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Embodying comics: reinventing comics and animation for a digital performanceSamanci, Ozge 02 July 2009 (has links)
In the digital era, the comics medium has been transported from print to computer screen, and thus its evolution takes place in digital performances based on full-body interaction technologies. The major implication of this process is that the conventions of comics will be merging with those of performance, film, and animation. In a comics story implemented with full-body interaction technologies, representational space shifts from two to three dimensions. Physical elements can now easily be combined with virtual ones. The participants' contribution to the experience now includes a larger set of kinesthetic choices. Earlier media offer the readers the opportunity to read the story with their eyes, turn pages, and click a mouse. Instead of one or perhaps two readers of print and screen-based comics, a digital performance can be experienced by a group of viewers positioned in space in various ways. By utilizing the tools of computer vision, the projection of a participant can be made the main character of the comics story. Consequently, the comics and animation frame changes when moved to digital performance spaces. The frame becomes embodied, nested, elastic, and dynamic. The first two qualities relate to the physicality of the medium, where performers and viewers are simultaneously present in both the real and fictional spaces. The second two qualities relate to the procedurality of the medium and the potential for computational manipulation within the frame based on changing relationships across space (distance) and time (story).
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VR som verktyg i kommunal fysisk planering av offentliga platser / VR as a tool for municipalities in spatial planning of public spaceNilsson, Max January 2018 (has links)
Digitaliseringen av samhället är igång och Sveriges regering har satt som mål att Sverige ska vara i spetsen för utveckling och innovation inom området. Efterfrågan på digitala lösningar är stor bland befolkningen och satsningar görs i de flesta branscher. Inom ämnesområdet fysisk planering innebär detta bland annat att nya tekniska lösningar bör utforskas för att hålla jämna steg med de krav som ställs på samtidens och framtidens medborgardeltagande. Syftet med uppsatsen var att undersöka virtual reality-teknikens potential i kommunal fysisk planering och hur den kan tillämpas. Med utgångspunkt i Jan Gehls ”12 kvalitetskriterier för offentliga platser” analyserades fallet Nättraby centrum i Karlskrona kommun som vidare mynnade ut i en redovisning av process samt arbetsmetodik för arbete med VR i kommunal planering. Gehls metod applicerades sedan på den virtuella miljön genom att tjänstemän på Karlskrona kommun fick utvärdera projektet. Syftet med appliceringen av analysmetoden var att belysa styrkor och svagheter med tekniken för att genom intervju med tjänstemän kunna diskutera vilka situationer den är tillämpbar samt hur planförslag bör visualiseras för att uppnå kommunens syfte med tekniken. Resultatet av uppsatsen visade att analysmetoden ”12 kvalitetskriterier för offentliga platser” var tillämpbar i en virtuell miljö men att vissa kriterier var lättare att bedöma än andra. De kriterier som ansågs lätta att bedöma i den fysiska miljön var relaterat till skala, rumslighet och relation mellan volymer. De kriterier som ansågs svåra var relaterade till faktisk rörelse på platsen och sinnesupplevelser som inte var representerade (ljud och känsel), men de behövde inte nödvändigtvis inkluderas i simuleringen för att yrkesverksamma planeringsarkitekter skulle kunna bedöma. Vid utformandet av planförslag i VR ansågs det vara extra viktigt att kommunicera förslagets föränderlighet till medborgare samt att diskutera och kunna motivera förslagets detaljeringsgrad baserat på förslagets kommunikationssyfte. / The process of digitalizing our society is in full swing and the Swedish government has set its sight on Sweden being the spearhead of development and innovation in the field. There is great demand for digital solutions among Swedish citizens and most branches of industry are making investments to answer it. What this means for spatial planning is, among other things, that new technical solutions should be explored to keep up with citizens demands regarding participatory planning today and in the future. The purpose of this thesis has been to explore virtual reality technology’s potential and application in municipalities spatial planning. With point of departure in Jan Gehl’s “12 quality criteria for public space” a case study was performed on Nättraby center in Karlskrona municipality. This was followed by a plan proposal constructed in 3D with a documented design process and work methodology for working with VR in spatial planning. Gehl’s method was then applied in the virtual environment where officials from Karlskrona municipality evaluated the plan proposal. The purpose of the method for analyzing public space was to highlight the strengths and weaknesses of the technology to create a discussion with officials from Karlskrona municipality, through an interview, about where VR is best used and how spatial planning proposals should be visualized to fulfill the municipality’s intent with using the technology. The results showed that the analysis method “12 quality criteria for public space” proved to be applicable in a virtual environment, but some of the criteria were easier to evaluate than others. Criteria related to scale, space and relation between volumes deemed easiest to evaluate. Criteria related to actual movement and senses that were not simulated like sound and touch were deemed harder to evaluate, but their lack of representation did not hinder the planning officials to evaluate the criteria. In the design of planning proposals for VR the officials emphasized the need to communicate to its citizens that the proposal was changeable and discuss the importance of the relation between level of detail and the proposals communicative intent.
