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  • 1.
    Aava, Kim
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Game Save: Game Save Incorporation in Game Design through a MDA Analysis2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

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

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

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

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

  • 2.
    Afram, Rabi
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Puzzle Design in Adventure Games2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

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

  • 3.
    Bahne, Adrian
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Signaler och System.
    Multichannel Audio Signal Processing: Room Correction and Sound Perception2014Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

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

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

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

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

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

  • 4.
    Beijnoff Bergström, Peder
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Side health indicators in FPS: A study in the subject health indicators in first person shooters2014Independent thesis Basic level (university diploma), 10 poäng / 15 hpOppgave
    Abstract [en]

    This essay is about side health indicator in FPS, why they look like they do and what function they provide in FPS and their existence in modern FPS. The essay also contains information about traditional health indicators, psychology in colors, the crosshair focus area and research about FPS in modern times. The author research of 44 FPS games is find out the amount of side health indicators against the more traditional types and the reasons a developer would include a side health indicator instead of the others. In his research he found out that in the selected games, a fair amount of them did include only a side health indicator but a far larger amount of the combination type, using a traditional type as a primary health indicator and a side health indicator when an avatar takes too much damage or nearing death. The author also found out a type he had not thought of, called full screen health indicators, which affects the whole screen to indicate the avatars state of health.

  • 5.
    Berg, Jens
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Högye, Tony
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Reifying Game Design Patterns: A Quantitative Study of Real Time Strategy Games2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. Game design patterns are a debated tool and this paper aims to examine the practical application of a pattern through a quantitative study in order to strengthen the potential for a more cohesive definition of the term. This is done by first establishing a game design pattern through observation of RTS games. The pattern is then studied through implementation in three commercial RTS games. The results focus on quantitative data gathered from AI vs AI matches related to game pacing. Through testing and analysis of the AI matches it can be stated that game design patterns in a contextualized setting supports the idea of using game design patterns as a formal tool. It was further concluded that the AI also came with limitations in how the collected data is applicable to the overall design of the games. Additional studies using quantitative data in conjunction with qualitative observations could lend further support to game design patterns as a useful tool for both researchers and developers.

  • 6.
    Bildtgård, Marcus
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Applying the Five-Factor Model to Game Design2014Independent thesis Basic level (degree of Bachelor), 180 hpOppgave
    Abstract [en]

    What makes us like or dislike certain games? Is there relation between our tastes in games and our personalities and can it be measured? This dissertation examines gamer personalities and game attributes with the help of the Five-Factor Model, also called The Big Five. It treats an experiment on how to apply the Five-Factor Model to games and their players and what it may be used for. By interviewing gamers, recording their favored and unfavored games, letting the gamers take a Big Five personality test and then juxtapose their personalities with their games' attributes, those questions may be answered.

  • 7.
    Boberg, Stina
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Creating animation for Transmedia: working with multiple products in synergy with each other2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    My purpose with this paper is to find out how my workflow is affected when creating two products in synergy with each other, and if I can still reach a sufficient level of quality by my standards.

    I chose to do my research during a transmedia project. By observing what happened during the project, I could compare my experience from this project with workflows normally used for animation in the games and film industry.

    We spent the majority of the time alloted for the project planning how the two products would unfold, and how we could link them together in a way that benefited the project as a whole. We however did not get as much time in the production phase, which meant that I had to produce the animation in the order that I received the required assets.

    My conclusion was that I appreciated being able to plan how the two products would work together, but that I and the team would have needed more time in the production to test our ideas.

  • 8.
    Callenberg, Robin
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Joharifönster och spel: att identifiera en målgrupp2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This is the report on a study made to find a correlation between the Johari window and the games that the possessor of given Johari window enjoys to play. A Johari window is a graph that shows an individual’s ability to receive and give feedback. One obvious correlation was found between individuals enjoying role playing games and their possessing Johari windows showing a good ability to give feedback. The reasoning behind this is that the ability to give feedback is based on the capability to express oneself to the external environment, and that one would need to be comfortable with expressing oneself to an external environment in order to enjoy interacting with the narrative that takes place within the role playing genre.

