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  • 2151.
    Thakur, Aruna
    et al.
    Luleå tekniska universitet.
    Parnes, Peter
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap.
    Multi-layered video transmission over Internet2001Inngår i: CSEE '2001: Conference Proceedings, Luleå tekniska universitet, 2001Konferansepaper (Annet vitenskapelig)
  • 2152.
    Thamm Sandelin, Daniel
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Forssman, Sebastian
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Molin, Erik
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Utveckling av Publits widgetshop: Hur Publits widgetshop kan utvecklas med hjälp av Valobox APIer.2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    I denna rapport så redogör vi för vårt arbete med att ta fram en prototyp till bokföretaget Publit. Vi fick i uppgift av Publit att undersöka möjligheterna för dem att med hjälp av sina egna API:er och API:erna från två andra företag i samma bransch, Valobox och Jellybooks, ta fram en ny produkt eller tjänst. Vi redogör för de olika faserna som vi har gått igenom och de beslut vi tagit angående grafisk design, interaktion och kodning. Resultatet av projektet blev en fungerande prototyp som visar hur Publit med hjälp av Valobox kan skapa en ny funktion till sin widgetshop som gör så att användarna kan provläsa böcker innan de köper dem. 

  • 2153.
    Thamm Sandelin, Daniel
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Lindeborg, Robin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Användarspridd reklam på Facebook: En kvalitativ studie om hur användarspridd information på Facebook uppfattas av användarna2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this Bachelor’s essay we discuss whether eWOM (electronic word-of-mouth) is perceived as advertisement or as normal information, which is not influenced by any company, on the platform Facebook. The information which we were interested in is the one spread by normal users, and user’s perception of it. To find our results we have conducted a study in which we have used the method interview, which gives qualitative results. Our chosen selection group contains young adults with ages spreading from 19 to 24, mainly because the group with ages between 16 to 24 is the group with most users according to “Statistiska centralbyrån” (2011). Our result points towards that users perceive a dichotomy between Facebook’s advertising and information spread by other users. The factor of interest (of the users) is according to our findings important to get a potential customer interested in a product. The other factor which makes opinions more trustworthy is the relationship one has with the source of the information. The closer the friend, the more trustworthy the information is pursuant to our results. What this could mean in the future of marketing is hard to predict but our results and earlier research could point towards new marketing strategies for companies.

  • 2154.
    Thimrén, Linnéa
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Characters as Resources: How Players Relate to Characters in Crusader Kings II2017Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    In this study, an overview is presented regarding how the mechanics in a resource-based game, specifically Crusader Kings II (Paradox Development Studio 2012), might affect the player's connection to the characters in the game. The study introduces conventions prevalent in grand strategy games, roleplaying games as well as literature theory. Participants of the study played two different versions of a mod for Crusader Kings II (2012), and were interviewed, to find indications for how different players related to characters in the game, what mechanics they valued, and their view on the characters themselves. The conclusions that are reached in the study indicated that there are mechanics in the game that influence the player’s connection to the characters, but that it is, to a certain degree, up to the player as to what extent they are used or employed.

  • 2155.
    Tholander, Jakob
    et al.
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Karlgren, K.
    Ramberg, R.
    Sökjer, P.
    Where all the interaction is sketching in interaction design as an embodied practice2008Inngår i: Proceedings of the 7th ACM conference on Designing interactive systems: February 25-27, 2008, Cape Town, South Africa / [ed] Johann Van der Schiijff; Gary Marsden, New York: ACM Press, 2008, s. 445-454Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Sketching and design sketches are often recognized as key elements of successful interaction design practice and a central skill in interaction design expertise. Interaction design is a relatively young field without well-developed conventions, tools, and formalisms. We analyze the practical work and the conduct of interaction designers in how they express interaction and dynamics through whiteboard drawings. We focus on how talk and action were used to shape the meaning of the drawings. The ways the designers imagined that users would interact with the system and how it would mediate communication between users became topical through a web of drawings, talk, and embodied action. Our analysis forefronts three aspects of interaction design: 1) the role of the design material 2) the role of embodied action in interaction design, and 3) talk and embodied action as central means of doing design. We argue that the qualities of a design material need to be understood in relation to the activity in which it is taken into use and through the kinds of actions that the participants engage in. This implies that design representations do not carry meaning in themselves but are made meaningful through design activity. 

  • 2156.
    Thombre, Sumeet
    et al.
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap.
    Islam, Raihan Ul
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap.
    Andersson, Karl
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap. Luleå tekniska universitet, Institutionen för system- och rymdteknik, CDT.
    Hossain, Mohammad Shahadat
    University of Chittagong, Bangladesh.
    IP based Wireless Sensor Networks: performance Analysis using Simulations and Experiments2016Inngår i: Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications, ISSN 2093-5374, E-ISSN 2093-5382, Vol. 7, nr 3, s. 53-76Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Wireless sensor networks are at the crux of the Internet of Things applications. At the current state, there exist several technologies competing against each other in the IoT space. These proprietary technologies and hardware pose a serious problem of interoperability, which is vital to unleash the vision of the Internet of Things. Moreover, the traditional approach towards wireless sensor networks was to be unlike the internet, primarily because of the power and memory constraints posed by the tiny sensor nodes. The IETF 6LoWPAN technology facilitates the usage of IPv6 communications in sensor networks, which helps solve the problem of interoperability, enabling low power, low cost micro-controllers to be globally connected to the internet. Another IETF technology, CoAP allows interactive communication over the internet for these resource constrained devices. Along with 802.15.4, 6LoWPAN and CoAP, an open, standardized WSN stack for resource constrained devices and environments becomes available. The Contiki OS, touted as the open source OS for IoT, provides low power IPv6 communications and supports the 6LoWPAN and CoAP protocols, along with mesh routing using RPL. Along with these, a CoAP framework, Californium (Cf) provides a scalable and RESTful API to handle IoT devices. These open tools and technologies are employed in this work to form an open, inter-operable, scalable, reliable and low power WSN stack. This stack is then simulated using Contiki's default network simulator Cooja, to conduct performance analysis in varying conditions such as noise, topology, traffic etc. Finally, as a proof of concept and a validation of the simulated stack, physical deployment is carried out, using a Raspberry Pi as a border router, which connects the wireless sensor network to the global internet along with the T-mote sky sensor motes. Therefore, this work develops and demonstrates an open, interoperable, reliable, scalable, low power, low cost WSN stack, both in terms of simulations and physical deployments, and carries out performance evaluation of the stack in terms of throughput, latency and packet loss.