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Design and use of 3D typography for indoor Augmented Reality mobile applications / Skapande och användande av 3D-typografi i mobila Augmented Reality-applikationer för inomhusbrukPalm, Kajsa January 2018 (has links)
Augmented Reality (AR), a concept where the real word is being enhanced with computer generated objects and text, has evolved and become a popular tool to communicate information through. Research on how the technique can be optimized regarding the technical aspects has been made, but not regarding how typography in three dimensions should be designed and used in AR applications. Therefore this master’s thesis investigates three different design attributes of typography in three dimensions. The three attributes are: typeface style, color, and weight including depth, and how they affect the visibility of the text in an indoor AR environment. A user study was conducted, both with regular users but also with users that were considered experts in the field of typography and design, to investigate differences of the visibility regarding the typography’s design attributes. The result shows noteworthy differences between two pairs of AR simulations containing different typography among the regular users. This along with a slight favoritism of bright colored text against dark colored text, even though no notable different could be seen regarding color alone. Discussions regarding the design attributes of the typography affect the legibility of the text, and what could have been done differently to achieve an even more conclusive result. To summarize this thesis, the objective resulted in design guidelines regarding typography for indoor mobile AR applications.
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Designing Digital Nudges to Encourage Sustainable Decisions : Developing and Testing a FrameworkBertheim, Jane January 2018 (has links)
The awareness of environmental impacts lead to that organizations are starting to work towards UN's global sustainability goals. To influence customers into a more sustainable behaviour, organizations have the potential to look at nudging as a tool. A nudge is a way to alter peoples behaviour into taking a certain decision. However, since many organizations offer their service or product in the digital environment, such as websites or apps, increased knowledge of digital nudging is required. This thesis aims to establish a framework for how nudges should be designed and used on digital platforms to encourage sustainable decisions. The purpose is to enlighten designers of digital environment of the potential of nudges, pitfalls to avoid, and a general design process to follow. The framework is based on a literature study and interviews with people familiar with the concept of nudging. To examine how the framework works a case study is performed, this includes a workshop, performing a user research, developing prototypes and finally, conduct user tests. By testing the framework further methods could be found, this meant that more practical steps could be included in the framework. The result of this thesis shows that the framework proved to be useful and functional to use when designing digital nudges to encourage sustainable decisions.
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Faktorer för en förbättrad digitaliserad blankett : En studie baserad på the Technology Acceptance Model (TAM) och användbarhetstesterEile, Paulina January 2018 (has links)
We live in a society that is becoming more and more digital, where new technologies revolutionize several industries, and technological advances go faster every day. There may be an understanding that companies and organizations want to keep up with this digitization and not fall behind. But what happens if companies go too fast without involving the people who actually use their systems and services? The purpose of this study was to find possible problematic factors in digitizing a form in a PDF format. This form is used for the purpose of enrolling a principal administrator to further log in on a corporate service at Fora AB, with BankID or mobile BankID. An additional purpose for the study was to create a new design proposal by creating a prototype. An empirical data collection has been conducted through usability tests that included interview questions and observation of use. The theoretical framework underlying the study is the Technology Acceptance Model (TAM) and its view on user acceptance. The study has resulted in a number of factors that leads the user not accept the system, these factors have formulated into three improvement areas; simple navigation, digitizing all the way and minimizing technical requirements. / Vi lever i ett samhälle som blir mer och mer digitalt, där nya tekniker revolutionerar flera branscher och den teknologiska utvecklingen går snabbare för varje dag. Det kan finnas en förståelse för att företagen och organisationerna vill hänga med i denna digitalisering och inte hamna efter. Men vad händer om företagen går för snabbt fram utan att involvera de människor som faktiskt ska använda deras system och tjänster? Denna studie har haft som syfte att finna eventuella problematiska faktorer i en digitalisering utav en blankett i PDF-format. Denna blankett används i syfte av att anmäla en huvudadministratör för att vidare kunna logga in på en företagstjänst på Fora AB, med BankID eller mobilt BankID. Ett ytterligare syfte för studien var att skapa ett nytt designförslag i form av en prototyp. En empirisk datainsamling har utförts genom användbarhetstester som inkluderade intervjufrågor samt observation av användning. Det teoretiska ramverket som legat till grund för studien är the Technology Acceptance Model (TAM) och dess syn på användaracceptans. Studien har resulterat i ett flertal faktorer som bidrar till att användaren inte accepterar systemet, dessa faktorer har formulerats till tre förbättringsområden; enkel navigation, digitalisera hela vägen samt minimera krav på teknisk kunskap.