  • 9.
    Dahlin Jansson, Emelie
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Kan man identifiera de karaktäristiska dragen hos stop-motion och applicera dem inom 3D-animation?2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    For any animator either working in stop-motion or 3D-animation the knowledge of the first animation techniques are most important. For it is based on these principles that animation today can create such vibrant characters. With the extreme development 3D-animation has undergone the last twenty years it is easy to lose track of the old ways. But with this thesis a hope to show that it is these old ways that will take animation to its next stage. My aim with this thesis is to find out if it is possible to identify the characteristic features of stop-motion and apply these onto 3D-animation with purpose to create a more expressive style of animation. To be able to do this the method of this thesis is divided in two parts: the production and the perception. First the two work methods straight ahead and pose to pose are analyzed and the biggest differences are then identified. With this information two basic walk cycle animations are created, one with the work method of straight ahead and the other with pose to pose. These animations are kept as simple as possible so that all focus can be directed at the feel of the movement. In the perception part a survey is done where five participants observes the two animations and with a questionnaire answer how they perceive the differences. They answer which of the two they prefer, is most interesting and pleasant. According to the participants, they feel a difference and the majority prefer the animation done with the work method of stop-motion. They feel that it shows more personality and feel more natural. However the result is relatively even. My conclusion is that to achieve an animation that appeals to a larger group, a combination of the two work methods is optimal.

  • 10.
    Ekström, Hanna
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    How Can a Character's Personality be Conveyed Visually, through Shape2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The aim with this study was to further understand the art of character design, in order to get a better understanding of how visual attributes - especially shape - can be purposely used in order to communicate aspects of a character's personality.

    The first step was to investigate the subject of character design through relevant material and literature. From this investigation, a total of four character designs have been developed - two"good" and two "evil" - within two different game titles of different graphical styles: One that is more cartoony/stylized and one that is more realistic.

    Prior to the production a number of work processes - production pipelines - used by artists in the game and movie industry were investigated. From this, the pipeline for the study was compiled.

    To end the study a survey was conducted, in order to obtain outside feedback for the character designs regarding their style and what personality traits they were associated with. The results show that the majority of the participants perceived the characters in the way that was intended, while the perception of graphical style was a lot more varied.

  • 11.
    Eladhari, Mirjam P
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World2011Inngår i: Proceedings of DiGRA 2011 Conference: Think Design Play, Digitial Games Research Organisation (DiGRA) , 2011, s. 1-20Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes the social actions called ‘affective actions’ that are implemented in the prototype multiplayer game world The Pataphysic Institute (PI). An aim of this paper is to demonstrate how a game mechanic can result in a certain set of dynamics or play patterns. Affective actions are but one feature of the many that make up the game world of PI. In this paper, the feature is used as a vertical slice into the game design. The aim is to, by using this slice, show the founding the principles of the game, the play tests that informed the design, as well as the play patterns that were observed as they emerged in a series of game mastered play–test sessions.

  • 12.
    Fogelström, Elise
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Investigation of Shapes and Colours as Elements of Character Design2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Character design is applied widely both in the game and movie industry. For character designers, it is essential to design intuitively and to avoid repeated and unfulfilling designs. To understand certain methodologies used in design, this degree project investigates if there are further limitations or considerations that need more attention when designing purposeful characters. To get an overview if culture, age and gender affect the choice of shapes and colour schemes of characters, as a method, the online survey was used providing results based on answers from 72 participants.

  • 13.
    Gullbrand, Jerker
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Picture composition applied to 3-dimensional level design2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this thesis is to examine how compositional techniques developed for fine art may be applied to 3-dimensional level design. It uses game design theory and best practices as a starting point and then investigates how graphic theory can be applied to further them by creating natural graphic focal points in a level, providing a set of tools the designer might use to graphically communicate with the player. The thesis investigates four main techniques used to achieve graphic control:

    Managing hues and values.

    Managing shapes.

    Using linear and atmospheric perspective.

    Managing levels of detail.