  • 2157.
    Thombre, Sumeet
    et al.
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap.
    Islam, Raihan Ul
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap.
    Andersson, Karl
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap. Luleå tekniska universitet, Institutionen för system- och rymdteknik, CDT.
    Hossain, Mohammad Shahadat
    University of Chittagong.
    Performance Analysis of an IP based Protocol Stack for WSNs2016Inngår i: Proceedings of the 2016 IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS), Piscataway, NJ: IEEE Communications Society, 2016, s. 691-696, artikkel-id 7562102Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Wireless sensor networks (WSNs) are the key enablers of the internet of things (IoT) paradigm. Traditionally, sensor network research has been to be unlike the internet, motivated by power and device constraints. The IETF 6LoWPAN draft standard changes this, defining how IPv6 packets can be efficiently transmitted over IEEE 802.15.4 radio links. Due to this 6LoWPAN technology, low power, low cost micro-controllers can be connected to the internet forming what is known as the wireless embedded internet. Another IETF recommendation, CoAP allows these devices to communicate interactively over the internet. The integration of such tiny, ubiquitous electronic devices to the internet enables interesting real-time applications. We evaluate the performance of a stack consisting of CoAP and 6LoWPAN over the IEEE 802.15.4 radio link using the Contiki OS and Cooja simulator, along with the CoAP framework Californium (Cf).

  • 2158.
    Thorburn, Lukas
    et al.
    Blekinge Tekniska Högskola.
    Floren Aréla, Oscar
    Blekinge Tekniska Högskola.
    Exploring how multiple stories, connectivity, and mystique can give the illusion of a larger digital world that is rich in history and open for interpretations2018Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    This bachelor thesis will explore the possibilities in which game creators will be able to expand and enlarge their digital world and give the players the illusion that there is more to it than just the realm of the playable main character. This will be done through the usage of rhizomatic connections, ubuntu philosophy, multiple stories, and mystique. We hope that these keywords will hold the key to making a more interesting world for video games in which the world will seem wide, exiting and with a rich history similar to how the real world appears.

    We live life as one character but we know that there is more to the world than just ourselves and the environment we live our daily lives in.

  • 2159.
    Thorngren, Erik
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Adapting a website for mobile use2014Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    Ett företag som bedriver hunduppfödning når många av dess kunder via Internet och befintliga webbsida. Detta examensarbete syftade till att via en deduktiv metod ta fram en prototyp baserat på studier inom mobil designprocess, mobilt användbarhet samt en granskning av relaterade mobila hemsidor som redan finns på marknaden. Frågor gällande rätt mängd information på mobilhemsidan samt passande designmönster låg i fokus för att lösningen skulle vara användarvänligt men samtidigt innehållsmässigt tillfredsställande. En prototyp skapades och testades via kvalitativa intervjuer. Då antaganden gällande prototypens design till viss del bekräftades uppkom även, via användarnas feedback, behov av att göra vissa ändringar. Resultatet av rapporten belyste vikten av hur struktur och siduppbyggnad måste brytas ned från en webbsida och återskapas för att passa i ett mobilt användningsområde. Samt hur användandet av korrekta designmönster och rätt mängd innehåll, krävdes för att skapa en snabb, lättanvänd och innehållsmässigt korrekt sida för användning i ett mobilt sammanhang.

  • 2160.
    Thörnblom, Johan
    Högskolan Dalarna, Akademin Humaniora och medier, Ljud- och musikproduktion.
    Det mest skrämmande jumpscare-ljudet: En studie om vilka komponenter de jumpscare-ljud i skräckfilmer innehåller som unga människor uppfattar som de mest skrämmande2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    I denna studie har tio undersökningsdeltagare sett tio klipp från skräckfilmer som alla

    innehåller jumpscare-scener, det vill säga scener med plötsliga förändringar som

    används för att ge tittare en skrämselupplevelse. Undersökningsdeltagarna har för varje

    klipp fått värdera både i ett bildformulär och i ord hur pass skrämda de blev och vad de

    tror var anledningarna till det. Jumpscare-scenerna som användartestet bestod av har

    alla olika komponenter som utmärker dem för att det skulle vara möjligt att se vilka

    komponenter som bidrog mest till att skrämmas. Begreppen pre-scare, precise-scare och

    post-scare har utvecklats och använts i undersökningen för att förklara de olika

    temporala delarna av en jumpscare-scen.

    Studien utgår bland annat från den så kallade Startle reflexen, som utlöses på grund av

    plötslig och stark stimuli och audio-visuellinriktad litteratur som exempelvis Chions

    Audio-Vision. Resultaten visar bland annat att de mest skrämmande jumpscare-scenerna

    har långa, obehagliga uppbyggnader med lågfrekventa ljud eller musikstycken i prescare-

    momentet och ett så starkt, oväntat, högfrekvent ljud i precise-scare-momentet

    som möjligt. De innehåller ofta dissonant och oregelbunden musik och röster samt skrik

    förstärker även skrämseleffekten eller den så kallade startle-reflexen.

  • 2161.
    Tibell, Lena A.E.
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Ainsworth, Shaaaron
    University of Nottingham, Learning Sciences Research Institute School of Psychology.
    Bivall Persson, Petter
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Visuell informationsteknologi och applikationer. Linköpings universitet, Tekniska högskolan.
    Höst, Gunnar E.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Visuell informationsteknologi och applikationer. Linköpings universitet, Tekniska högskolan.
    Haptic Influences on Reasoning and Learning in Protein Education2008Inngår i: Proceedings of the 9th Nordic Research Symposium on Science Education: Planning science instruction: From insight to learning to pedagogical practices. Theme 4: Pedagogical practices / [ed] Allyson Macdonald, Science Education Research Group, School of Education, University of Iceland , 2008, s. 165-168Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    An emerging viewpoint of cognition suggests that the body has a central role in shaping the mind and that cognitive processes are deeply rooted in the body´s interaction with the world that, “embodied cognition or learning”. If so, the documented difficulties for learners to grasp and to engage in molecular sciences might, at least in part, explained by the lack of direct experience of the micro world. The term haptics encompasses the tactual sensation and the human interaction with the external environment through touch. When integrated as part of a computer-based virtual environment, haptics refers to the artificial tactual sensation used to simulate the experience of actually touching or feeling a real object that occur in response to user movements.  The present work aims to evaluate the gains of a haptic element from a learning perspective, when haptics is added to an educational virtual reality environment for students learning the concepts of molecular interactions in proteins. A combined qualitative and quantitative approach is taken, using data from tests and interviews (with a subset of the subjects).  The study is an attempt to fill some of the gaps in the research about possible benefits from using force feedback technology, focusing specifically on the learning gains from a study of a virtual protein model. The computer model did not help the students to solve their tasks faster, but it appears to help them to gain a deeper understanding of the docking process, partly by challenging their preconceptions. Further, we propose that the force feedback might constitute a critical feature for understanding the involvement of the dynamics and forces involved in the process.

