18.
    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.

  • 19.
    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.

  • 20.
    Allison, R.S.
    et al.
    York University, Canada.
    Brunnstrom, Kjell
    RISE - Research Institutes of Sweden, ICT, Acreo.
    Chandler, D.M.
    Shizuoka University, Japan.
    Colett, H.
    Intel Corp, US.
    Corriveau, P.
    Intel Corp, US.
    Daly, S.
    Dolby Laboratories Inc, US.
    Goel, J.
    Qualcomm Technologies, Inc, US.
    Long, J.Y.
    Intel Corp, US.
    Wilcox, L.M.
    York University, Canada.
    Yaacob, Y.
    Shizuoka University, Japan.
    Yang, S. N.
    Pacific University, US.
    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, 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.

  • 21.
    Allison, R.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 and Communication systems. RISE AB (Acreo).
    Chandler, D.M.
    Shizuoka University, Hamamatsu, Shizuoka, Japan.
    Colett, H.
    Intel Corp., Santa Clara, California, United States.
    Corriveau, P.
    Intel Corp., Santa Clara, California, United States.
    Daly, S.
    Dolby Laboratories Inc., Sunnyvale, California, United States.
    Goel, J.
    Qualcomm Technologies, Inc., Display Video Processing Group, Markham, Canada.
    Long, J.Y.
    Intel Corp., Santa Clara, California, United States.
    Wilcox, L.M.
    York University, Centre for Vision Research, Toronto, Canada.
    Yaacob, Y.
    Shizuoka University, Hamamatsu, Shizuoka, Japan.
    Yang, S. N.
    Pacific University, Forest Grove, Oregon, United States.
    Zhang, Y.
    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, 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.

  • 22.
    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.

  • 23.
    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.

  • 24.
    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.

  • 25.
    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.

  • 26.
    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.

  • 27.
    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.

  • 28.
    Andersson, Moa
    University of Skövde, School of Informatics.
    How can one create an aura from a digital reproduction?2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    How can one create an aura from a digital reproduction? According to researchers like Walter Benjamin (1936) this is not possible. However with todays technology and digitalmedia it is worth looking into how it would be possible.Museums are looking for ways to expand the experiences of their exhibitions with thehelp of digital media, but research into authenticity and aura in digital reproductions islimited. This research aims to answer if it is possible to create an aura from a digitalreproduction and in what way that would be done.

  • 29.
    Andersson, Moa
    University of Skövde, School of Informatics.
    How do AR visualizations impact users' collective interactions in mixed reality experiences?2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study examines how Augmented Reality (AR) visualizations can impact the collective interaction of users. This research will focus on a multiphase experience with a buildup of different levels of Virtual Reality through the use of panoramas and 3D models. The experience was created using a participatory method with multiple tests and iterations to better create an evaluable product.

    The result if this experiment shows that the impact AR has on users is extensive. A properly framed character can even change a pair of two users into a group of three.

  • 30.
    Andersson Schwarz, Jonas
    Södertörn University, School of Culture and Education, Media and Communication Studies.
    De digitala vidderna styrs från ovan2014In: Svenska Dagbladet, ISSN 1101-2412, no 23 junArticle in journal (Other (popular science, discussion, etc.))
  • 31.
    Andersson Schwarz, Jonas
    et al.
    Södertörn University, School of Culture and Education, Media and Communication Studies.
    Palmås, Karl
    Introducing the panspectric challenge: A reconfiguration of regulatory values in a multiplatform media landscape2013In: Central European Journal of Communication, ISSN 1899-5101, Vol. 6, no 2, p. 219-233Article in journal (Refereed)
    Abstract [en]

    Taking Sweden as a case study, the role of public service broadcasting (PSB) is explored, with a focus on issues of data retention and innovation that accompany web distribution. The issue of predicting audience preferences by means of data retention is investigated, and the related problem of organizational autonomy when interacting with commercial actors in the digital sphere. We hypothesize that previous tendencies towards paternalism might be equally supplemented by tendencies towards so-called “panspectric” surveillance and tracking, given a technological environment where such practices are increasingly common. We argue that the absence of advertising partially helps keep these broadcasters from panspectric temptation. Still, practices such as Facebook integration entail a panspectric element. We ask whether the potential increase in the efficacy of targeting audiences promised by panspectric practices might be offset by its negative impact on civic accountability. Is there a possibility for a “benign,” democratically accountable panspectrocism?

