613 results on '"Mediateknik"'
Search Results
2. Entering non-platformized sectors: The Co-evolution of legitimacy debates and platform business models in digital health care
- Author
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Anna Essen, Johan Frishammar, and Javier Cenamor
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Digital transformation ,Digital innovation ,Mediateknik ,Media Engineering ,Management of Technology and Innovation ,New entrants ,Mhealth ,General Engineering ,Business model design ,Legitimacy. healthcare ,Digital platform ,Business Administration ,Företagsekonomi - Abstract
Digital platforms have deeply transformed a wide variety of sectors. However, new platform business models often face critical legitimacy challenges. Consequently, new entrants must continuously design and redesign their business model components, particularly when entering non-platformized sectors that are highly regulated. We draw on a longitudinal case study of the emergence of digital healthcare platforms in Sweden between 2013 and 2020. The analysis unravels a dynamic process of redesigning platform business models and their constituent components in response to legitimacy debates, suggesting that permission to operate can be fragile and subject to continuous negotiation. Our findings contribute to current insights into platforms, business models, and digital innovation in complex institutional contexts. Furthermore, our work carries implications for managers and policy makers in the digital health area. Validerad;2023;Nivå 2;2023-04-20 (joosat);Licens fulltext: CC BY License
- Published
- 2023
3. Audibility & Preference of DA Overload Associated with True Peak : Investigation of claims made against overload prevention
- Author
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Strand, Mattias
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truncation ,da ,square wave ,intersample ,inter-sample ,overload ,digital to analog ,peaks ,true peak ,loudness ,Mediateknik ,Media Engineering ,peaking ,clipping ,mastering - Abstract
The conversion of audio from the digital to analog domain has the potential to result in distortion due to converter overload. This occurs because some peaks in the signal cannot be defined digitally and only become problematic during the conversion into the analog domain, exceeding the level that can be represented by the converter, causing it to overload. Although True Peak limiting and metering can prevent and monitor this issue, some professional mastering engineers choose not to do so. The study tested claims made against overload prevention, including the adequacy of headroom in modern D/A converters and the inaudibility of the distortion caused by overload. Preference was also added to the audibility claim. Measurements show that there is not enough headroom in modern D/A converters to avoid overload, but the distortion created by overload is generally inaudible in an uncompressed WAVE format hard rock song. Additionally, there is no clear preference. The measurements found that overload only occurs when the device's volume is raised to its maximum output.
- Published
- 2023
4. Acoustic perception of Metal live performance in a multipurpose hall (Black Box) : A study into the influence of the acoustical quality of a Black Box regarding Metal live performance
- Author
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Soliman, Sam
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parameters ,influence ,Mediateknik ,Media Engineering ,Metal ,room acoustics ,live performance ,acoustics - Abstract
A study has been implemented regarding the acoustical characteristics of a black box and its influence on rock and metal music live performance. Objective acoustical measurements have been made as well as a subjective evaluation in form of a listening test. The results have shown uneven distribution in the frequency domain in addition to exaggeration in the low frequency domain which affects the sound quality regarding rock and metal live productions. It is suggested in general to apply acoustic treatments in form of adjustable acoustic ceiling and diffusers on walls to achieve even frequency distribution. It is also suggested to have specific configurations regarding the sound reinforcement system as well as a proper tuning of the sound to obtain better integration with the acoustics of the hall.
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- 2023
5. Heat-sensitive sonic textiles: increasing awareness of the energy we save by wearing warm fabrics
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Madaghiele, Vincenzo, Demir, Dila, and Pauletto, Sandra
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Mediateknik ,Computer and Information Sciences ,textile ,Media Engineering ,energy consumption ,sonification ,Data- och informationsvetenskap ,heat ,body ,sustainability - Abstract
In this paper we describe the development of two heat and movement-sensitive sonic textile prototypes. The prototypes interactively sonify in real-time the bodily temperature of the person who wears them, complementing the user’s felt experience of warmth. The main aim is making users aware of the heat exchanges between the body, the fabric, and the surrounding environment through nonintrusive and creative sonic interactions. After describing the design challenges and the technical development of the prototypes - in terms of textile fabrication, electronics and sound components - we discuss the results of two user experiments. In the first experiment, two different sonification approaches were evaluated allowing us to select the most appropriate for the task. The prototypes’ use-experience was explored in the second experiment. QC 20230614
- Published
- 2023
6. Designing nonverbal utterances by nonhuman characters : How clearly can emotions and characteristics be conveyed?
- Author
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Bondeson Siwe, Tove
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Design ,Musik ,nonverbal utterances ,voice design ,emotional utterances ,Other Humanities not elsewhere specified ,non-human characters ,sound design ,Övrig annan humaniora ,Mediateknik ,Media Engineering ,nonverbal communication ,synthezied voice ,character design ,Music - Abstract
This research seeks to explore the concept of voice design, specifically voice design for non-human characters that do not communicate using words. The idea was to mimic the vocal contours of human non-verbal vocal expression with a synthesizer to achieve emotional clarity, as well as make it sound less like a machine and more like a fleshed-out character. The background investigates how humans can communicate emotions with non-verbal vocal expressions along with principles for sound design for Human-Robot interaction and methods for voice design/processing in film. This to build an idea on how to proceed when designing a non-verbal character voice. A listening test was conducted where participants would rate valence and energy levels in emotional utterances made by humans and emotional utterances that had been created using a synthesizer. As well as provide insight on what type of character could be creating the sounds made with the synthesizer. The results suggest that although the synthesized sounds lacked emotional clarity, they were still enough to give the participants an idea of a character.
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- 2023
7. Designing immersive sonic landscapes
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Karlsson, Oskar
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Mediateknik ,Media Engineering ,Sonic landscapes ,Immersion ,Sound designing ,Complexity - Abstract
Ambiences that represent environments or landscapes play a crucial role in the soundtrack of a film when the geographic setting is important for the film’s narrative. When sound designers can encourage viewers to both notice and accept the environment displayed in the film, this can contribute to an immersive experience. Prior research has discussed how changes in the level of detail, or complexity, of ambiences and soundscapes can affect the perceived immersion of a film experience. This study aims to further investigate this topic by looking at how the complexity of a minor category of sound elements, environmental sounds, affects the immersiveness of a film scene. A listening/viewing test was conducted in a controlled studio environment where participants watched a video segment that was synced to two different versions of an environmental soundscape. One version was more complex than the other. All of the subjects watched and listened to the same video-soundscape combinations. Both quantitative and qualitative data were collected through an online questionnaire. The participants were asked to rate the video segments for immersion-related qualities and to motivate their ratings. The results did not show enough statistical significance to support the idea that a change in complexity affects all of the three qualities perceived presence, realism and how accurately the amount of sonic details matched the picture. However, the subjects’ motivations of their ratings for perceived presence and realism indicate that a detailed, layered soundscape that includes rarely occurring sound elements provides a stronger experience of presence and realism. Future research based on the findings from this study is presented.
- Published
- 2023
8. Kronologi i visuellt berättande : Surrealistiskt narrativ inom grafisk illustration
- Author
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Lindau, Otto and Lundström, Lisa
- Subjects
Comic ,Illustration ,Mediateknik ,Media Engineering ,Bildteori ,Storytelling ,Visuell kommunikation ,Art theory ,Visual communication ,Surrealism - Abstract
Att skapa en berättelse inom illustration, som till exempel i serier, går oftast ut på att en bild följs av en annan för att berättelsen ska vara förståelig och tydlig. Blandar man ihop bilderna blir serien utan en röd tråd och berättelsen tappar sitt narrativ men storytelling är mer än att endast para ihop bilder i en följd så som det ska vara. I denna undersökning utforskar vi hur man kan skapa en serie illustrationer som skapar ett narrativ oavsett hur de sätts ihop. Vi har utforskat surrealistiska konstmetoder som automatism, cut-up, association, och bildgenerering då våra illustrationer har inslag av surrealism. Därefter har vi använt oss av användartester för att få en uppfattning om hur effektiva våra illustrationer är i att skapa flera narrativ genom illustrationernas ordning. Vi har dragit kopplingar till film, comics, och illustrationer samt går vi in på djupet gällande hur saker som färg, form, komposition, miljö och hur dessa faktorer påverkar ett narrativ. Våra illustrationer fokuserar på visuell kommunikation utan hjälpmedel som text, ljud, eller rörelse (animation). Resultatet pekade på att det mesta beror på individen, ens egna erfarenheter och bakgrund, för att hitta ett narrativ i en mängd illustrationer som är öppna för tolkning. Creating a story with illustrations such as comics is usually made through a set sequense of pictures in an order that makes the story comprehensive. If you move the pictures around the story loses its narrative however storytelling is more than putting pictures in a sequence. This paper is made with the purpose of exploring how we can create a series of illustrations with a comprehensive narrative no matter what order you put them in. Since our illustrations are inspired by the artform of surrealism we have explored surrealistic methods such as automatism, cut-up, association, and generating of pictures. We later used user testing to test the effectivness of our illustrations and their capability to create multiple narratives based on the order of the illustrations. We have made connections to things such as movies, comics, and illustration and take a deep dive into factors like colour, shape, composition, background and how they affect the narrative. Our illustrations focus on visual communication and will therefore not include text, sound, or movement (animation). The result showed that it depends on the individual, a person's own experiences and background, to find a narrative in a set of illustrations that are open for interpretation.