    Each technique is linked to compositional theory through historical paintings which feature the techniques in question. Examples are then provided from contemporary games that testify the validity of using the technique in level design. In some cases altered scenes are also provided; over paints done in Adobe Photoshop exemplify how a technique may be used to change a scene’s meaning and convey other messages to the player. The conclusions and analysis testify to the value of incorporating compositional theory into level design and suggest further areas of research along the same line.

  • 14.
    Hagström, Rickard
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Frames That Matter: The Importance of Frames per Second in Games2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    There's been a lot of debate behind frames per seconds in gaming recently and many people come with all kinds of strange claims. For example, that the eye can only see 30 frames per second, its more “cinematic” and that it is the optimal framerate for games.This thesis studies about the importance of frames per second within games and the history behind frames per seconds, in games and all the way back when movie industry began. What is best for higher player performance and what should developers strive for?

    There was a personal preliminary test with an extended playthroughs of each game, to see if the playstesters would experience similar issues. Afterwards two quantitative tests with two different methods, a blind test and a performance test, are conducted to measure if any player notices the differences, how the framerate can affect the player’s performance and what they preferred.

  • 15.
    Hedenström, Mikael
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Ett Oskarpt Beslut: om Oskarp Logik i speldesign2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors. It will detail how transitions between AI states can be made more fluid with fuzzy logic. The paper comes to the conclusion that game AI with decision making based on fuzzy logic and fuzzy sets has several advantages and disadvantages. These advantages include the ability for AI agents to make decisions based on many factors. Disadvantages include the increased complexity inherent in poorly constructed fuzzy logic based AI. This complexity emerges when too many variables are part of the rule description, and each variable has several different states. In these cases, an unmanageable amount of rules will be produced.

  • 16.
    Hertz Orre, Thomas
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Spel & mänskliga behov: spelestetisk design, ett steg djupare2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna studie omfattar och undersöker de förhållande som existerar kring psykologi och ludologi med på att förena sambanden mellan människors behov och utmaningar i spel. Resultaten representeras via en grafisk illustration där funna samband påvisas. Av det material som använts mest (som hållfast grund), inkluderas Manfred A. Max-Neef’s Human Scale Development och Ernest Adams Fundamentals of Game Design. Detta arbete är en litteraturstudie som baserar sina resultat på djupgående analys av jämförelser mellan erkända författar och grundare av godtagna teorier. Utöver den grafiska representationen, visar resultaten av denna studie den sanna skillnaden mellan spel och simulatorer. Resultatet påvisar även att utmaningar i spel kan och bör delas upp i interna och externa kategorier och introducerar också en ny tolkning av hand-öga-koordination i spel och varför den ska ändras. Vidare definieras sociala utmaningar samt dess underkategorier och den skiljer verklighet från fantasi i spel.

  • 17.
    Jerry, Nybäck
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    What is Good Design?: On the problem of stereotypes and innovation in character design as reflected through the mentor archetype2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This thesis aims to analyze the conventions of Character Design, and how one may innovate without losing visual communication. Focus is put on discussing stereotypical patterns as an inescapable but potentially harmful aspect of human behavior. The type of character being examined is the Mentor Archetype, as known in the Hero’s Journey, but also used throughout narrative in all its forms. A number of mentor characters from film, animation and video games are examined in order discern what common elements there are to the various depictions of mentors found throughout both historic and popular culture, and a small number of pictures displayed to prove points. The terms archetype, stereotype, cliché and sign are looked at, and their role in the area of Character Design examined, with support from literature and articles. The social, societal, psychological and philosophical ramifications of these terms and how they relate to Character Design and the audience are discussed with further support from literature and articles. Conclusions are drawn of the importance of innovation and the harmful nature of stereotypes, and new kinds of further research are suggested.

  • 18.
    Jonsson, Jerry
    et al.
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Tonegran, Lina
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Designing Cards as a Polymorphic Resource for Online Free to Play Trading Card Games2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Seasoned players of free to play trading card games or players that invest large amount of money in digital or physical trading card games, end up having superfluous cards that hold no value to them. The purpose of this thesis is to create designs that would counter this problem. We analysed a selection of popular games on the market to get a better understanding about the depth of the problem and existing designs and mechanics to counter said problem. With the knowledge gained from the research, we intended design several systems that would give cards a polymorphic value. To validate those designs we decided to conduct qualitative interviews with highly experienced players of the genre.

