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  • 1.
    Andersson, Peter
    University West, School of Business, Economics and IT, Division of Media and Design.
    Bilderna som räknas: En kvalitativ studie om upplevda skillnader i bilder från renderingsmotorerna Arnold, Cycles, LuxCore och Renderman2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There are many options available for path-tracing render engines today. This study aims to investigate differences between images produced by different path-tracers that all use the same 3D data. This was done through the creation of a 3D-scene including an everyday object that was rendered by four different engines: Arnold, Cycles, LuxCore and Renderman. The resulting images were presented to six test subjects, three with previous knowledge in 3D-graphics and three with no previous knowledge in 3D-graphics. Semi-structured qualitative interviews were conducted in order to examine whether the test subjects experienced any differences between the images, with special emphasis on depth of field, noise and attractiveness of the images. The render times for the different engines were compared.

    The results show that the test subjects experienced great differences between the images. Experienced and non-experienced alike had no difficulty pointing out differences between the images, on some observations they all concurred, on some they expressed different opinions. The render times differed greatly for the different engines even though they all used the same number of samples. The conclusion of this paper is that, because the different engines work in slightly different manners, they produce pictures that are perceivably different even when they use the same 3D-data.

  • 2.
    Arfvidsson, G. F.
    et al.
    School of Electrical Engineering and Computer Science, KTH Royal Institute of Technology, Stockholm (SWE).
    Ljungdahl Eriksson, Martin
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lidbo, H.
    Rumtiden, Stockholm (SWE).
    Falkenberg, K.
    School of Electrical Engineering and Computer Science, KTH Royal Institute of Technology.
    Design Considerations for Short Alerts and Notification Sounds in a Retail Environment2021In: Proceedings of the Sound and Music Computing Conferences, Sound and Music Computing Network , 2021, Vol. 2021-June, p. 261-267Conference paper (Other academic)
    Abstract [en]

    The design and noticeability of alert sounds have been widely researched and reported, and not least, notification sounds are ubiquitous in both software and hardware product development. In an ongoing research project concerning the retail industry, we aim at designing short alert sounds that only grab attention from one group of customers, while others do not register the alerts: this particular aspect has to our knowledge not yet been studied. To establish design guidelines for such alert sounds, we conducted an experiment where test subjects would experience ordinary shopping activity including background music and an ambient soundscape in a virtual reality clothing store, but with added alert sounds. We tested, specifically, six differently designed sound alerts belonging to two classes: contextual-specific congruent sounds, and incongruent sounds that did not fit the sonic context. The results disproved our assumptions that incongruent sounds would outperform the congruent and thus in the context more anticipated sounds. The findings suggest that alert sounds can be designed with subtlety and still be noticeable and that customers will not necessarily be annoyed. We present here a first approach towards design guidelines for short alert sounds in a shop environment. Copyright: © 2021 the Authors.

    Download full text (pdf)
    OpenAire
  • 3.
    Bengtsson, Simon
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Nyholm, Carl
    University West, School of Business, Economics and IT, Division of Media and Design.
    Kortfilm - födkrok eller språngbräda?: En undersökning om de digitala plattformarnas påverkan på distributionen av svensk kortfilm2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The intent of this paper is to examine the conditions for Swedish filmmakers with the short film format as final goal. Through a qualitative study we investigate what paths there are for distributing short films through the digital platforms available today. We do this by interviewing some of the most experienced and successful short film creators in Sweden and one of Sweden's main financier in film creation, to provide as just image of the branch as we can.

    Short films with financing from the state and regional financiers rarely has any focus on economic gain. They are rather intended to help form filmmakers and give them an opportunity to establish themselves prior to further filmmaking.

    The main digital platform in Sweden is SVT Play, witch is much based on the fact that SVT is part of sponsoring a big part of the government financed short films. The greatest problem we found is the availability for short films through digital platforms, since SVT Play most often has exclusive rights and only buy viewing rights during periods.