- Published
- 2023
9. Data-Driven Approaches for Sparse Reflectance Modeling and Acquisition
- Author
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Tongbuasirilai, Tanaboon
- Subjects
Mediateknik ,Media Engineering ,Compressed sensing ,BRDF ,Factorization ,Sparse representation ,Reflectance modeling - Abstract
Photo-realistic rendering and predictive image synthesis are becoming increasingly important and utilized in many application areas ranging from production of visual effects and product visualization to digital design and the generation of synthetic data for visual machine learning applications. Many essential components of the realistic image synthesis pipelines have been developed tremendously over the last decades. One key component is accurate measurement, modeling, and simulation of how a surface material scatters light. The scattering of light at a point on a surface (reflectance and color) is described by the Bidirectional Reflectance Distribution Function (BRDF); which is the main research topic of this thesis. The BRDF describes how radiance, light, incident at a point on a surface is scattered towards any view-point from which the surface is observed. Accurate acquisition and representation of material properties play a fundamental role in photo-realistic image synthesis, and form a highly interesting research topic with many applications. The thesis has explored and studied appearance modeling, sparse representation and sparse acquisition of BRDFs. The topics of this thesis cover two main areas. Within the first area, BRDF modeling, we propose several new BRDF models for accurate representation of material scattering behaviour using simple but efficient methods. The research challenges in BRDF modeling include tensor decomposition methods and sparse approximations based on measured BRDF data. The second part of the contributions focuses on sparse BRDF sampling and novel highly efficient BRDF acquisition. The sparse BRDF sampling is to tackle tedious and time-consuming processes for acquiring BRDFs. This challenging problem is addressed using sparse modeling and compressed sensing techniques and enables a BRDF to be measured and accurately reconstructed using only a small number of samples. Additionally, the thesis provides example applications based on the research, as well as a techniques for BRDF editing and interpolation. Publicly available BRDF databases are a vital part of the data-driven methods proposed in this thesis. The measured BRDF data used has revealed insights to facilitate further development of the proposed methods. The results, algorithms, and techniques presented in this thesis demonstrate that there is a close connection between BRDF modeling and BRDF acquisition; efficient and accurate BRDF modeling is a by-product of sparse BRDF sampling. Fotorealistisk rendering och prediktiv bildsyntes har blivit allt viktigare och an-vänds i flera olika tillämpningsområden, allt ifrån produktion av visuella effekter och produktvisualisering till digital design och generering av syntetiska data för tillämpningar inom visuell maskininlärning. Utvecklingen har tagit en ordentlig fart under de senaste decennierna för många av de väsentliga komponenterna i det fotorealistiska bildsyntes-området. En nyckelkomponent inom området är att noggrant kunna mäta, modellera och simulera ljusets spridning från ytan hos ett material. Ljusspridningen från en punkt på en yta med reflektion och färg, beskrivs av en funktion (eng. BRDF); vilket är det huvudsakliga forskningsområdet i den här avhandlingen. BRDF beskriver hur strålning, ljus i detta fall, träffar en punkt på en yta och sprids mot varje observerad synvinkel. En noggrann uppmätning och representation av materialegenskaper är en fundamental del i fotorealistisk bildsyntes och omger ett väldigt intressant forskningsområde med många tillämpningar. Den här avhandlingen har utforskat och studerat modellering för materialytors utseende, glesa representationer och glesa mätningar av ljusspridningsfunktioner. Avhandlingen täcker två huvudområden. Inom det första området, BRDF-modellering, så presenterar vi ett flertal nya BRDF-modeller för noggrann representation av ljusspridningens beteende från materialets yta genom att använda simpla men effektiva metoder. Forskningsutmaningarna inom BRDF-modellering inkluderar både metoder för tensoruppdelning och glesa approximationer baserat på uppmätt BRDF-data. Den andra delen fokuserar på gles BRDF-sampling och en ny och effektiv mätningsmetod för att mäta BRDF. Syftet med den glesa BRDF-samplingen är för att förenkla och snabba upp de enormt tidskrävande processerna som krävs för att mäta BRDF. Detta utmanande problem löses genom att använda glesa modeller och tekniker från compressed sensing som möjliggör att BRDF kan be uppmätt och noggrant rekonstruerad genom att endast använda ett fåtal uppmätta sampel. Slutligen så visar avhandlingen ett flertal exempel på tillämpningsområden från forskningen, så väl som tekniker för BRDF-editering och interpolation. De BRDF-databaser som är öppna och tillgängliga för allmänheten är en vital del av de datadrivna metoderna som presenteras I denna avhandling. De uppmätta BRDF-data som använts har öppnat nya insikter för vidare utveckling av de framtagna metoderna. Resultaten, algoritmerna och teknikerna presenterade i den här avhandlingen visar på att det finns en nära koppling mellan BRDF modellering och BRDF-mätning; effektiv och noggrann BRDF-modellering är en biprodukt av gles BRDF-sampling.
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- 2023
10. The Audible Universe Workshop: an Interdisciplinary Approach to the Design and Evaluation of Tools for Astronomical Data Sonification
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Misdariis, Nicolas, Pauletto, Sandra, Bonne, Nicolas, Harrison, Chris, Meredith, Kate, and Zanella, Anita
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Mediateknik ,Media Engineering ,Astronomi, astrofysik och kosmologi ,Interaction Technologies ,Astronomy, Astrophysics and Cosmology ,Interaktionsteknik - Abstract
Even if images of astrophysical objects are used by professional astronomers for research and by the public for outreach, we are all basically blind to the Universe. Challenging the idea that we should always use visualisations, there has been a growing interest in converting astronomical phenomena into sound, motivated by: making astronomy more accessible to people who are blind or visually impaired (BVI); creating more engaging educational resources, and enabling a deeper understanding of complex astronomical data. The Audible Universe (AU) workshop focuses on consolidating what has been done in the field so far and identifying the areas where most effort is required to make progress over the coming years. The second edition of the AU workshop (AU2) took place in 2022, and brought together 50 experts, among whom astronomers interested in sonification, sound designers, experts in sound perception and educators. This community started a multi-disciplinary discussion about how to properly design and evaluate sonification tools. In this methodological and position paper, we present and discuss the main activities of the AU2 workshop, with a particular focus on activities concerned with the development of collaborative design processes, and the implementation of methods for evaluation. While this workshop was dedicated to fostering exchanges between the sonification community and astronomers, the structure and the methods used within the workshop are transferable to other application areas, and a contribution to the effort to develop interdisciplinary strategies for the development of the field of sonification. QC 20230705
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- 2023
11. A Dual-Task Experimental Methodology for Exploration of Saliency of Auditory Notifications in a Retail Soundscape
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Frid, Emma, Pauletto, Sandra, Bouvier, Baptiste, and Fraticelli, Matthieu
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Mediateknik ,dual-task experimental design ,Psykologi ,auditory notifications ,Media Engineering ,Psychology ,auditory saliency - Abstract
This paper presents an experimental design of a dual-task experiment aimed at exploring the salience of auditory notifications. The first task is a Sustained Attention to Response Task (SART) and the second task involves listening to a complex store soundscape that includes ambient sounds, background music and auditory notifications. In this task, subjects are asked to press a button when an auditory notification is detected. The proposed method is based on a triangulation approach in which quantitative variables are combined with perceptual ratings and free-text question replies to obtain a holistic picture of how the sound environment is perceived. Results from this study can be used to inform the design of systems presenting music and peripheral auditory notifications in a retail environment. QC 20230705 Sonification of Goods in Stores Sweet-sounding Shop Goods
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- 2023
12. Impact of fixed-rate fingerprinting defense on cloud gaming experience
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Thang, Kent and Nyberg, Adam
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Mediateknik ,Media Engineering ,Other Engineering and Technologies not elsewhere specified ,QoS ,proxy ,fingerprinting defense ,website fingerprinting attack ,Övrig annan teknik ,cloud gaming ,QoE - Abstract
Cloud gaming has emerged as a popular solution to meet the increasing hardware de-mands of modern video games, allowing players with dated or non-sufficient hardwareto access high-quality gaming experiences. However, the growing reliance on cloud ser-vices has led to heightened concerns regarding user privacy and the risk of fingerprintingattacks. In this paper, we investigate the effects of varying send rates on cloud gamingQoS and QoE metrics when applying a fixed-rate fingerprinting defense, BuFLO. Findingsshow that lower send rates impact both client-side and host-side applied defense differ-ently. Based on the results, specific send rates are suggested for maintaining a stable cloudgaming experience. The research offers insights into the trade-offs between security andperformance in cloud gaming and provides recommendations for mitigating fingerprintingattacks. Future work may investigate alternative defenses, device types, and connectionmethods.
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- 2023
13. Does an increase in adaptive audio lead to an increase in perceptual realism in first-person games?
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Persson, Petter
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immersion ,perceptual ,first-person ,adaptive ,realism ,Game ,present ,sound ,immersive ,Mediateknik ,Media Engineering ,procedural ,Unreal Engine ,audio ,interactive ,virtual ,presence - Abstract
When striving for realism in first-person games, the use of sampled audio has been frequent, and it is often argued that a higher level of auditory authenticity will lead to an increased realism.However, in this paper, it is argued that, for the purpose of realism, attention should instead be directed at making players themselves a more contributing factor to how sound is perceived; the more the audio of a game changes with, or adapts to, player input, the more realistic it should be perceived. This idea is tested in a first-person game where participants play two different levels where one level’s wind sound has audio parameters adapt to the camera’s yaw rotator value, while the other level’s wind sound does not adapt at all. The participants’ experience of each design approach is evaluated using a quantitative and qualitative analysis. Results suggests that an increase of adaptive audio can lead to an increase in perceived realism in first-person games. A difference could clearly be perceived between the approaches and there were indications of preference for the adaptive approach. First-person games, such as simulators, as well as VR games, may well benefit from this approach in that it could increase the perceived realism.
- Published
- 2023
14. Integration av databas mot Varvault
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Nyman, Morgan
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LTU ,Mediateknik ,Datorsystem ,Varvault ,Media Engineering ,remote database ,Computer Systems ,Skellefteå ,DataDuctus ,database - Published
- 2023
15. Leveldesign : effekter av vägledning i digitala spel
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Andersson, William and Levonius, Sofia
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Mediateknik ,nivådesign ,inlärning ,motivation ,uppmärksamhet ,Media Engineering ,problemlösning ,självständighet ,flow ,association ,svårighetsgrad ,nöje ,vägledning - Abstract
Nivådesign är en viktig del inom spelutveckling för att skapa fängslande och inlevelserika digitala världar. Hur spel- och nivådesigners kan skapa en intuitiv interaktion mellan spelare och spelnivå med hjälp av olika typer av vägledning, utan att det blir för lätt eller svårt, är en fråga som vi saknar svar på. Vår studie undersöker hur vägledning kan stimulera inlärning- och problemlösning för att uppnå flow. Vi undersöker även vad det har för påverkan på uppmärksamhet samt vilka personliga preferenser spelare av vägledning. För att få svar på dessa frågor utfördes en kvalitativ undersökning där 8st deltagare fick spela Mirror’s Edge Catalyst med eller utan spelets inbyggda vägledningsfunktion ”Runners Vision”. Vi kom fram till att vägledning är väldigt användbart för både nybörjare och målfokuserade spelare. För att vägledningen ska vara effektiv så är det viktigt att spelet skapar en tydlig association mellan handling och problem för spelaren vilket kräver en form av positiv eller negativ respons. Det finns även vissa konsekvenser av vägledning såsom att spelet blir för enkelt eller tar ifrån spelarens självständighet. Dessa utmaningar kan förslagsvis lösas genom att använda adaptiva vägledningsfunktioner som baseras på spelarens individuella behov och förmågor.