    We discovered from our research and interviews that the problem with superfluous cards was larger than we had anticipated, and few games had taken steps to counter the problem. The systems we designed gave cards a polymorphic value, and the designs were proven successful through our validation. Our research and interviews suggest that by implementing polymorphic attributes to cards it could lessen or even remove the problem of superfluous cards, and at the same time increase the sales figures on booster packs.

  • 19.
    Kallin, Dan
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Characters in Roleplaying Games: a study of the bond created between player and character2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The bond between player and character as perceived by many, in pen-and-paper roleplaying games, is unrivalled in its emotional strength. This is an opinion shared by many hardcore enthusiasts across the globe. Personally I have never achieved a connection to any digital character that even closely resembles the intense affection I have felt for my pen-and-paper characters, and this baffles me. The goal with this thesis is to try and find exactly what pen-and-paper roleplaying games do differently.

    The method used is qualitative interviews with students at Gotland University. The participants are experienced roleplayers in both the analogue and digital form. With their help I try to identify the reasons to why players get attached to pen-and-paper characters more than digital ones. The literature revolves around roleplaying and how we identify with characters in other media as well. The result shows that there are four distinct reasons to why players get attached to characters.

  • 20.
    Kirsten, Mattias
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    "Det Vackra Våldet": slagsmålskoreografi i animerad film2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    My purpose with this thesis has been to find out how to choreograph a fight sequence in ananimated movie. With the help of professional stuntmen and dancers, I have tried to findmethods and techniques used on stage and in live-action film and apply those to animatedfilms. To successfully identify the techniques used, I conducted a number of interviews andanalyzed literature that deals with the subject of fight choreography. By the analysis of themethods provided by the choreographers and selected parts of the literature, I have compiled anumber of steps I recommend 3D animators should to take in their efforts to create their ownfight choreography.

  • 21.
    Kry, Tobias
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    How to develop graphic design for games with low-pixel density2013Independent thesis Basic level (university diploma), 10 poäng / 15 hpOppgave
    Abstract [en]

    This thesis is written for the Bachelor of Arts degree in Game Design and Graphics at Gotland University in Sweden. A method used in graphic design for games with low-pixel density was initially studied in the course Advanced Game Project and has in this work been further developed. In general, since regular size-reduction of pictures often results in visually incomplete bitmaps, the goal of this thesis is to provide a better overview on the process of reduction where the important features of the original picture are maintained throughout the reduction phase.

  • 22.
    Liepa, Marcis
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    How Male Gamers Perceive Games with Non-sexualized Female Protagonists: Swedish Males Aged 18 and Above2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Some game publishers and developers do not think that games with non-sexualized female protagonists are worth making because they would not sell. With close to a half of gamers being female (47%) it is a bit puzzling that they are not catered to. This could be because publishers think that male gamers, who they perceive as their main demographic, would not buy games with non-sexualized female protagonists. A study was done to see if that statement is correct. By questioning 91 Swedish male gamers, aged 18 and above, it was found that in games where one can choose the character’s sex 46% of the subjects play as a female character at least half of the time and in total 90% of the 91 subjects have at some point chosen to play as a female character. No one of the subjects have any negative thoughts about there being more games with non-sexualized female protagonists who are heroic in their own right and not a trophy, when asked 47% said it would be “Very good”, 24% said it would be “Good” and 29% said that they have “No opinion” in the matter.

  • 23.
    Lövgren, Alexander
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    DRM - utveckling, konflikter och framtid: konsumenters reaktioner på och företags användande av DRM2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. 

    The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?

    The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game. Even more extreme measures has been taken, consisting of the installation of an external software to verify the license key and ensure that no illegal actions were taken. 