    When you want to distribute your short film, the most important aspect is the context, the film should not only appeal the audience it reaches but it also has to appeal the audience in the situation where it reaches them.

    Download full text (pdf)
    fulltext
  • 4.
    Dosé, Madeleine
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Tedenbrant, Natalie
    University West, School of Business, Economics and IT, Division of Media and Design.
    "Spela, pausa, återuppta!": En kvantitativ studie om Netflixanvändares preferenser i strömmande serier och varför de väljer att återkomma2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay examine what Netflixs users prefer in a streamed serie and what makes them resume watching it after a break. The theoretical framework that the essay will presuppose from is convergence culture, continuity editing and narrative strategies. Convergence culture is used in this essay to view how media have converged through the interplay between media producers and users. The users nowadays are more active in their choice of media. They only consume what they find personally interesting. Streaming services such as Netflix give the users the opportunity to freely govern the way they want to consume it. What is it that makes the users stay in a serie or resume watching it when they just as simply could choose something different? In continuity editing the structure of a serie is all about lifting the story and emotions in the audience without being noticable. Narrative strategies can according to theory be used to evoke curiosity and the sense of wanting to see more. The quantitative questionnaire in this essay was answered by 67 participants and it aims to measure the users preferences in a serie as well as what makes them choose to resume watching. The questions concerned the participants user habits, whether they felt involvement in series and what narrative strategies they prefer. The results show that the participants prefer narrative questions, suggestion and story-delaying. The main reason why the participants resumed watching a serie was the desire to know what is going to happen next. The second reason was wanting to know how the series end.

  • 5.
    Fagerholm, Jennie
    et al.
    University West, School of Business, Economics and IT.
    Carlsson, Petter
    University West, School of Business, Economics and IT.
    Rubriker och dess digitala tillgänglighet: En kvantitativ studie sett till rubrikers färg samt bakgrundsfärg på alla Sveriges kommunwebbplatser2023Independent thesis Basic level (university diploma), 5 credits / 7,5 HE creditsStudent thesis
    Abstract [sv]

    Syftet med vår uppsats är att granska den digitala tillgängligheten sett till kontrastförhållandet mellan rubrik och bakgrund på svenska kommuners webbplatser. Den komponent i HTML som vi valt att studera i denna undersökning är elementet h2. Syftet med en h2-rubrik är vanligtvis att strukturera upp innehållet samt fungera som en underrubrik till huvudrubriken och således ge besökaren en uppfattning om sidinnehållets disposition. I Sverige är det Myndigheten för digital förvaltning (DIGG) som arbetar för att tillgängliggöra offentliga webbplatser. Det är till deras regler och rekommendationer utvecklare till offentliga webbplatser måste förhålla sig. Införandet av lagen om tillgänglighet till digital offentlig service (DOS) 2018 ökade kraven på offentliga aktörer i Sverige (SFS 2018: 1937, § 4). DOS-lagen bygger på Web Content Accessibility Guidelines (WCAG) som utvecklats av World Wide Web Consortium (W3C) för att främja social inkludering (W3C, 2018). WCAG:s kriterier är indelade i tre nivåer om A, AA och AAA. Contrast ratio, eller kontrastvärde, är ett värde på mellan 0–21 i detta falloch representerar hur bra kontrast det är mellan rubrik och bakgrund. Då vi eftersträvar en generell bild av kommunwebbplatsernas digitala tillgänglighet har vi valt att göra en kvantitativ innehållsanalys. Vi kommer manuellt gå in i källkoden för varje kommuns startsida och leta reda på det första h2-elementet från toppen och neråt. Resultatet visar att hela 99,66 % av Sveriges kommuner ligger på minst nivå AA vilket är ett krav, kontrastmässigt, enligt WCAG. Vi ser ett ordentligt spann mellan lägsta kontrastvärdet på 2,77 och högsta kontrastvärdet på 21 bland Sveriges alla kommuner.