- Published
- 2023
16. VR Touch - Toolkit : Skapandet av ett nytt VR-verktyg för användandet av haptisk feedback och visualisering
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Nordeman Malm, Oskar and Elm, Jonathan
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Sense of Touch ,immersion ,beröring ,Game Design ,Virtual Reality ,Mediateknik ,haptik ,Media Engineering ,Immersion ,Haptic Feedback ,Speldesign ,virtuell verklighet ,Virtual Hand ,virtuell hand - Abstract
Denna undersökning belyser varför beröring är ett viktigt sinne för att stärka VR-upplevelser. Genom att använda beröring som metod för att utforska fysiska egenskaper har vi skapat endigital gestaltning som demonstrerar hur denna unika förmåga kan användas. Denna undersökning har bidragit till skapandet av ett nytt verktyg för framtida utveckling av VR-upplevelser, vilket har öppnat upp möjligheter att använda beröring som huvudmekanik. Genom att kombinera haptisk feedback och visualisering av händer och omgivning kan vi utforska och interagera med VR-spel på ett nytt och spännande sätt. This study highlights why the sense of touch is important for enhancing VR experiences. By using touch as a method to explore physical properties, we have created a digital representation that demonstrates how this unique ability can be utilized. This study has contributed to the development of a new developer tool for future VR experience design, which has opened up possibilities for incorporating the sense of touch as a main mechanic. By combining haptic feedback and visualization of hands and the environment, we can explore and interact with VR games in a new and exciting way.
- Published
- 2023
17. Att uttrycka goda och onda spelkaraktärer genom ljuddesign
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Rönnqvist, David and Anderlind, Oscar
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godhet ,characters ,Sound design ,morality ,moral ,Mediateknik ,karaktärer ,traits ,ondska ,Media Engineering ,Ljuddesign ,egenskaper ,evil ,virtue - Abstract
Grafiska och musikaliska teorier kring godhet och ondska har tolkats och översatts till teorier lämpade för ljuddesign. Detta för att undersöka om en karaktärs godhet och ondska kan uttryckas endast med hjälp av ljuddesign som berättarverktyg. Genom tidigare forskning samt intervjuer som hölls med professionella ljuddesigners skapades en ljudande gestaltning som satte dessa nya teorier på prov i praktiken. Artikeln finner att dessa teorier går att översätta till ljuddesign, men att ljuddesign som berättarverktyg inte är det mest effektiva att förmedla karaktärens godhet eller ondska. Att förmedla godhet och ondska görs enligt artikeln fortfarande mest effektfullt genom musik och grafik. Eftersom godhet och ondska inom ljuddesign är ett relativt outforskat område har denna artikel börjat etablera de första stegen genom att undersöka de extrema ändarna av egenskaperna godhet och ondska. Graphic and musical theories regarding good and evil have been interpreted and translated to theories suited for sound design. This was done in order to examine if a character's good and evil traits can be expressed solely through sound design as its only narrative device. Through research and interviews held with professional sound designers, an audio-visual prototype was created to test these theories in practice. This article finds that, while these theories can be translated to sound design, this narrative tool is not the most effective in conveying good and evil, and it is still more effectful to convey this through graphic and musical theories. This is a relatively unexplored area of sound design and this article serves to establish some of the first steps by exploring the two extremes of good and evil traits.
- Published
- 2023
18. Virtual Reality:A possible road to better understanding
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Karlsson, Victor and Håkansson, Daniel
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Mediateknik ,Media Engineering ,Immersion ,Virtual Reality ,Visual Impairment ,Disability simulation ,Empathy - Published
- 2023
19. Low-impact user interfaces: How can we create a climate-smart approach toward front-end mobile application design? : Evaluation and proposed improvement of existing guidelines – Focused on Online Food Delivery sector
- Author
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Sundqvist, Isabella and Zurawska, Kinga Joanna
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Computer and Information Sciences ,Design ,Low-impact App Design ,Sustainable App Design ,Low-impact Application Design Guidelines ,Data- och informationsvetenskap ,Food Delivery Prototype ,Thesis in informatics ,Human Computer Interaction ,Människa-datorinteraktion (interaktionsdesign) ,Mediateknik ,Media Engineering ,UI Design ,UX Design - Abstract
The use of the Internet and digital services has increased significantly during recent years, and as Human-Computer Interaction (HCI) field keeps on expanding, it is influencing aspects of our daily lives, though not always for the better. Researchers and practitioners, including a small number of designers, are addressing the growing concerns about the Internet’s environmental impact, such as electronic waste, increased energy use, resource depletion, and carbon footprint, which have emerged in recent years, and are calling for a more environment-friendly approach to web and app design. However, it is still a relatively new area of concern. This study evaluates existing guidelines for designing low-impact user interfaces in the mobile food delivery sector. First, the study investigates users’ food delivery habits and their impressions of low-impact interfaces. The findings from this section are then used to design a low-impact food delivery application (FDA) prototype and are tested with users to see how to make low-impact interfaces attractive for a possible change in user behaviors. This thesis builds on previous research about sustainable web design, but the focus area of this study is to investigate whether applied guidelines and low-impact design features are desired by users on mobile screens as well. The research reveals that low-impact features are indeed useful on smaller screens as well and users are generally open-minded and acceptive of front-end changes that have a more positive impact on the environment. However, it is crucial to communicate clearly about any low-impact modifications made to an application, due to the current low level of user awareness and knowledge in this field.
- Published
- 2023
20. Applying spatially and temporally adaptive techniques for faster DEM-based snow simulation
- Author
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Andreasson, Simon and Östergaard, Linus
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Computer graphics ,Mediateknik ,Media Engineering ,Realtidssimulering ,Spel ,DEM ,GPU ,Games ,Real-time simulation ,Datorgrafik - Abstract
Background. Physically-based snow simulation is computationally expensive and not yet applicable to real-time applications. Some of the prime factors for this cost are the complex physics, the large number of particles, and the small time step required for a high-quality and stable simulation.Simplified methods, such as height maps, are used instead to emulate snow accumulation. A way of improving performance is finding ways of doing less computations. In the field of computer graphics, adaptive methods have been developed to focus computation to where it is most needed. These works will serve as inspiration for this thesis. Objectives. This thesis aims to reduce the total particle workload of an existing Discrete Element Method (DEM) application, thereby improving performance. The aim consists of the following objectives. Integrate a spatial method, thereby lessening the total number of particles through particle merging and splitting, and implement a temporal method, thereby lessening the workload by freezing certain particles in time. The performance of both these techniques will then be tested and analyzed in multiple scenarios. Methods. Spatially and temporally adaptive methods were implemented in an existing snow simulator. The methods were both measured and compared using quantitative tests in three different scenes with varying particle counts. Results. Performance tests show that both the spatial and temporal adaptivity reduce the execution time compared to the base method. The improvements from temporal adaptivity are consistently around 1.25x while the spatial adaptivity shows a larger range of improvements between 1.23x and 2.86x. Combining both adaptive techniques provides an improvement of up to 3.58x. Conclusions. Both spatially and temporally adaptive techniques are viable ways to improve the performance of a DEM-based snow simulation. The current implementation has some issues with performance overhead and with the visual results while using spatial adaptivity, but there is a lot of potential for the future. Bakgrund. Fysikbaserad snösimulering är beräkningsmässigt dyrt och ännu inte tillämpligt på realtidsapplikationer. Några av de viktigaste faktorerna för denna kostnad är den komplexa fysiken, stora mängden partiklar och det lilla tidssteg som krävs för en högkvalitativ och stabil simulering. Förenklade metoder, såsom höjdkartor, används istället för att efterlikna ansamlingen av snö. Ett sätt att förbättra prestandan är hitta sätt att göra färre beräkningar. Inom området datorgrafik har adaptiva metoder utvecklats för att fokusera beräkningen där den behövs som mest. Dessa verk kommer att användas som inspiration för detta arbete. Syfte. Detta examensarbete syftar till att minska den totala partikelbelastningen för en befintlig applikation baserat på Discrete Element Method (DEM), och därigenom förbättra prestandan. Målet består av följande mål. Integrera en rumslig metod, och därigenom minska det totala antalet partiklar genom partikelsammanslagning och -splittring, och implementera en tidsmässig metod, och därigenom minska arbetsbelastningen genom att frysa vissa partiklar i tiden. Båda dessa teknikers prestanda kommer sedan att testas och analyseras i flera scenarier. Metod. Metoder för rumslig- och tidsmässig adaptivitet implementerades i en befintlig snösimulator. Metoderna både mättes och jämfördes med hjälp av kvantitativa tester i tre olika scener med varierande partikelantal. Resultat. Prestandatester visar att både den rumsliga och tidsmässiga adaptiviteten minskar exekveringstiden jämfört med basmetoden. Förbättringarna från tidsmässig adaptivitet är konsekvent runt 1,25x medan den rumsliga adaptiviteten visar en större bredd av förbättringar mellan 1,23x och 2,86x. Kombinering av båda adaptiva teknikerna ger en förbättring på upp till 3,58x. Slutsatser. Både rumsligt och tidsmässigt adaptiva tekniker är användbara sätt att förbättra prestandan för en DEM-baserad snösimulering. Den nuvarande implementationen har vissa problem med prestanda och med de visuella resultaten vid användning av rumslig adaptivitet, men det finns mycket potential för framtiden.
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- 2023
21. Assemblage of base building mechanics and narrative in Subnautica
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Lindell, Matilda and Tamim, Mohammed
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Mediateknik ,Media Engineering ,Assemblage ,Close reading ,Base building ,Survival games ,Emergent narrative ,Cognitive narratology - Abstract
The goal of this thesis is to answer the question of how does Subnautica (Unknown Worlds Entertainment, 2018) incorporate base building mechanics into its narrative progression? This research was conducted using a close reading methodology for the purpose of closely examining the key points of interest. The two authors conducted individual playthroughs of the game where they looked at the base building mechanics and narrative in Subnautica (Unknown Worlds Entertainment, 2018) using a lens constructed from theories of cognitive narratology, emergent narrative, and narrative gameplay mechanics. This lens used assemblage theory prominently as well to bridge the gaps between the previously mentioned theories. The results of the research describe in detail the inner workings of Subnautica’s (Unknown Worlds Entertainment, 2018) approach to base building mechanics and how it affects the different forms of narrative in the game. This research is beneficial for researchers and game developers that seek a deeper understanding of the impact that the integration of base building mechanics and narrative progression has on survival games.
