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  • 51.
    Ajanović, Midhat
    University West, School of Business, Economics and IT, Division of Media and Design.
    Usamljeni detektiv u svijetu pohlepe i lazi/Lonely detective in a world of greed and lies: Jedan pogled na  dugovječnu tradiciju tvrdo kuhanog trilera u literaturi i na filmu/One look at the long-lived tradition of hard-boiled thriller in literature and film.2016In: Hrvatski filmski ljetopis/Croatian Film Chronicle, ISSN 1330-7665, Vol. 22, no 85, p. 163-196Article in journal (Other academic)
    Abstract [en]

    This essay is centred on the phenomenon of the specific socially critical so-called hard-boiled thriller that distinguished itself as a separate film genre in the USA already during 1920s. The reason for this should be looked for in the everyday life that provide versatile stimuli and inspiration, but first of all in hard-boiled literature that rose to stardom in this period. Another typical American genre, western, deals with the, not only geographically, but also strictly time-limited vision of American history in the years of expansion and settlement (the beginning of western coincides with the emergence of the Colt revolver and its end with the time when cars replaces horses) and in principle represents a glorification of American history and system. However, crime film has a tendency to adjust its framework to the changing historical circumstances, different and new media and is integrated in other cultures, most frequently as an eminent critique of capitalist society. Dashiell Hammett, author and screenwriter, played the most prominent role in the process of genre defining. He basically created the American-type thriller and made it an independent literary genre. Although he authored only a small number of literary works and although he has been more or less completely unrecognized by the academic and literary establishment, with is prose Hammett stimulated the development of the hard-boiled thriller and the aesthetic model on which it was based which transferred from literature to feature film and from there to other media as well, such as comic book and videogames. The model was successfully adapted to non-American environments as well in the form of original hybrids such as Scandinavian thriller for example. What Hammett inserted into crime literature, and indirectly into film and other media as well, is the perception of reality embodied through the modelling of protagonists and a complete relativisation of the line between good and evil. As a man who was all but apolitical, he contemplated society from the inside, from its darker and unembellished, but artwise much more stimulating side, formulating the hard-boiled thriller as a specific socially critical discourse.  On the one hand, this essay is constructed as an analytical overview of the development of genre, its characteristic and significance, and on the other hand as an attempt to provide arguments for the thesis on the stableness of the model, and its vitality, durability as well as pronounced presence in other media and non-American cultures. Regardless of time periods, different characteristics related to theme and style, and subgenres (crime film, gangster film, film noir, police drama, etc.), hard-boiled thriller is, just like Aristotle’s three-act structure, demonstrated as a magic formula on which a highly critical vision of the dominant modern civilisation system related to state, values and culture was based for almost an entire century.

  • 52.
    Ajanović, Midhat
    University West, School of Business, Economics and IT, Division of Media and Design.
    Vlado Kristls Don Quijote2011In: Maske und Kothurn, ISSN 0025-4606, E-ISSN 2305-0667, ISSN ISSN 0025-4606, no 3-4, p. 237-244Article in journal (Other academic)
    Abstract [en]

    The author studies the animated film Don Quixote (1962) by Vladimir Kristl and sees it as one of the first works of art which depicts a mechanical and dehumanized world marked by the loss of subjectivity and the violent erasure of cultural differences between people as an image of global civilization.

  • 53.
    Albinsson, Lina
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Niemi Thelén, Mathilda
    University West, School of Business, Economics and IT, Division of Media and Design.
    “Det är lättare att skriva elaka kommentarer om man ser att någon annan har skrivit först”: En kvalitativ studie om ungas kommunikation på sociala medier, kopplat till begreppen näthat, nätkärlek och digital kompetens2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this essay is to investigate the subject of young people's communication on social media linked to the concepts of cyberbullying, cyber-love and digital competence. With qualitative methods, focus group interview and interview, four children, two parents and a teacher were interviewed. In the essay, their reflections and perspectives on how they view young people's communication that takes place on socialmedia are highlighted. Previous research shows that the concept of digital competence is difficult to define and there are different interpretations of what the ability to have good digital competence actually means. Research shows that there are tendencies to generalize that all children and young people can handle digitalisation, just because they are born into a time where digital and social media characterize everyday life. The results show that cyberbullying and cyber-love take place in social media. The children surveyed learn to handle communication on social media on their own. To some extent,children have strategies for dealing with online hate and the use of social media, but not to the extent needed. The results also show that both the surveyed parents and the teacher express that there is a need to develop more digital competence and adult participation plays a role in children's development of digital competence.

  • 54.
    Alfredsson, Isabell
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Möller, Leon
    University West, School of Business, Economics and IT, Division of Media and Design.
    "Det ger mig trygghet": En kvalitativ studie om svenska HBTQ-personers identitetsskapande och gemenskap på sociala medier2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis was to qualitatively investigate how Swedish LGBTQ people navigate social media and how it affects them in their communities and creation of identity. The thesis findings draw from interviews with eleven persons aged 16 to 44 years. The data of the informants was analysed using a thematic model.  

    The result showed that LGBTQ individuals have great benefit from social media on many different levels but also that they are inhibited on certain platforms for different reasons because of their LGBTQ identities. The benefit was in the area of two of our main themes of community and identity creation where the informants clearly expressed many feelings such as security, understanding, belonging and acceptance. But also that it benefits from the information they receive from the Internet at large but also from other LGBTQ people online. The theme of openness showed that the informants were selective with the openness of the Internet because of their LGBTQ identities and that for various reasons they kept their sexualities secret partly or entirely on separate platforms where they did not feel secure.  