  • 2162. Tikka, Pia
    et al.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Embodied Protonarratives Embedded in Systems of Contexts: A Neurocinematic Approach2015Inngår i: Neuroscience and Media: New Understandings and Representations / [ed] Grabowski, Michael, Routledge, 2015, s. 76-88Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 2163. Tikka, Pia
    et al.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Phenomenological Considerations on Time Consciousness under Neurocinematic Search Light2014Inngår i: Cinéma & cie : international film studies journal, ISSN 2036-461X, Vol. XIV, nr 22-23Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Film narratives are intrinsically time-dependent designs. This article proposes a model of narrative nowness, based on Husserl's concepts of retention and protention on one hand, and Francisco Varela's neurophenomenological exploration of time consciousness on the other, relating this further to narrative experience and its neural epiphenomena. Only recently has brain research been equipped with the possibility of dealing with temporal frames relevant for time consciousness in the scope of whole narratives. The study of cinema using neuroscientific methods and insights is referred to as neurocinematics. We promote neurocinematics as a complementary method of traditional film research, rather than an approach of brain sciences in general. Neurocinematic methods may provide film studies with new tools for re-evaluating established filmmaking conventions and developing new ways to study, for instance, the film viewer's experience and related aspects of time consciousness.

  • 2164. Tikka, Pia
    et al.
    Vuori, Rasmus
    Kaipainen, Mauri
    Narrative logic of enactive cinema: 'Obsession'2006Inngår i: Digital Creativity, ISSN 1462-6268, E-ISSN 1744-3806, Vol. 17, nr 4, s. 205-212Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The cinematic montage installation Obsession is unique with respect to its interaction method: how the story is told is not directed by any kind of conscious activity of the spectators, such as clicking interface elements with the mouse. Introducing the notion of enactive cinema the work emphasizes unconscious interaction between the cinema and the spectators as participants, referring to the idea of acting with and within an environment. In this solution the narrative flow is driven tacitly by the participants' heart rate and skin conductivity evolving in response to the events on the screen, and a detector of orientation in the installation space. The invitation to enact this way is very gentle. In the middle of the space there are five chairs to sit down. On the arm of each chair a red-lit shape of a hand attracts the spectator to place her hand on the built-in biosensors. Each participant's heart rate is continuously measured from her fingertip, and the emotional arousal is captured from her palm in terms of skin conductance. The spectators' common contribution is collected for the input to the software in charge of the narrative flow. This article concentrates on the explication of the narrative logic of this installation inspired by the Eisensteinian 'montage machine', and leaves aside a number of details of its complete setup.

  • 2165.
    Tinnerholm, Linn
    Högskolan Dalarna, Akademin Humaniora och medier, Bildproduktion.
    En maskulin sak?: En semiotisk analys på antropomorfer inom Disneyvärlden med ett genusperspektiv2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Uppsatsen analyserar antropomorfiska föremål i några utvalda Disneyfilmer. Analysen sker genom

    semiotiska begrepp och fokuserar på genuskonstruktioner genom symboler, tecken och det

    avvikande från normen. Genuskonstruktionerna är den genomgående röda tråden som manifesteras

    i de animerade karaktärerna. Disney använder sig särskilt mycket av antropomorfer i sitt berättande

    och detta influerar barn i sin process av sitt identitetsskapande och hur de skapar sig en uppfattning

    om världen. Den makt som berättandet har och som återfinns i symboler och metaforer i berättandet

    om genus blir tydlig i de karaktärer som från början inte haft kopplingar till kön eller sexuell

    läggning men som tillskrivs det. Det som uppfattas som ett naturligt urval och som naturliga

    faktorer i gestaltandet verkar dock tvärtom vara konstruerade genom sociala och kulturella faktorer.

    Kulturella och sociala faktorer avspeglar de binära könsrollerna som uppträder i materialet, detta

    blir extra synligt hos de animerade karaktärer som blivit analyserade i uppsatsen.

  • 2166.
    Tjokrodinata, Charlie
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Utilization of New Media by Traditional Media Companies in Indonesian Media Industry2014Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The rise of social media represents a new challenge to the traditional media industry. Some traditional media companies either shy away on the idea of utilizing social media to enhance their services, but many others actually embrace this as an opportunity to reposition themselves within the industry. This study tries to figure out the extent of the proliferation of social media by the traditional players.

    The research approach focused on case study methodology through quantitative and qualitative methods. Record analysis of social media utilization by the traditional media companies represented the quantitative method. As many as 483 media companies from radio, television and printed media companies were sampled, they are companies under twelve national media conglomerates and one largest independent media group in Indonesia. Availability and a few simple statistics of web sites and three most popular social media platforms were recorded. The interviews with three different media companies and observations represented the qualitative method. The purpose is to understand the background motives of the social media utilization.

    The study reveals that utilization of web sites and social media platforms by the traditional media companies is quite extensive. The result revealed that 72% media companies have a web site, and more than 90% have Facebook accounts. Twitter, while not as popular as Facebook, still has as much as 73.6% of sampled media companies joining the platform. YouTube is the lowest of the three platforms with 27.3%. Apart from the high adoption rate, the traditional media companies also actively participate in the conversation, especially for Facebook and Twitter.

    The interviews showed that the extent of digitalization is quite extensive. The three media have their own digital strategy, which involved integration with their traditional platforms, customer engagement and monetization. The utilization of web and social media platforms Indonesia in general, and by the traditional media were caused by some factors such as media democratization, rising number of middle class, good economic growth, and high mobile penetration among others.

  • 2167.
    Tjörnebro, Anna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sustainability in Large Format Printing:: A STUDY OF CUSTOMERS KNOWLEDGE REGARDING A COMPANY’S SUSTAINABILITY WORK2015Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This study explores what a company, that is working with sustainability or environmental

    issues, knows of their customers knowledge about this topic. How can this company get

    their customers more involved in sustainability issues and should they get them involved at

    all? This study was in collaboration with Big Image System (BIG) and data was collected

    and reviewed regarding the company’s recent social media activities on how they

    communicate their sustainability work to their customers. A survey was conducted and

    results show that most customers are aware of sustainability work in general and that the

    interest in environmental issues is high. They also show that distributing more relevant

    information to the customers is something the customers value and are interested in

    getting.