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- 2023
22. The effects of Daytime/Nighttime andIndoor/Outdoor virtual environmentson game experience
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Pettersson, Matthew and Agonoy, Julian
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Virtual ,Mediateknik ,Video Games ,Media Engineering ,Game Experience Questionnaire ,Computer Graphics ,Environment ,Human Computer Interaction ,GEQ - Abstract
Background: The usage of video games for educational purposes has become more prevalent in the recent decade. There are a lot of studies showing that video games can affect a person’s cognitive abilities. However, few studies have aspired to determine if a virtual environment can affect a person’s Game experience. A few examples are competence, negative effects and positive. In this research, an experiment will be conducted where participants are asked to solve simple puzzles in four different virtual environments. Afterwards, the participants are asked to answer a questionnaire based on the Game Experience questionnaire. The results will be compiled, analyzed and discussed. Objectives: The objective of this research is to assess if the different virtual environments affect the subjects’ experience positively and negatively.Methods: The main research methods in this project will be implementation and experimentation with a questionnaire. Where the participants will be given different virtual environments to walk around in and solve simple puzzles. The data will then be analyzed. Results: Some of the results were expected and confirmed some of our hypotheses, however, the other half of the results were unexpected.Conclusions and future work: Different virtual environments had a major impact on a player’s game experience. Environments that are considered "negative" would affect the player’s experience negatively. And "positive environments would affect the player’s experience positively. However, it varies greatly from person to person. For future work, an increase in participants and more carefully planned environments may yield a more accurate result.
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- 2023
23. VRstalls: A Dataset on the QoE of Frame Stalls in 6-DOF VR
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Kelkkanen, Viktor, Lindero, David, Zepernick, Hans-Juergen, Fiedler, Markus, and Chu, Thi My Chinh
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User motion ,Mediateknik ,Quality of service ,Media Engineering ,Subjective quality ,Mean square error ,6 degree of freedom ,Means square errors ,Virtual reality ,User rating - Abstract
A dataset has been created from an experiment regarding the subjective Quality of Experience (QoE) in relation to stalling video feeds in interactive 6-Degrees-of-freedom Virtual Reality (6-DOF VR). The main purpose of collecting this data is to provide insight into the QoE of stalls that may occur in interactive remote-rendered 6-DOF VR. The data contains information regarding user ratings coupled with various stall lengths and for both frozen or reprojected images. Additionally, user motion and pixel changes (in the form of Mean Square Errors) in successive images in the vicinity of the stall are also stored. In summary, 29 users participated in testing, each rating 16 scenes, amounting to a total of 464 rated scenes. © 2022 IEEE.
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- 2022
24. Sound Design Ideation: Comparing Four Sound Designers' Approaches
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Selfridge, Rod and Pauletto, Sandra
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sound design ,Mediateknik ,Design ,Media Engineering ,creative process - Abstract
The craft of sonic interaction design (SID) for new digital objects is a non-trivial task. A deeper understanding of sound design practices employed by professional sound designers and Foley artists offers a rich source of knowledge which may inform future designs. Our research utilises a novel set of design briefs to examine and compare initial sound design ideas produced by four sound designers. Two participants are professional sound designers, while the other two are former professional sound designers who recently moved into academia.Results show a number commonality in ideas produced as well as uniqueness in approach and personal influences when completing the briefs. SonicFunc
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- 2022
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25. Quality of experience of 360 video – subjective and eye-tracking assessment of encoding and freezing distortions
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Anouk van Kasteren, Kjell Brunnström, John Hedlund, Chris Snijders, Industrial Design, Industrial Engineering and Innovation Sciences, Human Technology Interaction, and EAISI Health
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Computer Networks and Communications ,Quality perception ,Communication Systems ,360-video ,Eyetracing ,Quality of experience ,Telekommunikation ,Mediateknik ,Datorsystem ,Media Engineering ,Perceptual load ,Computer Systems ,Hardware and Architecture ,Telecommunications ,Media Technology ,Cybersickness ,QoE ,Selective attention ,Eye-tracing ,Kommunikationssystem ,Software ,Visual attention - Abstract
The research domain on the Quality of Experience (QoE) of 2D video streaming has been well established. However, a new video format is emerging and gaining popularity and availability: VR 360-degree video. The processing and transmission of 360-degree videos brings along new challenges such as large bandwidth requirements and the occurrence of different distortions. The viewing experience is also substantially different from 2D video, it offers more interactive freedom on the viewing angle but can also be more demanding and cause cybersickness. The first goal of this article is to complement earlier research by Tran, et al. (2017) [39] testing the effects of quality degradation, freezing, and content on the QoE of 360-videos. The second goal is to test the contribution of visual attention as an influence factor in the QoE assessment. Data was gathered through subjective tests where participants watched degraded versions of 360-videos through a Head-Mounted Display with integrated eye-tracking sensors. After each video they answered questions regarding their quality perception, experience, perceptual load, and cybersickness. Our results showed that the participants rated the overall QoE rather low, and the ratings decreased with added degradations and freezing events. Cyber sickness was found not to be an issue. The effects of the manipulations on visual attention were minimal. Attention was mainly directed by content, but also by surprising elements. The addition of eye-tracking metrics did not further explain individual differences in subjective ratings. Nevertheless, it was found that looking at moving objects increased the negative effect of freezing events and made participants less sensitive to quality distortions. More research is needed to conclude whether visual attention is an influence factor on the QoE in 360-video. This project was funded by an internal funding at RISE and VINNOVA (Sweden’s innovation agency, grantnr 2018–00735).
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- 2022
26. Binaurala ljud som auditivt verktyg i musikproduktion : En designstudie om binaurala ljuds effekt på musiken och lyssnaren
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Scheffler, Joline
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Sounddesign ,Mediateknik ,Media Engineering ,Binaurala ljud ,Meditations och avslappningsmusik ,Brainwave ,Musikproduktion ,Binaurala beat - Abstract
Binauralt ljud skapar en kognitiv process hos den människa som via hörlurslyssning exponeras för två toner med liknande frekvens. Forskning visar att denna audiella teknik påverkar vår hjärna1. Stimulansen innefattar effektiv pådrivning av sömn, kreativitet, meditation och kognition. Min uppfattning är att musikens viktigaste punkt är lyssnaren och dennes uppfattning. Jag har valt att forska om ett verktyg som kan lyfta min och andras musikproduktion inkluderat förbättrad kommunikation till åhöraren. Med en infallsvinkel att skapa en musikalisk produktion med avsikt att frambringa avslappning hos lyssnaren. Från det perspektivet har jag med hjälp av ett designarbete utrett om binaurala ljud kan tillämpas i en musikproduktion. Genom ett experiment och test har jag kartlagt i vilken mån effekten av binaurala ljud påverkar den musikaliska upplevelsen hos lyssnaren. ’’Musik med binaural beat’’ är en uppsats med musikalisk prägel, utförd av Erica Hallström (2019) på Kungliga musikhögskolan. Hallströms arbete, likt mitt syftar även till att påvisa binaurla ljuds funktion att påverka lyssnaren. Våra arbeten fungerar som en förstudie som tillsammans skapar en större trovärdighet. En subjektiv studie är begränsad på validitet, men om vi å andra sidan ökar kvantiteten av data som pekar åt ett visst håll, expanderas dess gällande kraft. Testresultatet visar på att de binaurala ljuden tillför en viss positiv verkan och därmed ger effekt till viss del. Då ett antal deltagare upplever en påverkan på sinnestillståndet, utesluter inte resultatet syftet tillanvändning i en musikproduktion. Slutsatsen är att ljuden har en funktion likt kreativt redskap, snarare än ett tekniskt. En musikproducents process består ständigt av val, det är dess val om de finner binaurala ljud som verktyg i dess skapande
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- 2022
27. Intelligenta plug-ins : En undersökning av dess validitet
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Nylund, Tobias
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Mediateknik ,artificiell intelligens ,machine learning ,mixning ,Media Engineering ,Musikproduktion ,plug-in - Abstract
I denna studie granskas ett utvalt antal intelligenta plug-ins, för att fastställa om de gör vad som utlovas enligt deras produktbeskrivning. Avsikten med detta arbete är att ge en bild av vad man kan förvänta sig av denna nya teknologi i avseende till funktionalitet och effektivitet. Med hjälp av olika analystekniker granskas 11 ljudspår, både separat och tillsammans, för att ge en objektiv (data) bedömning av dessa plug-ins prestanda. En subjektiv (mänsklig) bedömning, via ett lyssningstest, utförs även på en låt mixad i två versioner; en av mig samt en mixad av de utvalda intelligenta plug-insen. Analysen av detta fann att prestanda och funktionalitet motsvarades av dessa intelligenta plug-ins produktbeskrivningar utifrån vad som undersökts, samt att testpersonerna upplevde att den “intelligenta mixen” innehöll flest musikaliskt tilltalande attribut
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- 2022
28. How esport production can influence future multicamera production
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Hjortzberg, Calle and van Lint, Tristan
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E-sport ,Mediateknik ,Media Engineering ,Flerkameraproduktion ,Djupintervju ,Augmentet Reality - Abstract
Den här uppsatsen undersöker hur e-sportens flerkameraproduktion potentiellt kan påverka utvecklingen inom framtidens flerkameraproduktion. E-sporten är en ständigt växande bransch och med det utvecklas dess produktioner snabbt med nya idéer och tekniker. Med detta kan det finnas potential till utveckling från E-sporten till typer av flerkameraproduktion. Djupintervjuer har utförts med sex personer som jobbar med flerkameraproduktion, både inom e-sport och ”vanlig” sport. Dessutom har esportproduktioner från matcher av Dota 2 och CS:GO jämförts med sportproduktioner av fotboll för att analysera dess skillnader. Resultatet av djupintervjuerna och matchanalysen visade att e-sportens flitiga användning av AR (Augmentet Reality) ses som framtiden inom flera typer av sändningar. Dessutom är användningen av så kallade ”Stream Decks” något som kan plockas in till andra flerkameraproduktioner. Mycket av den tekniken som personer inom branschen vill använda kostar idag för mycket. För att föra utvecklingen kring ny teknik framåt så måste tekniken produceras billigare och bli mer lätthanterlig.