  • 6.
    Fuentes Martinez, Ana
    University West, School of Business, Economics and IT, Division of Media and Design.
    Introduktion till programmering2021In: Introduktion till medieteknik / [ed] Pernilla Falkenberg Josefsson, Mikael Wiberg, Studentlitteratur AB, 2021, 1:1, p. 217-225Chapter in book (Other academic)
  • 7.
    Meng, Liuchun
    University West, Department of Economics and IT, Divison of Informatics.
    Risk Management in M-Commerce projects: A Case Study of M-Commerce project in Trollhättan2012Independent thesis Advanced level (degree of Master (One Year)), 40 credits / 60 HE creditsStudent thesis
    Abstract [en]

    Due to its inherent characteristics such as ubiquity, personalization, flexibility, and dissemination, mobile commerce promises business unprecedented market potential, greater productivity and higher profitability. With this in mind, it is perhaps not surprising that mobile commerce is growing much faster than its fixed counterpart. Unlike e-commerce, m-commerce is personalized and there is a need for a novel approach to evaluating risk management in m-commerce projects.

    Result in the increase of risks management in m-commerce. Besides the business core activities, the increased use of derivative products by both financial and non-financial institutions and recent events or scandals continue to demonstrate the need for enhanced standards and processes of control over risk.

    In this thesis, I attempt to introduce a new method for performing risk analysis studies by effectively utilizing the existing risk management process framework with adoptions of analysis approach in m-commerce projects. It will provide a sequencing of the core part of the risk management process into sub-processes for identify context, identify risks, analyse risks, evaluate risks and treat risks in different respects of m-commerce. Moreover, it seems that the integration of risk management process and some analysis method indeed provided very useful new insights.

    To be able to fulfil the purpose of study, qualitative research method was considered, using an inductive approach of a single case study of m-commerce project in Trollhättan with m-commerce related research literature and scenario for development of restaurant in university west as source of data.

    Based on the analysis, a number of observations were put forward in the conclusion. To begin with the strategy in relation to management structure will be considered. In addition, the role of information technology security is considered in risk management. Meanwhile, the good governance and risk management according to m-commerce application in risk management system and corporate governance are included in the discussion.

    In attempt of risk management in the m-commerce projects, this thesis examines the issues in one case of m-commerce project in Trollhättan not only information secure issues and some technical viewpoints in m-commerce project but also from the project management's perspective.

    The contribution of the thesis will be introducing a new framework/module for performing a risk analysis studies in m-commerce projects domain and a proposal for risk management in the m-commerce projects case of Trollhättan.

    Download full text (pdf)
    riskInmcommerce
  • 8.
    Rudblom, Matilda
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Elfström, Elin
    University West, School of Business, Economics and IT, Division of Media and Design.
    UX som tankesätt istället för arbetssätt: En studie om hur designers hos SME-företag i den svenska designbranschen förhåller sig till UX-design och användarmedverkan i designprocessen2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to find out if the gap between theory and practice is also visible in the Swedish design industry and how the gap could then be reduced. Previous research describes a lack of UX (User eXperience) work in design processes and a study has therefore been conducted with the aim to formalize guidelines for how companies, which do not include UX and users in their design processes, should develop their UX work in order to offer better artifacts. The results of the study shows that the majority of designers have UX as a design approach. Designers in the industry often know what UX means and why it is important but seems to find it hard to make customers realize the value of the UX work, which force designers to use UX as a way of thinking instead of the way of working. The results of the study presents new guidelines that companies can use to develop their UX maturity and work which is necessary for survival. We can make several conclusions from the result. UX is necessary to deliver high quality products and services to users but restricted by the customers motivation, time requirements and financial resources. Because of that, designers must have rhetorical knowledge and be able to shape and function communication that leads the client to understand the value of UX. If design companies do not involve UX in their design processes, possibly through user tests and demonstrations, the company's risk to losing important competitive advantages. This study provides a good basis for further research in the subject. The study ends with recommendations until further work on topics that were to be done for this study.

    Download full text (pdf)
    fulltext
1 - 8 of 8
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