  • 2168. Toiviainen, Petri
    et al.
    Kaipainen, Mauri
    Louhivuori, Jukka
    Musical Timbre: Similarity Ratings Correlate With Computational Feature Space Distances1995Inngår i: Journal of New Music Research, ISSN 0929-8215, E-ISSN 1744-5027, Vol. 24, nr 3, s. 282-298Artikkel i tidsskrift (Fagfellevurdert)
  • 2169.
    Tollmar, Konrad
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS.
    Participatory design techniques for CSCW1997Inngår i: SIGGROUP Bull., Vol. 18, s. 37-38Artikkel i tidsskrift (Fagfellevurdert)
  • 2170.
    Tollmar, Konrad
    et al.
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS.
    Chincholle, D
    Klasson, B
    Stephanson, T
    VideoCafe - exploring mediaspaces in public places within organizations2001Inngår i: Behavior and Information Technology, ISSN 0144-929X, E-ISSN 1362-3001, Vol. 20, s. 101-110Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper describes our studies of mediaspaces which are embedded within public places in organizations so as to examine the hypothesis that individuals might benefit even when working apart - from opportunities for light informal interaction. A set of full-scale prototypes were used and assessed over extensive periods of time. The informal observations and reflection in design of these places have been supplemented by formal studies. We found that great care needs to be taken when designing these places from an architectural point of view. For some of the places, we would like to suggest using architectural features when altering the room rather than technology. In other settings, the artful deployment of communication media might be more effective.

  • 2171.
    Tollmar, Konrad
    et al.
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS.
    Marmolin, Hans
    Sundblad, Yngve
    The collaborative desktop: an environment for computer supported cooperative work1994Inngår i: Conference companion on Human factors in computing systems, 1994, s. 23-24Konferansepaper (Fagfellevurdert)
  • 2172.
    Tollmar, Konrad
    et al.
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS.
    Sundblad, Y.
    The design and building of the graphic user interface for the collaborative desktop1995Inngår i: Computers & graphics, Vol. 19, s. 179-188Artikkel i tidsskrift (Fagfellevurdert)
  • 2173.
    Tolunay, John
    Linköpings universitet, Institutionen för systemteknik, Informationskodning. Linköpings universitet, Tekniska högskolan.
    Parallel gaming related algorithms for an embedded media processor2012Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    A new type of computing architecture called ePUMA is under development by the ePUMA Research Team at the Department of Electrical Engineering at Linköping University in Linköping. This contains several single instruction multiple data (SIMD) cores, which are called SIMD Units, where up to 64 computations can be done in parallel. The goal with the architecture is to create a low-power chip with good performance for embedded applications. One possible application is video games. In this work we have studied a selected set of video game related algorithms, including a Pseudo-Random Number Generator, Clipping and Rasterization & Fragment Processing, analyzing how well they fit the ePUMA platform.

  • 2174.
    Tong, Guoxiang
    et al.
    School of Optical-Electrical and Computer Engineering, University of Shanghai for Science and Technology.
    Wu, Guanning
    School of Optical-Electrical and Computer Engineering, University of Shanghai for Science and Technology.
    Tan, Jian
    School of Optical-Electrical and Computer Engineering, University of Shanghai for Science and Technology.
    Xiong, Naixue
    School of Optical-Electrical and Computer Engineering, University of Shanghai for Science and Technology.
    Vasilakos, Athanasios
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap.
    A digital noise reduction scheme in communication systems for internet of things2016Inngår i: Journal of Internet Technology, ISSN 1607-9264, E-ISSN 2079-4029, Vol. 17, nr 5, s. 879-887Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Data-driven computing and using data for strategic advantages are exemplified by communication systems, and the speech intelligibility in communication systems is generally interrupted by interfering noise. This interference comes from the environmental noise, so it can reduce them intelligibility by masking the interested signal. An important work in communication systems is to extract speech from noisy speech and inhibiting background noise. The primary purpose of speech noise reduction system is to extract pure speech from speech signal with noise. The focus of this paper is to build a new noise reduction system on the basis of the optimization of digital noise reduction algorithms. According to the program simulation results based on MATLAB, the digital noise reduction system has many improved performances in the low SNR and achieves more than 5dB-15dB on noise reduction. The combined algorithm was tested under different noise conditions, and data display that the optimize performance of algorithm achieve the best. The simulation results demonstrate that it can get nearly three times better than the other two algorithms. The output signal of combined algorithm are very close to the pure speech signal, the performance of restore the voice signal is better than the other two algorithms

  • 2175.
    Tongbuasirilai, Tanaboon
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Accurate BRDF Modelling for Wide Angle Scattering2013Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    In this thesis, a modified BRDF model for wide-angle scattering is presented. The proposed model is developed from empirical observations of several BRDF models. The model is an extention of the classical microfacet models. By replacing the two cosines of elevation angles with functions and exponent parameters, our model is able to give a special characteristic which we have not found in any other BRDF models. The characteristic at wide-angle scattering can be, for example, seen on the polyethylene material. In addition, our proposed model can greatly improve relative error from the reference model. The average relative error improvement is about 20 ercent for a cosine weighted error metric,E1 , and 10 percent for a logarithmic error metric, E 2,. Moreover, we also introduce a new optimization approach for the proposed terms. This approach can do optimization so that our proposed model gives at least an equivalent error to the reference model.

  • 2176. Topp, E A
    et al.
    Hüttenrauch, Helge
    Christensen, H I
    Eklundh, K S
    Bringing Together Human and Robotic Environment Representations: A Pilot Study2006Inngår i: IROS 2006: IEEE IRS/RSJ International Conference on Intelligent Robots and Systems : Beijing, China, October 9-15, 2006, Piscataway: IEEE , 2006, s. 4946-4952Konferansepaper (Annet vitenskapelig)
  • 2177. Topp, Elin Anna
    et al.
    Hüttenrauch, Helge
    Christensen, Henrik I
    Severinson Eklundh, Kerstin
    Acquiring a Shared Environment Representation2006Inngår i: HRI 2006: proceedings of the 2006 ACM Conference on Human-Robot Interaction : March 2-4, 2006, Salt Lake City, Utah, USA : toward human robot collaboration, New York: ACM , 2006, s. 361-362Konferansepaper (Annet vitenskapelig)
  • 2178.
    Torbjörn, Holgersson
    et al.
    Blekinge Tekniska Högskola.
    Tommi, Svärd
    Blekinge Tekniska Högskola.
    Att odla fram ny teknik: Web of Things och tillsammansodling i friska vindar2018Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Abstrakt

     

    Nyckelord: Web of Things, Tillsammansodling, Ting, Entitet, Kultur

     