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- 2022
29. Tillgänglig design med IDT som guide : praktiska för- och nackdelar vid framtagandet av en informativ kortfilm
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Dizdarevic, Jasna and Fernlund, Kevelin
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Mediateknik ,kommunala myndigheter ,Media Engineering ,grafisk design ,IDT ,inklusiv design ,animation ,detaljplaneprocesser ,infographics ,Visuell design - Abstract
Denna artikel utforskar hur Inclusive Design Toolkit (IDT) kan underlätta för designers att ta fram tillgänglig design. För att testa för- och nackdelar med IDT, användes instruktioner, riktlinjer och verktyg från inclusivedesigntoolkit.com för att ta fram en animerad kortfilm. Resultatet analyserades sedan utifrån de kriterier som ingår i Web Content Accessibility Guidelines och diskuterades utifrån tidigare forskning och designerns egna upplevelser från designprocessen. Resultatet visade att den huvudsakliga analysmetoden inte var så kompatibelt med gestaltnings-materialet som författarna hoppats på. Web Content Accessibility Guidelines (WCAG) har många kriterier som handlar om programmering och webbdesign, och eftersom gestaltningen inte innehöll någon form av programmering, gick det inte att testa tillgängligheten i relation till dessa kriterier. Däremot visade resultatet att gestaltningen uppnådde de flesta av de visuella kriterierna inom WCAG, och utifrån vår egen uppfattning som designers, så kan IDT ge konkreta och praktiska exempel på hur designerns kan arbeta för att nå upp till riktlinjer och lagar för tillgänglighet. This article explores how Inclusive Design Toolkit (IDT) can help designers develop accessible designs. To test the pros and cons with IDT, we used instructions, guidelines and tools from inclusivedesigntoolkit.com to produce an animated short film. The result was analyzed based on the criteria from the Web Content Accessibility Guidelines (WCAG) and further discussed in relation to earlier research and the designer’s own experiences from the design process. The result made it apparent that the main analyzation method is not compatible with the design material. Web Content Accessibility Guidelines have many criteria which are directed to programming and web design, and because the design did not contain any form of programming, it was impossible to evaluate accessibility in relation to those criteria. However, the result showed that the design had reached most of the visual criteria in WCAG, and based on our own experiences as designers, IDT can provide concrete and practical examples of how designers can reach criteria according to accessibility guidelines and laws.
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- 2022
30. Att kommunicera normbrytande information. : Hur information lyfts fram genom visuell hierarki och grafisk design
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Sjödin, Matilda
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Mediateknik ,Media Engineering ,Textdesign - Abstract
Developments in the real estate industry where innovative sustainable solutions prioritize housing in a change for the projects. Factors that were previously expected to exist in a home can now be removed to work against norms and work towards sustainability goals. How are these changes communicated to prospective tenants? And is it receptive to the information and behavioral changes that are encouraged?Sveafastigheter has a project named ”Cykelkungen” which completely lacks parking spaces for cars but has all the more for bicycles. This work with mobility solutions has been missed by new tenants, which is done in dissatisfaction with the home.The purpose of this thesis is to find out how to communicate and highlight such important information that violates previous expectations. Through theories such as visual hierarchy, pop-out effect and readability, the problem is examined in more detail to produce a new design proposal. After completed methods, it appears that the text itself is normally difficult, but the information has not been lifted sufficiently.The degree's design proposal work is included in an updated version of the text as well as graphic forms and semiotics that Sveafastigheter can take part in being published on its website. The text can act as a template when creating texts for other projects.
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- 2022
31. Approaching the journey of digital transformation in public sector culturalorganisations
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Johansson, Corinne
- Subjects
Digital transformation ,barriers and enablers for digital transformation ,Mediateknik ,Media Engineering ,Social Sciences ,Samhällsvetenskap ,organisational change ,digitalisation ,digitalisation in the public cultural sector - Abstract
The public cultural sector in Sweden has been facing the challenges of digitalization over the last decade. The Swedish government has over these past years introduced various strategies and visions for taking advantage of the opportunities that digitalization provides. Due to the implications of the pandemic, many public cultural sector organisations were forced to go through some form of rapid digitalization. However, it is not known how these rapid digital efforts will affect the public cultural sector going forward. Digitalization is not a one-time event, a change in organisational strategy, processes and culture need to happen for digital transformation to occur. The case study of Malmö Opera examines the digitizing activities between 2017 - 2022 in the context of digital transformation. The results of the study showed that although digital efforts had been made prior to the pandemic, a rapid period of digitization occurred during the pandemic years. During 2020 and 2021 the organization took substantial strides in digital progress speed up by the impacts of the pandemic. After the restrictions lifted, digital developments in Malmö Opera were at a slow down due to a lack of dedicated recourses that had be available during the pandemic. The findings of this theses suggests that digital transformation is one way to face the challenges that digitalisation provides. By applying a framework or process for the digital transformation journey this provides a tool for decision makers for how to approach digital transformation on an organisational level.
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- 2022
32. MousePunk - Care & Justice
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Drakemyr, Hugo and Wiktorén, Gustaf
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Role Playing Game ,Justice and Care ,Behavior ,Beteende ,Genus ,Justice och Care ,Play ,Lek ,Mediateknik ,Rollspel ,Ethics of Morality ,Media Engineering ,Moraletik ,CRPG - Abstract
MousePunk är en undersökning som strävar efter att inkludera de två observerbara lek- och spelstilarna i digitala spel, som tydligt skiljer olika personer åt och projektet visar att spelstilarna är beteendemönster som finns omnämnt i moraletiken. Redan hos barn är dessa beteende observerbara i deras sätt att leka. De två olika stilarna är Justice och Care och i jämförelse med andra spel i den valda spelgenren som främst bejakar Justice ger en inkludering av båda spelstilarna en ökad möjlighet för narrativ och spelmekanik. Eftersom de två beteendemönstren dessutom är observerbart uppdelade mellan cis-män och cis-kvinnor är det även inkluderande att balansera dessa spelstilar i ett spel. Därför har projektet behandlat och utrett hur ett CRPG kan se ut om det balanserat bejakar båda beteendestrukterna oavsett genus. Genom att kombinera nyckelprinciper i Justice och Care och destillera ner beteendestrukturerna till drivkrafter hos den enskilda individen har projektet sammanställt en gestaltning som balanserar spelstilarna med varandra. MousePunk is a study that strives to include the two observable play styles in digital games: Justice and care. It shows that the playing styles are behavioural patterns that are mentioned in morality (this statement is still hanging-needs more substantion). Even in children, these behaviours are observable in their way of playing. In comparison with other games in the chosen game genre that mainly affirm Justice, the inclusion of both game styles provides an increased opportunity for narrative and game mechanics. In addition, since the two patterns of behavior are observably divided between cis-men and cis-women, it is also inclusive to balance these playing styles in a game. Therefore, the project has dealt with and investigated how a computer role playing game (CRPG) can look like if it equally affirms both behavioural structures regardless of gender. By combining key principles in Justice and Care and distilling them down to the driving forces of the individual, the project has put together a design that balances the playing styles with each other.
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- 2022
33. Tablet, support or obstacle? : A literature study on multimodal learning through tablets in teaching of the swedish subject in year F-3
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Madsen, Melina and Petterson, Julia
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främja ,årskurs 2 ,tablet ,svenskundervisning ,årskurs 3 ,förskoleklass ,multimodalitet ,hindra ,Pedagogy ,f-3 ,Specific Literatures ,Litteraturstudier ,Pedagogik ,svenska ,lågstadie ,specialanpassning ,lärplatta ,Mediateknik ,multimodalt lärande ,Media Engineering ,årskurs1 ,grundskola ,multimodala medier - Abstract
Denna studie belyser vilka hinder som kan uppstå när man arbetar multimodalt genom lärplattan i lågstadiet i ämnet svenska, men även i vilka sammanhang det kan främja elevers inlärning. Detta visar i sin tur resultatet av vad multimodalt lärande ger, samt varför lärplattan kan ses på olika sätt i lärandet. Hur ska skolan göra för att bidra till att lärplattan blir en tillgång och inte en börda i undervisningen? Multimodalt lärande finns i många olika former så som ljud, rörelse och bild. Det multimodala lärandet med exempelvis lärplattan får ta mer plats och används alltmer i skolan, men för vilket syfte? För vissa lärare kan multimodalt lärande genom lärplattan innebära en tillgång men för andra en börda eller endast en utfyllnad under lektioner. Lärplattan och andra digitala verktyg används av majoriteten av elever och folk i allmänhet på en daglig basis utanför skolan, vilket tyder på att samhället utvecklas. Detta betyder även att skolorna utvecklas. Syftet med denna studie är att undersöka hur multimodalt lärande med hjälp av lärplattan behandlas i forskning inom ämnet svenska. Genom denna studie bildas ett underlag som synliggör behov av vidare forskning inom multimodalt lärande via lärplattan ur lärarperspektivet. Alla elever lär sig inte på samma sätt vilket gör att lärare måste använda olika utlärningsmetoder. Detta gör studiens frågeställningar svåra att ge ett precist svar på. Arbetets resultat visar att multimodalt lärande med lärplattan kan främja elevers inlärning på många olika sätt vilket visar vad ett multimodal lärande genom lärplattan kan innebära. Det kan vara enkla stödjanden så som ett underlättande vid redigering av felskrivning i texter, men även ett främjande i elevers arbete med läs- och skrivkunnighet, hörförståelse och uttal. Arbete med multimodal inlärning genom lärplattan kan även agera som ett hinder, exempelvis kan lärplattan skapa tekniska problem. Det är även essentiellt att passande arbetsmaterial (t.ex. applikationer) används på ett korrekt sätt, vid korrekt tillfälle. När det gäller specialanpassning visar sig multimodalt lärande genom lärplattan kunna stödja vid bland annat språksvårigheter och bearbetning av ljudlig information, samt fungera som ett hjälpmedel vid finmotoriska begränsningar.