    Distributors have shown through the years that the use of DRM is a must to protect their games from piracy. With the years that gone by, the DRM-system has developed into a more advanced software protection system and with this more problems have begun to emerge affecting the legal consumers, like errors preventing the users from playing the game. At the same time Distributors show little interest to remove or lower the usage of DRM. Users believe that the removal of DRM is the perfect solution, but discard the fact that a software without any kind of copy protection would risk not to generate any income at all for the developers. 

    When we consider now and then, we can see distinct patterns of continuing development of DRM-methods that do not create the same amount of issues for the consumers. The problem however previously addressed by DRM to stop illegal copies has now shifted to whether the consumers have the right to modify or change their purchased games.

  • 24.
    Mindus, Patricia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Filosofiska institutionen, Avdelningen för praktisk filosofi.
    Greppi, AndreaFaculdad de derecho, Universidad Carlos III, Madrid.Cuono, MassimoDepartment of Economics, University of Sassari, Italy.
    LEGITIMACY 2.0: E-DEMOCRACY AND PUBLIC OPINION IN THE DIGITAL AGE2012Konferanseproceedings (Fagfellevurdert)
    Abstract [en]

    Digital democracy has been cutting the edge in fields connected to legal, political and social theory over the last two decades but cross- fertilization and transdisciplinary approaches are still scarce. The impact of ICTs on political and governance processes seem elusive to traditional theoretical settings and mainstream conceptualizations. This is a selection of peer-reviewed conference papers originally presented at the workshop Legitimacy 2.0: E-democracy and Public Opinion in the Digital Age, at the IVR World Congress held in Frankfurt, August 18th 2011. They are also being published in the Law, Technology and Society - Proceedings XXV World Congress of IVR Special Workshop on "Legitimacy 2.0: E-democracy and Public Opinion in the Digital Age", Paper series B, ed. by Ulfrid Neumann, Goethe University, Frankfurt am Main 2012. These papers offer different approaches to findings in the field, the purpose being to go beyond the polarization between the apologists that hold the web to overcome the one-to-many architecture of opinion-building in traditional democratic legitimacy, and the critics that warn cyberoptimism entails authoritarian technocracy.

  • 25.
    Mohammedsalih, Salah
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Mobile Journalism: Using smartphone in journalistic work2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Mobile phones have had a drastic influence on media production, by providing a ubiquitous connection. This revolution has come about when smartphone turned into a powerful tool to do almost all the production-related work that was done previously by specialized equipment and computers. This has encouraged ordinary individuals to involve in media work and emerging the phenomenon of mobile journalism, where citizens and individuals can engage in journalism work carry out a job that was supposed to be done only by journalists for a long time ago. We are talking about hundreds of thousands of prosumers and amateurs who are making and covering news by their smartphones and contributing to journalism work. This has become particularly apparent in relation to reporting from remote and risky areas, where journalists cannot reach easily or may not arrive on time while important events occur. This was obvious during the Arab-spring - The role of smartphones in feeding both social media and traditional media with instant photos and videos taken by protesters themselves. This thesis focuses on the role of the smartphone in facilitating the work of journalists.

    As a part of the literature review, the author has gone through many texts, watched videos and listened to radio shows with journalists and workers in media spheres, in which journalists talk about their own experience with practicing mobile journalism. Then from a phenomenological perspective and framework the experience of technology and user aspects of mobile journalism are investigated. As the aim of this thesis is not to validate a hypothesis or a theory, a qualitative research method is used to come to an evaluation and explanation of the phenomenon of using mobile in journalism. For that purpose, several qualitative methods have been used to collect data such as auto-ethnography, observation, interviews and focus groups. The data are collected mainly from Kurdistan region in northern Iraq where journalists were covering news of war in dangerous and risky battle fields.  

    The findings from the results showed that the main factors that make smartphones powerful tools for journalists are: the low budget required for acquiring a smartphone compared to expensive equipment used in traditional media, the freedom and independence that a mobile can give to a journalist, the design aspects which provide a pocket-size tool with unsuspiciousness feature that make it possible to be carried and used even in areas where journalistic work is not allowed. The ubiquity feature of mobile has helped to cover news in areas where traditional media cannot be existing or cannot reach easily. The ability of individuals to obtain a smartphone in one hand and the universal design of mobile in another hand have helped to be used in journalism work by many people with no necessary training courses. This situation has created a good opportunity for media institutions and TV stations to expand their correspondents’ network all over the countries.