    I undersökningen går vi igenom hur ting kan existera inom olika plan av vårt medvetande och även hur teknologin inom Web of Things (WoT*) kan agera som en entitet inom ett fenomen såsom tillsammansodling. De metoder som valts för att undersöka fenomenet är Brainstorm, Att flytta gränser och De sex tänkarmössorna. Dessa tre metoder är våra huvudmetoder som ansågs vara bästa valen för ändamålet medan alternativa metoder som Kanban*, funktionsanalys och ett agilt tänkande var för att kunna ge vår design det extra stöd som behövdes för att utvecklas. Metoderna för att kunna undersöka detta fenomen har utgjorts av olika delar från boken Design av informationsteknik av Jonas Löwgren och Erik Stolterman där vi utgått från att skapa en design med hjälp av de tre delarna vision, den operativa bilden och specifikationen (Löwgren & Stolterman, 2004). Dessa tre delar har använts i fem olika iterationer för att kunna använda metoderna i olika plan av designen. Resultatet påvisas genom att gå igenom designprocessens fem iterationer och med stöd från tidigare och aktuell forskning medan diskussionen presenteras genom att gå igenom de fyra hypoteser vi själva arbetade fram genom att undersöka tidigare och aktuella forskningstexter, de fyra hypoteser är som följer.

     

    Hypotes ett: Fenomenet tillsammansodling i stadsmiljöer med kopplingar till Web of Things (WoT) skapar ett ting som består av både fysiska och psykiska relationer till de som befinner sig i det.

    Hypotes två: Tillsammansodlingar är till förmån för hållbarhet och sociala möten.

    Hypotes tre: WoT är inte bara ett fysiskt ting utan även psykiskt och kan beblanda sig med både människa och maskin på olika plan.

    Hypotes fyra: WoT som sociala medier kan få människan att vilja börja ta del av tillsammansodlingar i stadsmiljöer och påtrycka ändringar hos maskiner och hur människor arbetar tillsammans med dem.

  • 2179.
    Torbjörnsson, Sofi
    Högskolan Dalarna, Akademin Humaniora och medier, Bildproduktion.
    Filmengagemangets dimensioner: En intervjustudie med fyra röster om favoritfilmer och -serier2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Uppsatsen syfte är att undersöka processen som sker när en människa berörs på djupet

    av en film eller serie och hur detta eventuellt kan förändra synen på sin egen

    självförståelse, tillvaro eller världsbild. För att utforska detta fenomen har fyra

    intervjuer utförts, två personer intervjuades om en individuell filmupplevelse och två

    andra personer intervjuades om deras förhållande till serier. Därefter har intervjuerna

    genomgått en kvalitativ analys där jag tolkat intervjuerna och försökt sätta innebörden

    i en större kontext. Resultatet ger en bild av hur film och serier faktiskt kan påverka

    självförståelsen, tillvaron eller världsbilden men där meningsskapandet är

    individuellt.

  • 2180.
    Torekull, Lisa
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Service design to improve the contraceptive counselling at youth centers2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Sweden has a high rate of unintended pregnancies (UP) despite being a rather open society regarding sexual health education. New technology provides new possibilities to improve access by providing contraceptive consultations online, but will that lower the rate of UP? Very few studies have been done on the people working with the young women to find out what can be done to improve the quality of the contraceptive counseling. That is why this study involved two midwives practicing at a youth center at an early stage of the design process.

    Cultural Probes was used as method to better understand what needs midwives experience in their daily work. Three key findings stating the needs of the midwives were knowledge, missed appointments and trust. In addition, a service evaluation was done to investigate when and how midwives and young women interact.

    Making the contraceptive consultations available online with a digital care provider would make it more accessible for the young women and the results of this study do not contradict that hypothesis. However, availability is not the sole influencing factor on contraceptive usage. This study shows that encouragement for young women to seek general knowledge and information about contraceptives prior to the consultation is an important factor in order to improve the quality of contraceptive counselling.

  • 2181.
    Tornberg, Aron
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Wennström, Sofia
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Development and Research in Previsualization for Advanced Live-Action on CGI Film Recording2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    A major disadvantage of shooting on green screen with CGI is that the director cannot see or interact with the virtual elements in the scene and thus get a realistic view of how the end result will look like, and also not being able to make changes as necessary by moving objects and actors around during the shooting session. This disadvantage can be mitigated by the use of previsualization where the director is given a rough take of what the final cut will look like by combining the filmed material with the virtual environment in real-time. This master’s thesis work aims to come up with solutions for improving the film studio Stiller Studios’s previsualization system. This involves a review and integration of game engines for previsualization in a motion control green screen studio, a camera calibration process with blur detection and automatic selection of images as well as research into camera tracking and depth compositing.

  • 2182.
    Trigo Algar, Antonio Rafael
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Serious Games For Overcoming Phobias: The Benefits of Game Elements2014Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    This thesis analyses the benefits of applying game elements to a Virtual Reality application for overcoming phobias, with a special focus on acrophobia, i.e. the fear of heights. Two different prototypes using the Oculus Rift head-mounted display were developed with a gradually exposure to heights. Both prototypes shared the same acrophobic scenario, but one included extra features from games such as engagement, motivation or goals. Twenty-four participants, divided into two groups of twelve, with moderate aversion to heights tested the prototypes. The participants’ heart rate and the time that they looked down from high altitudes were also measured and evaluated. The study showed slightly higher results regarding motivation for the prototype which included the additional game elements. Future studies should include a different head-mounted display, which would allow a longer time of play without motion sickness, and the participation of people diagnosed with acrophobia.

  • 2183.
    Troedsson, Andreas
    Högskolan Dalarna, Akademin Humaniora och medier, Ljud- och musikproduktion.
    Nedskalad truminspelning med ett stort sound: Om Kevin Parker och hans sätt att producera trummor2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Producenten Kevin Parker har onekligen fått igenkänning för sitt trumsound. Som

    huvudsaklig låtskrivare och producent i rockbandet Tame Impala har han skapat sig ett

    ”signature sound”. Eftersom många gillar hur Parkers trummor låter har det förts långa

    diskussioner angående produktionsprocessen. Uppsatsen ämnade att ta reda på hur

    Parkers produktion sett ut och vilka ljudliga artefakter det är som utgör hans sound.

    Resultatet visar på en väldigt nedskalad inspelning. Ofta med ett enkelt vintage-trumkit

    och tre till fyra mikrofoner, dämpade skinn samt en hel del kompression och distorsion.

    Soundet kan beskrivas som väldigt energiskt, mycket tack vare just hård kompression

    och distorsion. Parkers sound känns igen även utanför Tame Impala. Trummorna

    upplevs i många fall som mycket mer än bara ett rytminstrument. Uppsatsen förklarar

    hur okonventionella produktionsprocesser kan ge upphov till originella ljudliga

    karaktärer, vilket i slutändan kan anses en positiv konsekvens.