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- 2022
34. Loop-cirkus Monstret 2.0
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Mediateknik ,Media Engineering ,Musik ,Music - Published
- 2022
35. Visual management in design process : An improvement in the communication between designer and client
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Monika, Carmvall
- Subjects
Visuell management ,designprocessen ,aktionsforskning ,Mediateknik ,Media Engineering ,designer-klient kommunikation/samverkan ,transparens ,digitala tavlor ,gemensam grund - Abstract
Den här studien är ett pilotprojekt där visuell management har tillämpats i syfte att förbättra kommunikationen och samverkan i designprocessen mellan designer och klient. För att kunna göra ett förbättringsarbete har aktionsforskning tillämpats i samarbete med en designer på en webbyrå. Metodiken har inneburit att det först har gjorts en kartläggning på den befintliga designprocessen i ett skarpt projekt för att ta fram de behov som finns gällande information, dokumentation och kommunikation. Vidare i processen har dessa behov formats via ett processverktyg som applicerats på plattformen Trello i form av en visuell tavla. Förutsättningarna har därmed kunnat skapas för att testa processverktyget i ett annat av designerns riktiga designprojekt. Eftersom plattformen Trello är webbaserat har designprocessen via processverktyget kunnat observeras och kontinuerligt dokumenteras. Vidare har mer information kring upplevelsen av designprocessen samlats in genom samtal och intervju. Resultatet visade att försöket till förändringsarbetet har varit positivt och något som designern respektive webbyrån kommer fortsätta att jobba vidare med. Studien har bidragit till att upplysa visuell management som ett alternativt arbetssätt för designers att driva designprocessen i samarbete med sina klienter. Tillämpningen av visuell management har därmed också bidragit till en mer strukturerad och engagerad designprocess, där det tydligt går att se vad designern behöver leverera och vad som har godkänts av klienten.
- Published
- 2022
36. Music Preferences, Perceived Loudness, and Preferred Listening Levels : An investigation of sound level preferences for live sound reinforcement in Swedish free churches
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Ericson, Petrus
- Subjects
sound level tolerance ,worship music ,mix philosophy ,church ,worship ,församling ,Mediateknik ,Sound levels ,Media Engineering ,Medie- och kommunikationsvetenskap ,ljudstyrka ,musikpreferens ,balans ,live sound reinforcement ,hörselskada ,Ljudvolym ,music preference ,role of sound ,lovsång ,hearing impairments ,kyrkomusik ,Media and Communications ,loudness ,Pingstkyrkan ,kyrka ,sound balance ,congregation - Abstract
Sound levels in live sound reinforcement have long been a topic for debate in live concerts, but the subject is also important elsewhere. Swedish Christian free churches have also struggled for many years to optimize how sound reinforcement can serve the community. There are many different factors affecting the sound level preferences in live sound reinforcement environments. Among them are perception of loudness, musical preferences, hearing impairments and tolerances. This bachelor thesis investigated if musical preference affected the perceived loudness and/or the preferred listening level through a set of listening tests and qualitative surveys. It was investigated in one Swedish free church congregation, from which 16 subjects participated. The listening test was conducted with three parts: loudness matching stimuli to a pink noise, setting the preferred listening level of the stimuli and rating the preference of the stimuli. Subsequently, a survey after a service was conducted to investigate different factors affecting the experience. No connection between music preference and loudness perception or preferred level wasfound. However, the study did produce multiple findings that reveal factors affecting the sound level preferences in the chosen congregation, such as hearing impairments, expectations on the role of sound in worship services, and the balance of instruments. These findings revealed differences in opinion regarding the mix philosophy used in services, and the impact of these approaches on members of the congregation. Altogether, the findings point to recommendations and considerations for live sound engineers working in worship environments.
- Published
- 2022
37. Online Exhibitions : Enhancing the user experience and exhibitor value
- Author
-
Åman Larsson, Isak
- Subjects
Mediateknik ,Online conferences ,User experience ,Usability testing ,Media Engineering ,Interaction Technologies ,Exhibitor-visitor interaction ,Interaktionsteknik - Abstract
Achieving the feeling of a personal connection over the internet is difficult but at the same time more relevant than ever with the world moving more and more towards digital meetings and online events. This study investigates how an exhibition area at an online conference could be created to provide a good user experience as well as provide value for the exhibitors at the conference. The study was performed through interviews, three stages of prototyping as well as usability testing of these prototypes to gather data and feedback on what could be done to achieve this goal. Through the principles of social presence, human centered, and user centered design, a prototype of how such a solution could look was developed. As a result, the test users felt that they would feel welcome in the digital booth and that they felt a greater incentive to join conversations with the exhibitors. On the other end, the exhibitors also felt like this solution would provide value in the form of monitorable gathered data that could be followed up on to investigate the value that the conference has given them. This concludes that engaging and valuable online exhibitions can be created as long as careful thought is put into designing them with the user and human in mind.
- Published
- 2022
38. Filtering techniques : Let the user get the message in time
- Author
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Lundqvist, Areon
- Subjects
Mediateknik ,Datorsystem ,Other Electrical Engineering, Electronic Engineering, Information Engineering ,Media Engineering ,Filter ,quality ,Computer Systems ,Annan elektroteknik och elektronik ,techniques ,performance - Abstract
As developers of applications or some sort of data handling, we are obligated to contract some kind of data. Filtering techniques have a lot of power when it comes to reducing the unnecessary data back to the client. With these techniques the developer can implement a better performance of the filtering and end up speeding up the process of loading into the sites. And ultimately increasing the user's experience of the software, which increases the quality of the application. A set of limitations were formed to provide the developing environment. Then we had to adjust and create what files the techniques needed to perform against. Some of the selected technologies had gotten deeper research behind them which led to a conclusion on what performed better within the technique. The results gave a clear measurement that then got concluded with the other techniques. With smaller sized projects the technique did not matter too much as the difference was ~0.19s between the lowest and highest results. While going to a mid sized project it gave a clearer sign that AWK technique started to lose quality. For larger projects it showed a potential overlap for JavaScript to pass both AWK and MySQL in further studies. Conclusion is that the JavaScript filtering technique overall is better used for the set environment. For smaller and larger size of projects used.
- Published
- 2022
39. Quality perception connected to dynamics and loudness in recorded music
- Author
-
Lennartsson, Oliver
- Subjects
Övrig annan humaniora ,Mediateknik ,Media Engineering ,Ljudteknik ,Hörstyrka ,Dynamik ,Other Humanities not elsewhere specified - Abstract
Prior research has shown that music that are more limited in the dynamic range are perceived to have lowerquality than music that are less limited. In this study quality perception connected to the use of limitation andaudio level in recorded music is examined. This was done by limiting one track by different amounts tomatch the PLR of the track with a mean PLR of music from before the loudness war started and the meanPLR of music from 2022. After that the limited tracks was loudness normalized and then new tracks werecreated from the two most limited tracks. These were gained up by 1 and 2 dB. Totally 7 different trackswere created. 20 Audio engineering students were asked to listen to 9 different comparisons between thetracks and evaluate the perceived quality of the tracks. As a result, there were no significant qualitydifference found between the tracks that haven’t been gained up. However, the stimulus that had a louderlevel were perceived to have significantly higher quality than the quieter stimulus.
- Published
- 2022
40. Language Learning without the Feeling of Predatory Monetization using Flat Design : Gamification of Language Learning
- Author
-
Svensson, Kristian
- Subjects
Mediateknik ,Media Engineering ,Design Science ,Predatory Monetization ,Flat Design ,Language Learning ,Gamification - Abstract
This paper aims to explore how different design choicesaffect players perceived feelings of purposeful limitations andpredatory monetization in educational gamified software. Thisstudy, along with two others, is part of an initiative by the EUto explore teaching of a second language, in this case Russian,through gamification. Using Design Science it is the goal of thiscase study to determine whether it is possible to teach Russianwith the help of gamified software, with a progression model thatdoes not invoke feelings of predatory monetization game conceptsas seen in similar software on the market.
- Published
- 2022
41. The municipal challenges of the accessibility act : A study of the challenges in compliance with the Swedish act on accessibility to digital public service within Swedish municipalities
- Author
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Westin, Mia
- Subjects
Web Accessibility ,WCAG ,Mediateknik ,Media Engineering ,Web Development ,Interaction Technologies ,Accessibility Act ,Communication Systems ,ComputingMilieux_LEGALASPECTSOFCOMPUTING ,Interaktionsteknik ,Accessibility ,Web Accessibility Directive ,Kommunikationssystem - Abstract
Digitalization in society is going fast and was accelerated further by the Covid-19 pandemic. By this, many people's everyday tasks were transferred to digital environments. This meant in Sweden that most new internet users in 2020 were people over the age of 75 and people with different types of disabilities. Due to this increase in digitalization and all these new internet users, accessibility online is a subject that has gained higher significance. Since September 2020, all Swedish municipalities' websites must be accessible by law. Municipalities have a great responsibility to make information and necessary services available to the public. The purpose of this study was to investigate how well municipalities succeed with their work with web accessibility as a consequence of the legislation in Sweden and identify where the municipalities meet concrete obstacles in order to comply with the law. The purpose was also to investigate how the work with web accessibility on municipal websites can be simplified, improved, or otherwise enabled for those who work with such issues in the municipalities. To fulfill the purpose, two research question was formed for the study: 1. In the process of making municipalities’ websites accessible, which are the concrete obstacles that make the work difficult for those who work with such issues in the municipalities? 2. How can the work with the accessibility of municipal websites be simplified, improved, or otherwise enabled for those who work with such issues in the municipalities? To answer the research questions, two methods were chosen, a web survey and in-depth interviews, which corresponds to a combination of a quantitative and a qualitative method. The web survey was sent out to all municipalities in Sweden with the focus to answer RQ1 and the in-depth interviews were conducted with two accessibility experts with the focus to answer RQ2. Several obstacles were identified relating to lack of resources, lack of competence, lack of understanding of the law and the interpretation of it, attitudes, and old technology. Solutions on how the work can be simplified for those who work with web accessibility were identified relating to attitudes, resources, competence, legislation, and consumer demands. The main conclusions were that even though a municipality comply fully with the law, it does not mean that the website is accessible for all users, hence the law is not comprehensive enough. It also shows that there are several aspects that makes it hard for the municipalities to comply with the law and that most of these aspects also are the areas that needs improvement for the work to be simplified for the municipalities.