  • 26.
    Niklasson, Gunnar A.
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Fasta tillståndets fysik.
    Niklasson, Maria H.
    Musikinstitutet Betel, Bromma Folkhögskola.
    Non-Gaussian distributions of melodic intervals in music: The Lévy-stable approximation2015Inngår i: Europhysics letters, ISSN 0295-5075, E-ISSN 1286-4854, Vol. 112, nr 4, artikkel-id 40003Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The analysis of structural patterns in music is of interest in order to increase ourfundamental understanding of music, as well as for devising algorithms for computer-generatedmusic, so called algorithmic composition. Musical melodies can be analyzed in terms of a “music walk” between the pitches of successive tones in a notescript, in analogy with the “random walk”model commonly used in physics. We find that the distribution of melodic intervals between tones can be approximated with a L´evy-stable distribution. Since music also exibits self-affine scaling,we propose that the “music walk” should be modelled as a L´evy motion. We find that the L´evy motion model captures basic structural patterns in classical as well as in folk music.

  • 27.
    Nilsson, Linus
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Dragon Age Origins: a look at character consistency and complexitythrough dialogues2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This paper takes a look at two non-player characters in the game Dragon Age Origins and analyzes if their dialogues spoken are contributing to making the characters examined complex and also seeing if the dialogues spoken on a specific topic are being consistent. That the characters are having the same view on the topic does not matter to any other non-player characters to whom they speak. Thirty dialogues are being analyzed. Fifteen of them are delivered by the character Alistair and the other fifteen by the character Leliana. As an analyzing tool, Paul Grice's maxim of quantity and maxim of manner has been used. The conclusion suggests how Paul Grice's maxims could be used as a helping tool when writing dialogue for games.

  • 28.
    Nygren, Thomas
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Fakulteten för utbildningsvetenskaper, Institutionen för pedagogik, didaktik och utbildningsstudier. Umeå universitet; Stanford University.
    Sandberg, Karin
    Mälardalens Högskola.
    Vikström, Lotta
    Umeå universitet, Centrum för befolkningsstudier (CBS).
    Digitala primärkällor i historieundervisningen: en utmaning för elevers historiska tänkande och historiska empati2014Inngår i: Nordidactica: Journal of Humanities and Social Science Education, ISSN 2000-9879, nr 2, s. 208-245Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In this study, 110 Swedish upper secondary students use a historical database designed for research. We analyze how they perceive the use of this digital tool in teaching and if they are able to use historical thinking and historical empathy in their historical writing and presentations. Using case-study methodology including questionnaires, observations, interviews and text analysis we find this to be a complex task for students. Our results highlight technological problems and problems in contextualizing historical evidence. However, students show interest in using primary sources and ability to use historical thinking and historical empathy, especially older students in more advanced courses when they have time to reflect upon the historical material.

  • 29.
    Oltner, Alexander Mac
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Att överföra en turordningsbaserad spelprototyp till realtid: ett projekt rörande Victorious Skies och dess utveckling2011Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This project details the process of converting and transferring a turn-based paper prototype to a digital real-time format. The projects goals were to see how well the original feeling could be transferred to real-time and how the transition itself went. The project have been completed with the help of the programmer Mikael Gullberg. The practical part of the project was executed between the dates of 25/4 – 2/5. This project is a part of the larger project of Victorious Skies. During this project values have been converted and properties from the turn-based paper prototype have been formatted for use in real-time. This has been a very interesting and giving project that has challenged us and presented numerous choices about how we wanted to execute the conversions. The work was organized with the help of a priority list. I have been the one who have had sole responsibility regarding design choices while Mikael Gullberg have provided the necessary programming knowledge needed to convert the prototype to a digital format. The result of this project has been a real-time based digital prototype that is used as Victorious Skies first such prototype. Knowledge has been gathered regarding conversions of this kind by practical testing. The digital prototype is true to the original in such a way that a clear connection could be seen between the two. Though they differ in several key aspects due to the changes the real-time format brought with it.