  • 2184.
    Tråvén, Sandra
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Procedural world generator for platform games2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challenging way which can be affected by parameters that can be set by a level designer. The generator should be fast enough to be used while the game is running and the result should be reproducible. The method used has a strong focus on gameplay and the feeling of flow when playing. It generates what the player should press in the form of a rhythm for the hands. Each press represents the use of one of the character’s abilities which are then converted into appropriate placing of platforms and obstacles that would make the player use the same ability when she plays. The generator can create rooms of arbitrary size with varied difficulty. The chance of certain abilities being used and certain obstacles appearing can be controlled.

  • 2185.
    Tsai, Chun-Wei
    et al.
    Department of Computer Science and Information Engineering, National Ilan University, Yilan.
    Lai, Chin-Feng
    Institute of Computer Science and Information Engineering, National Chung Cheng University, Chia-Yi.
    Chao, Han-Chieh
    Department of Computer Science and Information Engineering, National Ilan University, Yilan.
    Vasilakos, Athanasios
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap.
    Big Data Analytics2016Inngår i: Big Data Technologies and Applications, Springer International Publishing , 2016, s. 13-52Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    The age of big data is now coming. But the traditional data analytics may not be able to handle such large quantities of data. The question that arises now is, how to develop a high performance platform to efficiently analyze big data and how to design an appropriate mining algorithm to find the useful things from big data. To deeply discuss this issue, this paper begins with a brief introduction to data analytics, followed by the discussions of big data analytics. Some important open issues and further research directions will also be presented for the next step of big data analytics.

  • 2186.
    Tsai, Chun-Wei
    et al.
    Department of Computer Science and Information Engineering, National Ilan University, Yilan.
    Lai, Chin-Feng
    Institute of Computer Science and Information Engineering, National Chung Cheng University, Chia-Yi.
    Chao, Han-Chieh
    Department of Computer Science and Information Engineering, National Ilan University, Yilan.
    Vasilakos, Athanasios
    Luleå tekniska universitet, Institutionen för system- och rymdteknik, Datavetenskap.
    Big data analytics: a survey2015Inngår i: Journal of Big Data, ISSN 2196-1115, Vol. 2, artikkel-id 21Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The age of big data is now coming. But the traditional data analytics may not be able to handle such large quantities of data. The question that arises now is, how to develop a high performance platform to efficiently analyze big data and how to design an appropriate mining algorithm to find the useful things from big data. To deeply discuss this issue, this paper begins with a brief introduction to data analytics, followed by the discussions of big data analytics. Some important open issues and further research directions will also be presented for the next step of big data analytics.

  • 2187.
    Tscholl, Michael
    et al.
    University College London.
    McCarthy, John
    University College London.
    Scholl, Jeremiah
    The effect of video-augmented chat on collaborative learning with cases2005Inngår i: Computer supported collaborative learning 2005: the next 10 years! : proceedings of the International Conference on Computer Supported Collaborative Learning 2005, Taipei, May 30-June 4, 2005 / [ed] Timothy D Koschmann; Dan Suthers; Tak-Wai Chan, Mahwah, N.J: Lawrence Erlbaum Associates, Incorporated , 2005, s. 682-686Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Efficient learning with cases requires discussion on the facts of the case as well as on their meaning. We investigated the focus (factual vs. abstract) of a case-based learning discussion when video was added to a chat-based learning system. Students whose first experience includes high-quality video, focus significantly more on abstract knowledge than students first exposed to chat-only or chat + low-quality video. We also found that these students expressed a preference for face-to-face discussion. We conclude that video may improve learning where discussions on abstract and concrete knowledge are important.

  • 2188.
    Tsirikoglou, Apostolia
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Efficient Simulation and Rendering of Sub-surface Scattering2013Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    In this thesis, a new improved V-Ray subsurface scattering shader based on the improved diffusion theory is proposed. The new shader supports the better dipole and the quantized diffusion reflectance model for layered translucent materials. These new implemented models build on previous diffusion BSSRDFs and in the case of quantized diffusion uses an extended source function for the material layer. One of the main contributions and significant improvement over V-Ray’s existing subsurface scattering shader is the front and back subsurface scattering separation. This was achieved by dividing the illumination map that is used to calculate each shading’s point color, in two parts: the front part that comes of front lighting and the back one that comes of back lighting. Thus, the subsurface scattering layer can be divided in its consisting parts and each of them can be controlled, weighted and used independently. Finally, the project’s outcome is a new V-Ray material that provides all the above improvements in an intuitive, practical and efficient shader with several intuitive algorithm and light map controls, where artists can create subsurface scattering effects through three subsurface scattering layers.

  • 2189.
    Tubulekas, Alexis
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    The effects of personalized email communication within loyalty programs for businesses without possibilities for e-commerce2017Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    Communicating data-driven and personalized marketing content is today common among large B2C businesses with loyalty programs. Email has become the standard digital channel for this type of communication as it offers high cost-efficiency among digital channels and great possibilities for creating appealing content customized to the customer. This thesis aims to identify what effects personalized communication through email can lead to within loyalty programs and whether businesses should invest in personalized email communication. The methodology consisted of two quantitative case studies in the form of data analysis on eleven personalized  newsletters and one activation email for a business in the fuel and convenience industry. A series of qualitative interviews with individuals that work in the field of personalized communication was also conducted. The results show that the loyalty members to a large extent accept the communication and are exposed to the personalized content. The emails in the form of monthly newsletters did not show any consistent positive effects on increased sales, store visits or in upsell. The activation email, which was part of the activation phase in the customer lifecycle, showed greater promise as it increased number of visits and led to a positive overall upsell. Additional effects in the form of switching costs and brand awareness were also identified, as long as the content reaches the customers personalization is deemed relevant. Otherwise it risks alienating them as customers today expects digital marketing to be personalized. In summary, the effects of personalized email justifies investing in it, but one should be aware of what effects to expect.

  • 2190.
    Turchet, Luca
    et al.
    Aalborg Universitet, Denmark.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Effects of interactive sonification on emotionally expressive walking styles2015Inngår i: IEEE Transactions on Affective Computing, ISSN 1949-3045, E-ISSN 1949-3045, Vol. 6, nr 2, s. 152-164Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper describes two experiments conducted to investigate the role of sonically simulated ground materials in modulating both production and recognition of walks performed with emotional intentions. The results of the first experiment showed that the involved auditory feedbacks affected the pattern of emotional walking in different ways, although such an influence manifested itself in more than one direction. The results of the second experiment showed the absence of an influence of the sound conditions on the recognition of the emotions from acoustic information alone. Similar results were found in both experiments for musically-trained and untrained participants. Our results suggest that tempo and sound level are two acoustical features important in both production and recognition of emotions in walking. In addition, the similarities of the presented results with those reported in the music performance domain, as well as the absence of an influence of musical expertise lend support to the "motor origin hypothesis of emotional expression in music" according to which a motor origin for the expression of emotions is common in all those domains of human activity that result in the generation of an acoustical signal.