  • 32.
    Andersén, Jenny
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En virtuell klädkollektion: En rapport om processen i att designa och illustrera en virtuell klädbutik till Stardoll.com2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a report that goes through the design process of designing and illustrating a virtual clothing shop with the theme ”Stockholm Streetstyle” for the website ”Stardoll.com”. The purpose of the report is to examine how you can manage to get as close to designing a certain style or theme as possible, and also how the process of designing a clothing line can work, The illustrations were made in Adobe Illustrator and the final result of the project was an illustrated fashion collection with 21 parts, in the total of 6 outfits, and also a background for the shop. 

  • 33.
    Angelica, Nordin
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    En studie om typografins betydelse i analogt format2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Abstract (EN)

    This paper is the final part of the Media Producer Program at Umeå University, including a supplementary year. This essay is a Bachelor thesis in media technology.

    The purpose of this was to deepen my knowledge and extend my skills in graphic design, especially for printing. The goal was to find an answer to the question "what is the significance of typography in the analog format?". Another purpose was to test the hypothesis "it is harder to read text written in a different color than black on a white/light background".

    This thesis are for those who are interested in typography and its importance. The thesis also refer to the history about typography, the structure and basic rules. It also presents a survey of its significance in the analog format. Not a statistical survey, but an empirical study that captures a bunch of opinions and values ​​about the use of typography.

    The results of the survey are presented with texts and tables, and it shows a disagreement to what the literature says. The result shows that people read text written with sans-serifs rather than text written with serifs. It also shows that people doesn’t thinks it’s harder to read text written with other colors than black on light backgrounds.

     

    The result of the side project appears with texts and pictures, so you  can get an overview about the layout and how the results of the study, and the theory, are implicated.

    In the essay I have also looked at scientific articles. You can read about that in the discussion section, where you also find suggestions to further studies and research in typography, as well as thoughts on the work in its entirety.

  • 34.
    Appelberg, Jonas
    et al.
    Södertörn University, School of Social Sciences, Journalism. Mid Sweden University.
    Johansson, Elena
    Södertörn University, School of Social Sciences, Journalism. Moscow State University.
    Nygren, Gunnar
    Södertörn University, School of Social Sciences, Journalism.
    Baranowski, Pawel
    Wroclaw University.
    Social media in the professional work of Polish, Russian and Swedish journalists2014In: Journal of Print and Media Technology Research, ISSN 2223-8905, Vol. 3, no 2, p. 107-118Article in journal (Refereed)
    Abstract [en]

    Professional journalistic culture is a complex of journalistic values, practices, norms and media products. On the one hand it tends to unification across the globe, but on the other hand these cultures varies according to cultural diversities.  Technological development leads to a media convergence, increasing interactivity and plenty of opportunities for individualization of media content influence audience’s demands and consequently challenge of traditional routine of journalists’ work, affect professional practices and even undermine traditional role of a journalist in society. Social media creates new conditions for both actors: readers/viewers/listeners and for media professionals who use it as a tool for media work.  Journalists in the different countries, however, use social media for professional needs not equally. This paper is discussing differences and similarities in the patterns of social media use by Polish, Russian and Swedish journalists.  The research is based on a survey of 500 journalists in each country.  

  • 35.
    Appelgren, Linnéa
    et al.
    Dalarna University, School of Technology and Business Studies, Graphic Arts Technology.
    Oldhammer, Elina
    Dalarna University, School of Technology and Business Studies, Graphic Arts Technology.
    Barnbok om AST – Autismspektrumtillstånd: Processen bakom skapandet av en informativ barnbok2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today you can read a lot about Autism spectrum disorder, but most of the

    literature is for the people that already have the diagnosis or the people around

    them and some of the books come from people who have the diagnosis

    themselves. What we think is missing on the market today is a book for children

    who meet people with ASD in everyday life. Therefore we created a children’s

    book about ASD. We believe it’s important for children without knowledge to

    understand their classmates with ASD. In an educational way they should be

    able to read and understand what it means to have ASD.

    A background study was made to gain a better understanding of ASD and how

    to write a children’s book. A survey was also made to find out people’s general

    perception and knowledge about ASD. After the background study we designed

    a children’s book for children in the age of 7–9 years.

    To test our bookprototype we met class 3A and 3B of Hälsinggårdsskolan in

    Falun. They got to read the book and afterwards they answered questions about

    what they learned and thought about the book.