    I have been able to arrive at several conclusions during this project. The most important conclusion I have taken is that there is no way that you can keep the exact original feeling as the real-time format just brings too many new factors into play. The formula used to transfer games from turn-based to real-time is not simple and require lots of thought. To be done right, attention must be given to the minute details which makes the process of converting both challenging and entertaining.

  • 30.
    Pensjö, Jonas
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Pacing for Dramaturgy2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This thesis is a study on how game mechanics affect dramaturgy through pacing within the multiplayer MOBA genre of video games and serves as an addition to ease dramaturgic design for future games. The thesis contains an introduction of drama and some of related terms in addition to the MOBA game genre, its format and a short history of the genre. To compare the observations and analysis made in this study, previous work on both dramaturgy and pacing have been recollected.

  • 31.
    Polgar, Daniel
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Kåberg, Lee
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    "Lets Play!": En studie av kunskapsöverföring mellan digitala spel och musikinstrument.2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee’s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains “digital games” and “non-digital instruments”. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data. The study was conducted on two groups of children, 6-9 years old, and consisted of the children accepting a musical challenge. The children in one of the groups got access to a digital piano application during a preparatory week, whilst the children in the second group lived their lives as usual. The results, and the time it took for the children to perform the assignment, was documented by the parents of the children in a questionnaire. The data from the questionnaire was then analyzed and used to draw conclusions regarding the possible effect of the piano application on the children. The analysis of the collected data showed that all children that had used the application passed the challenge. The analysis also showed that the child that had the fastest passing time on the challenge had used the application, and that the group of children that had used the application showed a faster average time for passing the challenge than the children who had not used the application. Even though some indicative patterns did emerge through our analysis of the collected data no definitive conclusions could be drawn regarding transfer of skills between the semiotic domains “digital games” and “non-digital instruments”.

  • 32.
    Powell, Robin
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Optimized Graphics for Handheld Real-time CG Applications2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this theoretical thesis is to research the problem: producing optimized content for handheld real-time CG applications. This thesis is based on existing literature studiesregarding the subject. It will explore the topic on how to deal with draw calls, shaderoptimizations, hard/smooth edges and how engines deal with polygons and textures and howthis correlates with current technical limitations of current game engines for handheld realtime applications such as the iPhone. On these grounds, the thesis will expand on the subject of how those topics affect the hardware; more specifically targeted the GPU and CPU onmobile devices.

    Today, the hardware used on mobile devices on the market is limited; it is important tounderstand that a lot of factors come in to play and making optimization a part of the design, not a final step regarding the creation of content is vital when creating CG applications formobile devices. A closer look at the available evidences suggests that when dealing with the limited resources available every performance aspect should be closely looked into. It is vital to optimize the content and correlate your game budget accordingly to the marketed device. In the end it will make for a better game. This thesis sheds a light on the development strategiesfor CG applications on handheld devices.

  • 33.
    Schramm, Jonathan
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Analysis of Third Person Cameras in Current Generation Action Games2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this project was to research the virtual camera systems used in current generation third person action games and to see what could be improved upon. To do this, different camera shots were categorized into camera archetypes, which also include post process and lens effects used. Information about the games was acquired by either looking through the game’s settings or by observing gameplay. Finally the results were compared to each other as well as the film industry and several improvements regarding usage of different features and camera shots were suggested.

  • 34.
    Öberg, Max
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    En designad fluidsimulation2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this report I will describe how an art-directed fluid effect for motion picture can be achieved. This effect will be an explosion with a visual style that is congruent with Pixar's movie Up. To begin with I will analyze the visual components that are used in Up and control the fluid simulation to get the desired visual style. I will briefly explain the background of my thesis, why it is interesting to create designed effects and why it is hard to design fluid effects. In the method I will explain my work process and some of the challenges that arises. In the end of my report I will look into my result and present my findings.

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