  • 2191.
    Turner, Anthony
    Linköpings universitet, Institutionen för fysik, kemi och biologi, Biosensorer och bioelektronik. Linköpings universitet, Tekniska fakulteten.
    Disposable instruments for biodetection2016Inngår i: Biodetection & Biodefence, SELECTBIO , 2016Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Electrochemical biosensors have achieved multi-billion US dollar sales and the need for new, easy-to-use, home and decentralised diagnostics is now greater than ever. New thinking is crucial to finding the next generation of products that can interface effectively with rapidly evolving telecommunication systems, while meeting the emerging needs of both individuals and economies. Electroanalysis remains one of the most powerful and simple techniques for detection of events down to a single molecule level1, while lending itself admirably to miniaturisation. This presentation will focus on the evolution of inexpensive, fully-printed sensing instruments, where we have not only screen-printed sensors, but also circuits, displays and batteries, to create paper or plastic use-and-throw instruments. Since we first reported this unique instrument design for electrochemical measurements at the end of last year2, we have developed new designs for affinity sensors3 and for paper instruments, or packaging, which can communicate with mobile phones, area networks etc4. We are working on applying these concepts to a wide range of sensing applications including for multi-parameter metabolite monitoring and the detection of microbial pathogens, drugs and toxins.

  • 2192.
    Tyllered, Charlotta
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Sociala medier inom klimatrörelsen: hur moderna sociala rörelser använder internet för kommunikation2015Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [sv]

    De senaste åren har sociala medier fått allt större betydelse i människors liv. Det diskuteras om det till och med har varit en del av förutsättningarna för omvälvande sociala förändringar i olika länder. Det mesta av det som skrivits om sociala medier och hur de används rör dock vinstdrivande företag eller uppseendeväckande protester. Mycket lite har skrivits om hur ideella organisationer och sociala rörelser med en mer låg profil använder dem. Detta examensarbete syftar därför till att undersöka hur moderna sociala rörelser använder sociala medier i sitt arbete. Finns det några tankar bakom valen av sociala medier? Skiljer sig användningssätten mellan olika rörelser?

    För att få svar på dessa frågor intervjuades representanter för två rörelser som arbetar mot klimatförändringarna; Klimataktion och Transition Sweden. De har samma mål men arbetar på olika sätt – Klimataktion vill påverka politikerna medan Transition Sweden vill förändra underifrån och riktar sig till individer. Utöver intervjuerna har rörelsernas sociala nätverk på internet kartlagts med hjälp av verktyget Issue Crawler, och jämförts med sociala nätverk för äldre rörelser.

    Både Klimataktion och Transition Sweden använder sig av sociala medier i stor utsträckning. Hos Klimataktion ligger tyngdpunkten på att föra ut budskapet till allmänheten och att informera medlemmarna om manifestationer och andra aktiviteter. Hos Transition Sweden ligger tyngdpunkten på kommunikation mellan medlemmarna och att man ska kunna hitta och kommunicera med likasinnade i sin närmiljö. Deras sociala nätverk skiljer sig från de undersökta äldre rörelsernas men liknar varandra i viss utsträckning.

    Det är uppenbart att rörelsernas organisation och uppbyggnad påverkat deras användning av sociala medier och det finns tydliga skillnader mellan dem. Det är också tydligt att det krävs tid för att etablera ett socialt nätverk, även på nätet. Det krävs dock mer omfattande studier för att kunna avgöra om resultaten i denna studie går att applicera generellt på moderna sociala rörelser eller om de endast gäller de två som undersökts.

  • 2193. Tängdén, Erik
    et al.
    Hernwall, Patrik
    Integrering av IT i ett lokalsamhälle1997Inngår i: Den reflekterande kommunen: kommuner och forskning i samverkan / [ed] Thomas Thydén, Stockholm: HLS förlag , 1997, s. 48-59Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 2194.
    Tådne, Annie
    Högskolan Dalarna, Akademin Humaniora och medier, Ljud- och musikproduktion.
    Arbetsprocesser i scenkonstnärliga projekt: En kvalitativ studie på videoscenografer verksamma inom opera2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Syftet med denna kvalitativa undersökning är att bidra med kunskap om hur scenografiska

    projekt organiseras, i första hand inom operakonsten. Resultatet är användbart för forskning

    inom organisation samt användbart för branschen. Huvudfrågan är: hur ser arbetsprocessen ut

    för konstnärliga projektgrupper verksamma inom operakonst? Delfrågorna är: vilka faktorer

    påverkar vilka kriterium videoscenografer har för skapande? Vilka faktorer är viktigast för

    gott styrande av konstnärliga projektgrupper verksamma inom operakonst? Analysprocessen

    består av sammankopplingar mellan respondenternas svar och Pierre Bourdieus teorier om det

    kulturproducerande fältet samt jämförelse med tidigare forskning. Intervjuer med tre

    videoscenografer har legat till grund för analysen om hur vi organiserar oss i konstnärliga

    projekt på operascenen. Resultatet av den kvalitativa undersökningen är att den verksammes

    bakgrund, intressen och utbildning har påverkan på de arbetsmässiga val som tas. Ett gott

    ledarskap av en konstnärlig grupp som skapar videoscenografi innebär att visa på tydlighet

    och respekt till alla medarbetare. Diskussionen handlar om studiens styrkor, svagheter och

    förslag till fortsatt forskning. Styrkan i undersökningen är respondenternas karakteristiska

    svar som med tydlighet kunde förklaras med hjälp av Bourdieus teorier samt tidigare

    forskning. Svagheten i undersökningen är att den endast byggs på den empiri som samlats in

    genom intervjuer. Förslag till fortsatt forskning är således att undersöka om samma resultat

    kan erhållas med en annan metod.

  • 2195.
    Törnqvist, Albin
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Interactive visualization of taxi data using heatmaps2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This master thesis report presents the development of a geographical visualization system using taxi data. The system uses a large data base from a taxi company that have previously never used the data for visualization purposes. The taxi company requested a system that processes the data on a server on demand and visualizes it on a web client using heat map visualization as a primary visualization technique. The web client was supposed to be easy to use, provide deeper knowledge about the business of a taxi company and at the same time kept interactive with low latency for data requests. A big part of the thesis focuses on techniques for decimating an original data set to a smaller representational data set to be used for heat map visualization and sent to a web client from a server. The project continues by optimizing the system to keep latency to a minimum and finally developing a web client to explore the data. The result is a system with promising latency that is easy to use for exploring data and gaining a deeper knowledge about a taxi business.