- Published
- 2022
42. Pet! That! Thing! : En experimentell titt på lugn inom spel
- Author
-
Brändén, Alexander and Wallard, Hanna
- Subjects
Game design ,“One rule” ,Mediateknik ,Media Engineering ,Speldesign ,Calm ,Avslappnande ,Relaxing ,Visuell design ,Visual design ,Lugn - Abstract
Vi har arbetat med lugn inom spel. Vår prototyp är en gameslice där du är en person som villklappa saker och du har en gummiarm som kan resa hur långt du som spelare vill, den kanäven böja sig överallt på skärmen. Målet med spelet är att klappa saker med din gummiarmoch du behöver inte bry dig om saker runt dig då du bara har ett mål vilket är att klappa saker. Syftet med vårt spel är att skapa ett spel som undviker stress genom att inte använda sig avklassiska element som kan uppfattas stressande. Anledningen till att vi valt att undersöka lugninom spel är för att vi vill bredda förståelsen hur vi kan se på spel och hur spel kan användas. Vi har i den här undersökningen fokuserat på det visuella delarna av spelet, då det är en av deviktigaste delarna för att designa med lugn i åtanken. Vi har även jobbat för att se till attspelet ger dig som spelare frihet att spela spelet hur du vill. Ett annat mål med undersökningen har varit att låta spelaren hitta lugn genom att användadetta spel som en distraktion från omvärlden. Spelet visade sig lyckas i den aspekten att personer som spelade hade roligt när de speladespelet. Enligt de personer som testade vårt spel och gav oss verbal feedback som visade sigvara för att spelet gav spelare sådan frihet. We have worked with calm within games. Our prototype is a gameslice where you play as aperson who wants to pet different things and you have a gummy arm that can get how long asyou want and it can bend everywhere on screen. The goal of the game is to pet things withyour gummy arm and not really care about anything around you when you only have the goalof petting something. The purpose of the game is to create a game that avoids stress through using classicmechanics that are usually regarded as stressful. The reason we chose to research calm withingames is that we want to widen the view on games and how they can be used. We havefocused on the visual parts of the game making process since that is one of the moreimportant parts of designing with calm in mind. We have also worked to make sure that youcan play the game in whatever way you want. Another goal with this research has been to let the player find calm through the distractionthat our game provides from the rest of the world. The game seems to have been successful in the way that players had fun while playing, andaccording to verbal feedback the main reason was the freedom the game provided the players.
- Published
- 2022
43. The designs and aesthetics of Augmented Reality Head-Up Displays
- Author
-
Johansson, Anton
- Subjects
Head-up displays ,Mediateknik ,Augmented Reality ,Aesthetic Design ,Media Engineering ,Colour - Abstract
Head-up displays convey important information to the viewer: from time and weather conditions to GPS navigation and proactive danger alerts. This information can be key to significantly improving driving experience from merely making it more enjoyable to saving lives. Taking its roots in the military field, Augmented Reality Head-Up Displays (AR HUD) is now being piloted and commercialised for upper-class consumers, such as the new Mercedes S-Class. It is easy to imagine how companies would want to take the next step and make these technologies even more accessible. However, one of the main challenges of diffusing these solutions lie within flaws of its visual design that can be perceived as distracting or exhausting. The purpose of this article has been to investigate the perception drivers have on AR HUDs aesthetic design and identify three areas for improvement: "style-cleaningness", flexible colour scheme and optimal positioning. This has been done through interviews and analysing the answers. Together with the answers and related research I have drawn conclusions and made suggestions of improvement. The results indicate a positive opinion of the technology and the potential it has for driver safety.
- Published
- 2022
44. An open-access database and analysis tool for perovskite solar cells based on the FAIR data principles
- Author
-
T. Jesper Jacobsson, Adam Hultqvist, Alberto García-Fernández, Aman Anand, Amran Al-Ashouri, Anders Hagfeldt, Andrea Crovetto, Antonio Abate, Antonio Gaetano Ricciardulli, Anuja Vijayan, Ashish Kulkarni, Assaf Y. Anderson, Barbara Primera Darwich, Bowen Yang, Brendan L. Coles, Carlo A. R. Perini, Carolin Rehermann, Daniel Ramirez, David Fairen-Jimenez, Diego Di Girolamo, Donglin Jia, Elena Avila, Emilio J. Juarez-Perez, Fanny Baumann, Florian Mathies, G. S. Anaya González, Gerrit Boschloo, Giuseppe Nasti, Gopinath Paramasivam, Guillermo Martínez-Denegri, Hampus Näsström, Hannes Michaels, Hans Köbler, Hua Wu, Iacopo Benesperi, M. Ibrahim Dar, Ilknur Bayrak Pehlivan, Isaac E. Gould, Jacob N. Vagott, Janardan Dagar, Jeff Kettle, Jie Yang, Jinzhao Li, Joel A. Smith, Jorge Pascual, Jose J. Jerónimo-Rendón, Juan Felipe Montoya, Juan-Pablo Correa-Baena, Junming Qiu, Junxin Wang, Kári Sveinbjörnsson, Katrin Hirselandt, Krishanu Dey, Kyle Frohna, Lena Mathies, Luigi A. Castriotta, Mahmoud. H. Aldamasy, Manuel Vasquez-Montoya, Marco A. Ruiz-Preciado, Marion A. Flatken, Mark V. Khenkin, Max Grischek, Mayank Kedia, Michael Saliba, Miguel Anaya, Misha Veldhoen, Neha Arora, Oleksandra Shargaieva, Oliver Maus, Onkar S. Game, Ori Yudilevich, Paul Fassl, Qisen Zhou, Rafael Betancur, Rahim Munir, Rahul Patidar, Samuel D. Stranks, Shahidul Alam, Shaoni Kar, Thomas Unold, Tobias Abzieher, Tomas Edvinsson, Tudur Wyn David, Ulrich W. Paetzold, Waqas Zia, Weifei Fu, Weiwei Zuo, Vincent R. F. Schröder, Wolfgang Tress, Xiaoliang Zhang, Yu-Hsien Chiang, Zafar Iqbal, Zhiqiang Xie, Eva Unger, Interdisciplinary Graduate School (IGS), Energy Research Institute @ NTU (ERI@N), Helmholtz-Zentrum Berlin for Materials and Energy, European Commission, European Research Council, Ministerio de Economía y Competitividad (España), Jacobsson, TJ [0000-0002-4317-2879], Hultqvist, A [0000-0002-2402-5427], García-Fernández, A [0000-0003-1671-9979], Anand, A [0000-0001-8984-1663], Al-Ashouri, A [0000-0001-5512-8034], Crovetto, A [0000-0003-1499-8740], Ricciardulli, AG [0000-0003-2688-9912], Kulkarni, A [0000-0002-7945-208X], Coles, BL [0000-0002-1291-4403], Ramirez, D [0000-0003-2630-7628], Fairen-Jimenez, D [0000-0002-5013-1194], Juarez-Perez, EJ [0000-0001-6040-1920], Baumann, F [0000-0003-0203-5971], Mathies, F [0000-0002-8950-3901], Paramasivam, G [0000-0003-2230-0787], Näsström, H [0000-0002-3264-1692], Michaels, H [0000-0001-9126-7410], Köbler, H [0000-0003-0230-6938], Dar, MI [0000-0001-9489-8365], Gould, IE [0000-0002-2389-3548], Kettle, J [0000-0002-1245-5286], Montoya, JF [0000-0002-6236-8922], Correa-Baena, JP [0000-0002-3860-1149], Wang, J [0000-0003-3849-3835], Sveinbjörnsson, K [0000-0001-6559-3781], Frohna, K [0000-0002-2259-6154], Vasquez-Montoya, M [0000-0003-0001-8641], Flatken, MA [0000-0003-2653-4468], Khenkin, MV [0000-0001-9201-0238], Grischek, M [0000-0002-9786-4854], Kedia, M [0000-0002-4770-3809], Saliba, M [0000-0002-6818-9781], Anaya, M [0000-0002-0384-5338], Shargaieva, O [0000-0003-4920-3282], Stranks, SD [0000-0002-8303-7292], Kar, S [0000-0002-7325-1527], Unold, T [0000-0002-5750-0693], Edvinsson, T [0000-0003-2759-7356], David, TW [0000-0003-0155-9423], Paetzold, UW [0000-0002-1557-8361], Zhang, X [0000-0002-2847-7359], Chiang, YH [0000-0003-2767-3056], Unger, E [0000-0002-3343-867X], and Apollo - University of Cambridge Repository
- Subjects
Materials [Engineering] ,Renewable Energy, Sustainability and the Environment ,Analysis Tools ,Energy Engineering and Power Technology ,Materialkemi ,005: Computerprogrammierung, Programme und Daten ,stability ,ACCESS Database ,Electronic, Optical and Magnetic Materials ,4017 Mechanical Engineering ,621.3: Elektro-, Kommunikations-, Steuerungs- und Regelungstechnik ,Mediateknik ,Fuel Technology ,Media Engineering ,efficiency ,Materials Chemistry ,ddc:330 ,Photovoltaics and Wind Energy ,Generic health relevance ,ddc:620 ,4008 Electrical Engineering ,light ,Engineering & allied operations ,40 Engineering - Abstract
et al., Large datasets are now ubiquitous as technology enables higher-throughput experiments, but rarely can a research field truly benefit from the research data generated due to inconsistent formatting, undocumented storage or improper dissemination. Here we extract all the meaningful device data from peer-reviewed papers on metal-halide perovskite solar cells published so far and make them available in a database. We collect data from over 42,400 photovoltaic devices with up to 100 parameters per device. We then develop open-source and accessible procedures to analyse the data, providing examples of insights that can be gleaned from the analysis of a large dataset. The database, graphics and analysis tools are made available to the community and will continue to evolve as an open-source initiative. This approach of extensively capturing the progress of an entire field, including sorting, interactive exploration and graphical representation of the data, will be applicable to many fields in materials science, engineering and biosciences., Open access funding provided by Helmholtz-Zentrum Berlin für Materialien und Energie GmbH., The core funding of the project has been received from the European Union’s Horizon 2020 research and innovation programme under grant agreement no. 787289. We acknowledge the following sources for individual funding. Cambridge India Ramanujan Scholarship, China Scholarship Council, Deutscher Akademischer Austauschdienst (DAAD), EPSRC (grant no. EP/S009213/1), European Union’s Horizon 2020 research and innovation programme (grant no. 764787, EU Project ‘MAESTRO’), (grant no. 756962, ERC Project ‘HYPERION’), (grant no. 764047, EU Project ‘ESPResSo’ and grant no. 850937), GCRF/EPSRC SUNRISE (EP/P032591/1), German Federal Ministry for Education and Research (BMBF), HyPerFORME, NanoMatFutur (grant no. 03XP0091). PEROSEED (ZT-0024), Helmholtz Energy Materials Foundry, The Helmholtz Innovation Laboratory HySPRINT. BMBF (grant nos. 03SF0540, 03SF0557A), HyPerCells graduate school, Helmholtz Association, Helmholtz International Research School (HI-SCORE), the Erasmus programme (CDT-PV, grant no. EP/L01551X/1), the European Union’s Horizon 2020 research and innovation programme (Marie Skłodowska-Curie grant agreement nos. 841386, 795079 and 840751), Royal Society University Research Fellowship (grant no. UF150033). SNaPSHoTs (BMBF), SPARC II, German Research Foundation (DFG, grant no. SPP2196), The National Natural Science Foundation of China (grant no. 51872014), the Recruitment Programme of Global Experts, Fundamental Research Funds for the Central Universities and the ‘111’ project (grant no. B17002), the US Department of Energy’s Office of Energy Efficiency and Renewable Energy under Solar Energy Technologies Office (SETO) agreement no. DE-EE0008551, the Colombia Scientific Programme in the framework of the call Ecosistema Cientifíco (Contract no. FP44842-218-2018), the committee for the development of research (CODI) of the Universidad de Antioquia (grant no. 2017-16000), Spanish MINECO (Severo Ochoa programme, grant no. SEV‐2015‐0522), the Swedish research council (VR, grant no. 2019-05591) and the Swedish Energy Agency (grant no. 2020-005194).