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Comparing Graphical Projection Methods at High Degrees of Field of ViewNapieralla, Jonah January 2018 (has links)
Background. Graphical projection methods define how virtual 3D environments are depicted on 2D monitors. No projection method provides a flawless reproduction, and the look of the resulting projections vary considerably. Field of view is a parameter of these projection methods, it determines the breadth of vision of the virtual camera used in the projection process. Field of view is represented by a degree, that defines the angle from the left to the right extent of the projection, as seen from the camera. Objectives. The aim of this study was to investigate the perceived quality of high degrees of field of view, using different graphical projection methods. The Perspective, the Panini, and the Stereographic projection methods were evaluated at 110, 140, and 170 degrees of field of view. Methods. To evaluate the perceived quality of the three projection methods at varying degrees of field of view; a user study was conducted in which 24 participants rated 81 tests each. This study was held in a conference room where the participants sat undisturbed, and could experience the tests under consistent conditions. The tests took three different usage scenarios into account, presenting scenes in which the camera was still, where it moved, and where the participants could control it. Each test was rated separately, one at a time, using every combination of projection method and degree of field of view. Results. The perceived quality of each projection method dropped at an exponential rate, relative to the increase in the degree of field of view. The Perspective projection method was always rated the most favorably at 110 degrees of field of view, but unlike the other projections, it would be rated much more poorly at higher degrees. The Panini and the Stereographic projections received favorable ratings at up to 140-170 degrees, but the perceived quality of these projection methods varied significantly, depending on the usage scenario and the virtual environment displayed. Conclusions. The study concludes that the Perspective projection method is optimal for use at up to 110 degrees of field of view. At higher degrees of field of view, no consistently optimal choice remains, as the perceived quality of the Panini and the Stereographic projection method vary significantly, depending on the usage scenario. As such, the perceived quality becomes a function of the graphical projection method, the degree of field of view, the usage scenario, and the virtual environment displayed.
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Design Probes : A Good Method for Designing with ChildrenRönnberg, Sofia January 2018 (has links)
Design probes are a User-centered Design method with focus on close involvement of users in design. This is done by creating a package of artefacts that participants can complete wherever and whenever the individual sees fit. Further, children are a user group that differentiate from other user groups having other needs and attributes within design. This study investigated how design probes motivate children in the design process. A focus of the study is also to compare the applicability of thematic and non-thematic design probes with children. The study was conducted with a qualitative approach where the empirical data was in the shape of four different design probes that were created and tested by students from Linköping University from the program of Design and Product Development. The tests they carried out were performed on children at the age of 10 to 13. Data analysis were made through coding and thematic analysis. The study concludes that design probes is an adequate method for designing with children. Although, there are additional challenges in terms of playfulness, motivation, language, rewards, time-sense, creativity, influences and reflection. If design probes with children are managed correctly, they will yield results of great value to design. Also, having a theme in the design probe might help to motivate children. Although, themes are no guarantee for success since it will not solve challenges that are independent of themes. Keywords: Design probe, children, designing with children, User-centered Design, motivation
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Using Augmented Reality to Measure Vertical SurfacesBergquist, Robin, Stenbeck, Nicholas January 2018 (has links)
Augmented Reality is commonly used for entertainment purposes on today’s smartphones. We intend to aid the evolution of Augmented Reality as a tool as opposed to a toy. With the use of Apple’s ARKit 1.5 release, which features vertical surface recognition, we implement and evaluate a solution to a target problem which aims to contribute to the knowledge of Augmented Reality’s strength and weaknesses. The implementation allows an iPhone user to measure surface areas by placing anchors to mark an area to be measured. We find that our Augmented Reality tool does not provide the same precision as manual measurements but is still reasonably within boundaries if an estimation is acceptable.
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Spoil the Story, Spoil It Not : Spoilers’ Effect on Player Choice in Branching Storyline GamesThim, Amanda January 2018 (has links)
Spoilers are in everyday life often seen as something to be strictly avoided. Nonetheless, earlier studies researching short stories found that spoilers can enhance the enjoyment of a story, rather than destroying it. At the same time, there are studies that have reached opposite results, but the placement and style of the spoiler may affect how it is received. When it comes to games there are no, or only a few, studies on the subject. When unspoiled, players generally choose non-aggressive options, but they are also strongly influenced by what role the character they play has in the narrative. The spoiler can upset this. By knowing what may happen players act differently, as well as thinking about the story in other ways than unspoiled players do. / <p>Artefakten gjordes tillsammans med Siri Åhman som skrev arbetet <em>Wait I'm Him Now - Identification and Choice in Games with More Than One Protagonist. </em>Åhman ändrade dock mycket i artefaktens uppbyggnad för att få den att passa hennes frågeställning bättre.</p>
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PEEK & BOOK : Transforming the outside into an imaginary playgroundSabir Melldahl, Ezgi January 2017 (has links)
Today, urban children are spending time indoors more than ever before and getting away from phenomenas of the outdoor world, which creates a big concern on how they develop their senses and get physical exercise. The tools, games and devices they interact with are preventing their imagination rather than sparking, by making kids consume content rather than asking for their participation. Peek transforms the outside into an imaginary playground for children, where interacting with the natural world takes the focus and the child’s simple acts and explorations can turn into their own stories. It is an expressive digital tool that invites children to explore the outside, capture audio and visual snippets, and build stories around them. It comes together with a physical book which triggers child’s imagination through guided explorations and allows the child to keep the stories they created. The result is a play experience designed for children aged between 5 and 8 years old.
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