  • 2196.
    Ulenius, Magnus
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Att utforma en webbplats med hjälp av Visual Composer och Materialize: Smidiga verktyg eller blir kombinationen en designfälla?2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Page builders är insticksmoduler till Wordpress, dessa blir ett allt mer populärt verktyg inom webbutveckling. De används idag av både frilansande designers och webbyråer som vill öka sin kostnadseffektivitet, men även av sådana som inte har någon erfarenhet alls inom webbutveckling. Syftet med denna typ av insticksmoduler är att förse användaren med de verktyg som behövs för att grafiskt skapa en webbsida. Detta examensarbete tittar närmare på de begränsningar Visual Composer medför i kombination med designmönstret Material Design och ramverket Materialize. Uppsatsen visar att Visual Composer kan vara ett bra verktyg för snabb prototyputveckling och för projekt med färre krav och designregler samt om det begränsade potential Visual Composers erbjuder även ses som ett eget designmönster redan tidigt i utvecklingen. 

  • 2197.
    Ulrich, Philip
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Engage to success: Consumer engagement in digital media2013Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This thesis has been conducted as a case study for the brand Milda. It aims to investigate what Milda can do in order to increase the engagement and co-creation among their consumers at their website. Milda has a user-generated recipe section inside their website they want the consumers to interact with and contribute with content to. The study was conducted using a mixed methodology containing interviews with consumers, usability tests, a survey distributed on Milda’s Facebook page, a review of Milda’s current website, and a short benchmark. Furthermore, the study was based on a thoroughly made literature review over previous studies made regarding the subject.

    The findings from the study showed that consumers tend to be more willing to co-create with companies they can identify with and are passionate about. Engaged consumers also advocates the brand and connects new consumers to its products. Presence from the company in co-creation processes is highly important to engage and satisfy the consumers. Social aspects in form of communication and interaction with other users are main driving factors for engagement in digital media. For Milda to increase the amount of content at their website shared by their consumers, they have to make some improvements with the site in order to provide a better user experience. Since the social aspect is important to gain engaged consumers, Milda also has to increase the traffic to the site.

  • 2198.
    Ulvbäck, Gustav
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Eriksson Wingårdh, Rickard
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Förmedla information med animerad text: Blir textbaserad information på sociala medier mer intressant om det sker i rörlig bild med animerad text?2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Syftet med studien är att undersöka om textbaserad information på sociala medier blir mer intressant om det sker i rörlig bild med animerad text. Studien bygger på en målgrupp bestående av unga Facebookanvändare där användare och deras digitala konsumtion på den sociala plattformen undersöks. Empirisk datainsamling har genomförts i form av enkäter som digitalt distribuerats till den utvalda målgruppen. Djupgående, kvalitativa och kompletterande intervjuer med slumpmässigt utvalda respondenter har genomförts för att säkerställa en kvalitativ ansats i studien. Studiens resultat visar på en jämn fördelning för föredragen form av nyhetsrapportering i form av rörlig bild och bild med kompletterande text där det tydligt framkommer spetsegenskaper för de olika alternativen. Undersökningen visar att de olika alternativen för informationsförmedling har tydliga kopplingar till olika motiveringar. Tillgänglighet och intressant är synonymt med rörlig bild medans informativt och tydligt är synonymt med bild med kompletterande text. Studien visar även på att det är ett område som kräver vidare forskning.

  • 2199.
    Unander-Scharin, Carl
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. University College of Opera, Sweden.
    Extending Opera - Artist-led Explorations in Operatic Practice through Interactivity and Electronics2015Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    How can we re-empower opera singers, extending their control over accompaniment and vocal expressivity? To answer this question, I have opened a novel design space, Extending Opera, consisting of interactive artist–operated tools to be used on-stage. The research has its methodological groundings in Research through Design (RtD) and Research through the Arts (RttA). This particular method is coined "research-throughthe- art-form-opera" – as I have worked within the realms and traditions of opera, probing its boundaries by designing, researching and creating through its own artistic toolbox.

    Originally conceived for personal use, the artifacts were later used by other singers and incorporated in performances of opera in small and large scale. By composing and designing for the requirements in operatic productions, high demands on robustness were explored in and through custom-built interfaces.

    The work resulted in ten novel artifacts and performances exploring the expressivity of these tools. Extending Opera is guided by and probed through three questions:

    1. How can the design and creation of interactive, artist-operated instruments be informed by deep musical knowledge and be probed by the particular conditions surrounding an operatic production?

    2. What impact can interactive, artist-operated instruments have on the opera singers themselves and on their vocal technique?

    3. How can interactive, artist-operated instruments empower opera singers, thus challenging contemporary power hierarchies – thereby reconnecting to the explorative practice in opera's early days?

    My knowledge contribution has surfaced through artistic practice and consists of the exemplars and the artworks, as well as three abstractions – one procedure, one requirement and one experiential quality.

    Sensory Digital Intonation highlights how the fine-tuning of technologies and real-time interactivity is incorporated in a feed-back loop with artistic concerns and creativity.

    Performative Stamina ("The Premiere-Factor") highlights how the traditional procedures leading up to a premiere in opera influence the demands on robustness and reliability within the components and the overall design of the novel artifacts.

    Vocal Embodiment is an experiential quality that describes how the interactive artifacts change the singing itself.

    In the conclusion, Artistic Re–Empowerment is discussed, proposing that power structures in opera have been probed through the use of the novel artist-operated interactive instruments.

  • 2200.
    Unger, Jonas
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Banterle, Francesco
    Visual Computing Laboratory at ISTI-CNR, Italy.
    Mantiuk, Rafal
    Computer Laboratory, University of Cambridge, UK.
    Eilertsen, Gabriel
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    The HDR-video pipeline: From capture and image reconstruction to compression and tone mapping2016Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    High dynamic range (HDR) video technology has gone through remarkable developments over the last few years;HDR-video cameras are being commercialized, new algorithms for color grading and tone mapping specifically designed for HDR-video have recently been proposed, and the first open source compression algorithms for HDR-video are becoming available. HDR-video represents a paradigm shift in imaging and computer graphics, which has and will continue to generate a range of both new research challenges and applications. This intermediate-level tutorial will give an in-depth overview of the full HDR-video pipeline present several examples of state-of-the-art algorithms and technology in HDR-video capture, tone mapping, compression and specific applications in computer graphics.

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