- Published
- 2022
45. Investigating the sound design process: two case studies from radio and film production
- Author
-
Selfridge, Rod and Pauletto, Sandra
- Subjects
sound design ,Mediateknik ,Design ,Media Engineering ,creative process - Abstract
QC 20220620 SonicFunc
- Published
- 2022
46. Hur jämförandet av digitalt måleri och dess värdeser ut i jämförande till traditionellt måleri : En undersökning med hjälp av återskapande av traditionella målartekniker i digital form omdess monetära och ickemonetära värde
- Author
-
Ekroth, Linus and Rydh, Linnéa
- Subjects
Mediateknik ,Målartekniker ,Media Engineering ,Research Through Design ,Digital art ,Digitalt måleri ,Digital painting ,Non Fungible Token ,Aura - Abstract
Detta kandidatarbete undersöker om värdesättningen av digitalt måleri idag i jämförelse medtraditionellt målande. Vi författare av denna artikel är båda aspirerande digitala konstnäreroch har upplevt att det finns en väldigt aktiv konversation som kan verka väldigt negativ ochnedlåtande, riktad mot digitalt måleri och dess värde. Då allt idag blir mer och mer digitaltifrågasätter vi varför konstens värdesättning verkar ha haft svårt att följa med i samma fartsom digitaliseringen av konst och måleri. För att undersöka detta använde vi oss avdesignmetoden Research Through Design där vi gestaltade varsin digital målning, där vianvänt oss av digitala tekniker för att måla i samma stil, samt med liknande tillvägagångssättsom traditionella oljemålningar för att skapa en artefakt som förmedlar vissa av de aspektersom värdesätts i de mer traditionella och fysiska medierna. Detta gjordes för att undersökavad som kan krävas av digitala medier för att kunna värdesättas på ett liknande sätt som detraditionella medierna.Gestaltningarna användes i intervjuer med konstnärer insatta i både den traditionella samtdigitala konstvärlden för att skapa en diskussion kring det digitala målandets värde samtuppfattningInspirationen för artikeln kom främst från Benjamin, W. (1936) konstverket ireproduktionsåldern och deras begrepp och teori om “aura” som ger ett historie baseratperspektiv på värdesättningen av nyare medier. Vi kommer även ifrågasätta hans teori medhjälp av våra intervjuer och Nick Peim’s nyare text Rereading of ‘The Work of Art in the Ageof Mechanical Reproduction (2007) om aura och dess relevans. Där skriver han om hurpolitik och skillnader på tidsperioder kan ha förändrat attityden till konst och aura.Jämförelsen mellan dessa medium var något som visade sig vara ganska svår där det visar sigatt digitala medier kan behöva fortsätta utvecklas tillsammans med tekniker som NonFungible Tokens (NFT) eller dagens typiska prenumerationer för att försörja konstnärer.Slutsatsen blev att i fallet av jämförandet av digitalt mot traditionellt måleri så behövs detstörre grad av förståelse för det digitala måleriet, För att det ska kunna värdesättas på ettjämlikt sätt som det traditionella måleriet. Då för tillfället så kan det inte jämföras på sammaeller på likvärdiga kriterier. This bachelors candidacy article is about the valuation of digital painting today incomparison to traditional painting. Us writers of this article are both aspiring digital artistswho have experienced that people can have a very critical and condescending attitudetowards digital painting and its value. As everything today becomes more and more digital,we question how and why art seems to have a hard time keeping up with the digitization of itsmedium as a whole.To investigate this, we used the design methodology of Research Through Design and eachcreated a digital painting where we use digital techniques to try to paint in a similar style, andapproach very much like traditional oil paintings to create an artifact that attempts to mediatewhat gives traditional and physical mediums its values.This was done to research what digital mediums can do to reach a similar value as thesetraditional mediums. We will also question his theory with help from our interviews and NickPeims newer text Rereading of ‘The Work of Art in the Age of Mechanical Reproduction(2007) about aura and its relevance. He writes about how politics and changes in time periodscan have changed the attitude to art and aura.We used these paintings in interviews with artists who are familiar with the digital andtraditional art world to create a discussion about the value and perception of digital painting.We took much inspiration from Benjamin, W. The Work of Art in the Age of MechanicalReproduction (1936) and its concept of “aura” to give an historical comparison to thevaluation of new mediums.The comparison between these mediums was something that turned out to be quite difficultwhere it turns out that digital media may need to continue to be developed together withtechnologies such as Non Fungible Tokens (NFT) or today's typical subscriptions to supportartists.The conclusion was that in the case of the comparison of digital vs traditional painting, is thata greater degree of understanding of digital painting is needed, in order for it to be valued inan equal way as traditional painting. At the moment we concluded that it can not becompared with the same or equivalent criterias.
- Published
- 2022
47. Distansarbete i mediebranschen : En studie om medarbetares motivation
- Author
-
Forsberg, Simon and Sundström, Andreas
- Subjects
Digitala kommunikationsverktyg ,Digital communication tools ,Motivation ,Mediateknik ,Media Engineering ,Mediebranschen ,Teleworking ,Coworker ,Media industries ,Medarbetare ,Distansarbete - Abstract
I slutet av 2019 utbröt covid-19 pandemin vilket ledde till en ökad mängd distansarbete för företag och dess medarbetare samtidigt som användningen av digitala kommunikationsverktyg ökade. Distansarbetet har lett till att företag och organisationer har behövt utforma nya arbetssätt och strategier för att verksamheterna skall kunna fortlöpa utan att medarbetarnas motivation blir lidande. Denna studie innehåller motivationsteorier, distansarbetets påverkan på medarbetarnas motivation samt vilka följder detta kommer att ha på den framtida arbetssituationen inom mediebranschen. Genom kvalitativa intervjuer och en surveyundersökning riktad till medarbetare inom mediebranschen har ett bredare perspektiv framkommit inom ämnet. Studiens slutsats visar på att det finns utmaningar gällande implementeringen av distansarbete och användandet av digitala kommunikationsverktyg men att det kan leda till fördelar om vissa aspekter tas hänsyn till på olika sätt. Slutligen har studien även påvisat att distansarbetet lett till en förändrad arbetssituation i form av en hybridvariant av arbete på plats och distansarbete. At the end of 2019, the covid-19 pandemic broke out, which led to an increased amount of teleworking for companies and their employees at the same time as the use of digital communication tools increased. Teleworking has led companies and organizations to design new working methods and strategies so that the operations can continue without the employees' motivation suffering. This study contains motivation theories, what impact teleworking has on employees' motivation and what consequences this will have on the future work situation in the media industry. Through qualitative interviews and a survey aimed at employees in the media industry, a broader perspective has emerged in the subject. The study's conclusion shows that there are challenges regarding the implementation of telework and the use of digital communication tools, but that it can lead to advantages in certain aspects due to different ways. Finally, the study has also shown that teleworking has led to a changed work situation in the form of a hybrid variant of on-site work and teleworking.
- Published
- 2022
48. What is the optimum delay between visual and auditory stimuli that is perceived as synchronous for video game SFX? : A methodology for testing synchronization of audiovisual stimuli in video games
- Author
-
Lyth Waters, Malcolm
- Subjects
Mediateknik ,Media Engineering ,audio synchrony visual synchroniaztion optimum delay video games sfx weapons - Abstract
Synchronization of visual and auditory stimuli is important for creating a convincing sound designin games. Understanding the factors that constitute synchrony is both a question of synchrony inthe physical space but also an experience based on perception. Developing on a simpleflash-and-click test used by Eijk (2008), a test was designed to determine the point of synchrony in agame engine environment, a system that inherently has latencies. Test subjects were tasked withfinding a point of subjective synchrony (PSS), meaning the point where they perceived auditoryand visual stimuli to be synchronized. The visual stimulus was a commonly occurring rifle modeland three sound designs with different characteristics were implemented into the Unreal 4 Engine.The latencies of the system were calculated and summed with the PSS value of van Eijk’s (2008)flash-and-click test to create a hypothesized PSS. The results showed that the PSS for the testsubject group aligned with the PSS values given by van Eijk (2008) and that this test has potentialfor testing synchrony in game engine environments.
- Published
- 2022
49. UrHedningarna St:Nikolai kyrkoruin, Visby
- Subjects
Mediateknik ,Media Engineering ,Musik ,Music - Published
- 2022
50. Under the looking glass : Cinematographic differences between two film adaptations of Murder on the Orient Express
- Author
-
Dixelius, Johan and Häggström, Andreas
- Subjects
Mediateknik ,Media Engineering ,Kenneth Branagh ,Compositional Interpretation ,Sidney Lumet ,Filmfotografi ,Multimodalitet ,Mordet på Orientexpressen - Abstract
Det är ibland svårt att avgöra vilken betydelse kameraarbetet får i en film och exakt vad det förmedlar till tittaren. Genom att undersöka två filmer som baseras på samma ursprungsberättelse får vi möjlighet att utläsa kameraarbetets betydelse och skillnaden det gör för hur filmerna upplevs. Filmerna är Sidney Lumets Mordet på Orientexpressen (1974) och Kenneth Branaghs Mordet på Orientexpressen (2017). Det som undersöks i uppsatsen är hur olika kameratekniker används och hur det bidrar till berättandet. Det undersöks genom en metodbaserad på kompositionell analys och multimodalitet. Vår slutsats är att även om liknande sätt att arbeta med kameran förekommer i båda filmerna så har de skillnader som identifierats påverkat bland annat filmernas tema och hur deltagande tittaren blir i utredningen av mordet.
- Published
- 2022
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