    The test of our bookprototype showed that the audience appreciated the book

    and that they learned and had a better understanding of people with ASD.

  • 36.
    APPELQVIST, ALBIN
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    TIMALM, DANIEL
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljuddesign i andrapersonsperspektivet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

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

  • 37.
    ARKENSON, CAROLIN
    et al.
    KTH, School of Computer Science and Communication (CSC).
    STIPIC, ANNAMARIA
    KTH, School of Computer Science and Communication (CSC).
    Twitter and Choreography- A Sucessful Combination?2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    One of the most common social media platforms of today is Twitter, an open

    community where content easily could be spread by sharing so called tweets and

    where the relationship between users is not constrained by accepting the other user.

    This report discusses the complexity in merging social media and dance by studying a

    project which used crowdsourcing through Twitter to collect choreographic ideas for

    a new ballet piece.

    In order to examine Twitter as a tool in a creative process, a questionnaire was sent to

    Twitter users and email interviews were held with those responsible for the project of

    study. The questionnaire showed that most of the Twitter users enjoyed creating and

    being part of a creative process. However, some of those with an occupation within

    the dance world voiced concerns about untrained people creating choreography.

    From the interviews it was found that a lot of thought had to be put into the structure

    of the project and that the project’s main motivator was to inspire and create with the

    help of people around the world.

    It was found in the research that Twitter is a suiting platform for a crowdsourced

    project since a large and varying group of participants is reached. Twitter allows for

    the Twitter users to participate regardless of location or occupation as well as

    bringing good publicity to the dance world.

  • 38.
    Arlock, Jonatan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digitala Hantverk: Kunskapstraditioner i informationssamhället2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 39.
    Arndt, Sebastian
    et al.
    Technische Universitat Berlin, Berlin, Germany.
    Brunnström, Kjell
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information and Communication systems. Acreo Swedish ICT.
    Cheng, Eva
    Royal Melbourne Institute of Technology (RMIT), Melbourne, Australia.
    Engelke, Ulrich
    Commonwealth Scientific and Industrial Research Organisation (CSIRO), Hobart, Australia.
    Möller, Sebastian
    Technische Universitat Berlin, Berlin, Germany.
    Antons, Jan-Niklas
    Technische Universitat Berlin, Berlin, Germany.
    Review on using physiology in quality of experience2016In: Human Vision and Electronic Imaging 2016, HVEI 2016, The Society for Imaging Science and Technology, 2016, p. 197-205Conference paper (Refereed)
    Abstract [en]

    In the area of Quality of Experience (QoE), one challenge is to design test methodologies in order to evaluate the perceived quality of multimedia content delivered through technical sys-tems. Traditionally, this evaluation is done using subjective opinion tests. However, sometimes it is difficult for observers to communicate the experienced quality through the given scale. Fur-thermore. those tests do not give insights into how the user is reacting on an internal physiological level. To overcome these issues, one approach is to use physiological measures, in order to derive a direct non-verbal response of the recipient. In this paper, we review studies that have been performed in the domain of QoE using physiological measures and we look into current activities in standardization bodies. We present challenges this research faces. and give an overview on what researchers should be aware of when they want to start working in this research area.

  • 40.
    Arntzen Svensson, Lena
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Karlsson, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Användare & filter: En studie om filterfunktioner på fotoapplikationer2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Through centuries the picture has been an important element in our community. It’s been a source to entertainment, memory sharing and also a way of communication. Pictures have been used in many ways and since the 19th century we have been able to capture pictures on photos. With the technology we have today, pictures can be taken and shared via the cellphone and because of this the photo-sharing have increased rapidly. Not only do we now have a selection of different photo-sharing networks they also offer tools to retouch the photos before sharing with predefined filters for easy editing. We were therefore interested in how these tools influence the way we retouch our photos. By that we mean if the opportunity to use filter affect how we think about retouching and if this affect the way we share our photos.

    By questionnaire and interview study, the result showed us that the majority of the photos that are being shared are going through some kind of retouches. Whether it is by predefined filters or if they are manually edited there are very few users of photo-sharing networks who shares unedited photos. Further it has merged that because of the filter function, more people are being introduced to the art of editing. 

  • 41.
    Asp, Jesper
    et al.
    Blekinge Institute of Technology.
    Henling, Oskar
    Blekinge Institute of Technology.
    Mozart, gör mig smartare!: En alternativ aspekt kring Mozarteffekten2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 42.
    Aspegren, Emil
    Luleå University of Technology, Department of Arts, Communication and Education, Media, audio technology and experience production and theater.
    Mastering Engineers, Loudness and Hyper-Compression: A survey about practises, application goals and ideas about how they impact quality2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The loudness wars have been a frequently debated topic in the audio industry. Earlier research has been done on the technical and perceptual effects of loudness and so called hyper- compression but little research has been done to investigate the opinions of the mastering engineers, those who are applying the processing. This research is set out to understand the practise and goals of mastering engineers relating to loudness and hyper-compression, trying to broaden the subject with the viewpoint of those responsible for applying this loudness processing. The goal was to find commonalities amongst the engineers regarding the topic and to investigate the reasoning of the engineers. The study is based of five semi-structured interviews with professional mastering engineers. The interviews were conducted over Skype and the analysis was of a grounded method, originating from three main categories; commercial, technical and aesthetic, and subcategories were generated by the interviews. The research showed that the use of loudness and hyper-compression is multifaceted, with different goals depending on who the user is. There seems to be a strong connection between the loudness processing and genre, that genre often dictates how the processing is used. The research also found that there is a common opinion towards a standardisation of loudness normalisation in streaming services. 

  • 43.
    Asplund, Ingeborg
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Eriksson, Gustav
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Dear Esther: En studie av vad som påverkar upplevelser av interaktiva narrativ2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today in 2015 the game industry grows and games become more advanced. This leads to that the ways interactive media such as games portray their narrative are also improving. Therefore we chose to examine what factors affected how five experienced gamers viewed the narrative in the game Dear Esther (The Chinese Room, 2012) the first time they played it. The investigation used stimulated recall in order to collect data and the data were analysed with the help of the EPP methodology. Our study showed there was a diversity in how the game’s narrative was perceived and that a number of factors affected the interpretations of the narrative. These factors were organised in four categories: exploration, feeling and atmosphere, player experience, and identification with the player character and theories around the narrative. A fifth category evaluation of the storytelling, described the player’s thoughts about the way the narrative was told. Our main conclusion was that the factors affecting the way players perceived the narrative of the game varied much depending on who played the game and what their regular experience of games were. For example some were more affected by environment and monologue while others was more affected by earlier experiences of how games used to work. The respondent’s perception of the game narrative were also affected by their own thoughts and theories around the narrative and what might have happened. We could also see there were several different thoughts and opinions on how the narrative style of the game worked and three participants thought it worked well.

  • 44.
    Asplund, S.
    et al.
    KTH.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    SWAY - designing for balance and posture awareness2018In: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2018, p. 470-475Conference paper (Refereed)
    Abstract [en]

    This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.

  • 45.
    Axelsson, Daniel
    University of Skövde, School of Informatics.
    Kunskap och mindreading inom fightingspel2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport handlar om hur spelare kommer fram till beslut i fightingspel: om de använder kunskap eller om de förutser vad motståndaren ska göra. Bakgrunden behandlar termen ”mindreading” och vad fightingspel är samt vilka skickligheter som används i fightingspel. En förundersökning gjordes med erfarna fightingspelsspelare för att undersöka vilka faktorer som skulle kunna vara viktiga. Rapportens frågeställning är om det är spelmekaniken eller förmågan till mindreading som är viktigast för framgång i ett spel med frekventa Yomi-situationer såsom fightingspel. Ett enkelt rundbaserat fightingspel togs fram för att användas i undersökningen. Sex par försökspersoner spelade spelet och samtidigt fick de tala högt om sina tankeprocesser. Analysen av spelomgångarna och spelarnas kommentarer indikerade att beslut baserade på spelmekanik var mer framgångsrika än beslut baserade på mindreading. Denna rapport bygger på en undersökning med dataspelare som dock inte var specialiserade på fightingspel. En kommande undersökning skulle kunna göras med mer erfarna spelare.

  • 46.
    Axelsson, Joakim
    et al.
    Södertörn University, School of Communication, Media and it.
    Cederberg, Jessica
    Södertörn University, School of Communication, Media and it.
    Från webb till app: En studie i hur interaktions- och grafisk design påverkas i utvecklingen från webbplats till mobilapplikation2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper reports a study in how interaction design and graphic design is affected in the process of developing an mobile application to complement the use of an existing webbsite. The paper also ask how developers are affected in this process by the use of designpatterns. The purpous of the report was to see how designpatterns affects the development of mobile applications and how the interaction and graphic design differs between various company webbsites and their related application. A study was conducted by comparing three diffrent webbsites with three related applications to find material for our thesis. Interviews were conducted on three diffrent companys that work professionaly with creating mobile applications. The results show that interaction between an application and a webbsite differs much because of technical conditions such as screen size or limits as a result of rigid interface guidlines. Graphical elements are influenced by the publishers own guidlines for graphical user interface. The company’s own webbmanual is used as a template when developing the applications and keeping the identity intact. This applies to all the interviewed developers. The use of designpatterns occurs in most cases. The interviewed companys agree that design patterns should be applied to the process but some of the informants only apply them in interaction design and not in graphic design.

  • 47.
    Azad, Soma
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Tillförlitlighet hos information som hanteras av flera användare och genom flera system2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
  • 48.
    Bahne, Adrian
    Uppsala University, Disciplinary Domain of Science and Technology, Technology, Department of Engineering Sciences, Signals and Systems Group.
    Multichannel Audio Signal Processing: Room Correction and Sound Perception2014Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This thesis concerns and combines multichannel sound reproduction, digital room correction, audio signal processing, and human sound perception. It investigates perceived sound quality and new methods to improve timbral and spatial fidelity of loudspeaker-based multichannel sound reproduction in reverberant environments.

    In the first part of the thesis, the perceived sound quality of regular optimized stereo sound systems is investigated by means of a listening experiment based on subjective comparison judgments. It is shown that average listeners' preferences are in favor of the optimized version of the systems.

    The second part of the thesis takes on with three novel equalization schemes, which are based on insights from human perception. First, a general filter design framework based on multiple-input multiple-output (MIMO) feedforward control is introduced. The main objective is to provide means to jointly equalize a single loudspeaker by utilizing all available loudspeakers in a multichannel sound system.

    Well-known drawbacks of standard multichannel sound reproduction are (a) that symmetrical system setups are generally assumed, and (b) that high fidelity sound reproduction is limited to a tight region in space, the so-called sweet spot. In order to ease drawback (a), the MIMO similarity framework incorporating a pairwise channel similarity requirement is introduced, which is based on a mathematical description of the perception of virtual sound sources created in multichannel sound reproduction. The aim is to obtain similar (symmetrical) room transfer functions in the listening area of a given listening environment. In order to ease drawbacks (a) and (b), the personal audio framework is introduced. It aims at producing filters which improve spatial and timbral sound reproduction in multiple listening positions simultaneously.

    Evaluations based on simulations and measurements acquired in representative listening environments strongly indicate that the proposed methods successfully treat several causes which are known to impair sound quality and thus yield improved sound reproduction.

  • 49.
    Bang, Magnus
    et al.
    Linköping University, Department of Computer and Information Science.
    Ragnemalm, Eva L.Linköping University, Department of Computer and Information Science.
    Persuasive Technology: Design for Health and Safety2012Conference proceedings (editor) (Refereed)
  • 50.
    Barton, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Flygare, Sandra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    När informationssystemen leder till dubbelarbete: En fallstudie av ärendehanteringen inom Huddinge kommun2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today organizational management work is largely done with the help of computer technology. However, there are inefficiencies in how these management efforts are performed in various computer systems which has led to higher costs for less-generated benefits for customers. In the public sector, these customers are the residents. This study examines how the municipality of Huddinge works with case management in various forms of media, what influences the case management in and between these media forms and the problems that arise in the case process as a result of these. The study addresses how sociotechnology and human-computer interaction cooperate within the field of information systems and data management in relation to users and case management. Observations and interviews were conducted at three municipal administration units and the Service center in Huddinge. The results show that case management within the municipality is dependent on various forms of media, where the information systems usability and functionality affects how safe, consistent and reliable case handling takes place. Recurring problems regarding duplication of work, unfinished cases and inconsistent data collection and registration of data linked to case work can be identified. The results can be used by the municipality of Huddinge when defining requirements and purchasing information systems intended for case management. Limitations have been made regarding the number of represented administration units within the municipality. Other units within the municipality can use other forms of media, and therefore have other experiences regarding the use of these when working with case management.

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