    The informants’ stories are largely in line with international research in the field and our informants' experiences could further be understood when they were confronted with these findings and theories in the field. The results of the study showed that the internet served as a haven for the informants and that through social media it had created a large network of contacts with other LGBTQ people both in Sweden and abroad. The conclusions that can be drawn are that social media serves a great purpose for LGBTQ people in Sweden and that through different platforms they are given the opportunity to express themselves and be paired with people in the same situations, which creates security for the informants. The conclusions we can draw are also that a large part of the informants suffer from minority stress due to or fear context collapse that they experience on different platforms.

  • 55.
    Algotsson, Amanda
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Jonasson, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Samspelet mellan 2D och 3D: 3D-CGI:s inverkan på stämning och perceptuell realism i animen Attack on Titan2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Attack on Titan (2013) is a popular anime that has been widely distributed around the world. The anime is a prime example when it comes to using 3D Computer Generated Imagery (3D-CGI) combined with traditional 2D animation. This essay is a case study that explores how 3D-CGI impacts the building of atmosphere and tension as well as the perceptual realism in the anime. This has been done in the form of a content analysis where we take a closer look at a selection of scenes. These are establishing, in-depth, or climax, and have further divided them into battle scenes and non-battle scenes. The 3D-elements are divided into three categories, 3D-scenography, 3D-character, and virtual camera. The results show that there are no significant differences in the use of 3D-scenography and virtual camera in the different types of scenes. However, the use of 3D-characters can only be seen in in-depth scenes and battle scenes, respectively. The world of Attack on Titan has many similarities with our reality when it comes to respecting the laws of physics. 3D-CGI contributes with a flawless perspective that increases the sense of distance and speed, however, the use of 3D-characters seems to be largely an economical and time-efficient choice. Nevertheless, the creators have taken advantage of the possibilities that a 3D-character brings by creating tension-inducing imagery.

    3D-CGI has been a contributing factor to the series' perceptual realism mainly because of its use of 3D-scenography and virtual camera, and it has also been a contributing factor in the building of tension and atmosphere mainly with its use of 3D-character.

  • 56.
    Al-Mahdawi, Raghda
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Meijer, Robin
    University West, School of Business, Economics and IT, Division of Media and Design.
    Virtual Reality för att motivera till rörelse: En kvalitativ studie av två musik- och rytmspel2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Virtual Reality games have a great potential for combining physical exercise and entertainment, which in turn can help make exercise more fun and at the same time help make you want to move more. The purpose of the study is to investigate how the VR experience can affect the motivation to physically exercise and what other factors in games that can affect the motivation. We are investigating this with the help of a qualitative survey where we observe and interview eleven different respondents with mixed experiences in VR. The respondents tried out the VR games Beat Saber and Synth Riders, both are music- and rhythm games. The respondents tried out these games for two ten-minute sessions while we observed their behavior. After the game sessions, the respondents were interviewed where we asked questions about their experiences and opinions about their VR experience.The results show that VR games have several advantages that can motivate the player to want to move more. The majority of the respondents thought it was fun thanks to the music and rhythm while at the same time challenging themselves with harder difficulties and more challenges in the VR-games. The respondents came to the conclusion that VR worked as an excellent complement to exercise but did not consider it sufficient to completely take over as it is not as physically intense as, for example, bodybuilding or solid full body workouts and that you still need fresh air. 

  • 57.
    Ames Villar, Christina
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Aldén, Mattias
    University West, Department of Economics and IT, Division of Media and Design.
    Från penna till polygon: En kvalitativ forskning om animatörers förhållningsätt till Disneys 12 animationsprinciper2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this paper we will investigate how Disney's 12 principles of animation is used today by professional 3D CGI animators in their work.

    The purpose of this study is to get an insight on how Disney's 12 principles of animation has changed for application in 3D CGI animation, as they were originally made for hand-drawn animation.

    Based on a selective choice based on a survey sent to studios working with animation and to freelance animators, we conduct interviews with the animators who answered the survey and could provide empirical data to our research.

    In the interviews, we ask how the respondents apply Disney's 12 principles of animation in their work in order to evaluate how they have changed since the 30s.

    The results we got showed that all respondents agree that Disney's 12 principles of animation are important tools in the creation of believable character animations.

    Some respondents chose to go through each animation principle and explain how they utilize each principle in their work, while other respondents stated they did not carefully followed these principles as they work with timelimited projects which means they do not have time to go through them all

  • 58.
    Andersson, Amanda
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Nilsson, Maria
    University West, School of Business, Economics and IT, Division of Media and Design.
    Mänsklig närvaro i annonser på Instagram: Att skapa positiva intryck i Instagramannonsering utifrån ett miljöpsykologiskt perspektiv2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to explore how ads on Instagram can create a positive attitude for the recipient. This was investigated through a quantitative survey where the respondents, girls belonging to generation Z, got to choose between ads, identify what caught their interest and describe their experience of the ads. The results show that ads with human presence are chosen more often than those without human presence, and there is a slight advantage for those ads with visible face compared to those without visible face. The results also show that when the ads have a visible face, the human is the recipient’s main focus, while ads with a human presence without a visible face are considered to emphasize the product more. The ads with human presence are generally considered to be more inspiring while the most common experience of the ads without human presence is that they are informative. This study complements previous literature by arguing that human presence in itself is a powerful stimulus to capture the attention of recipients on Instagram. We conclude that human presence is a contributing factor to creating a positive attitude for the recipient on Instagram and that it is further enhanced if the ad has a visible face.

    Download full text (pdf)
    fulltext
  • 59.
    Andersson, Jimmy
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Nordberg, Daniel
    University West, Department of Economics and IT, Division of Media and Design.
    There´s no sound in space: En studie om ljuddesign för fiktiva objekt inom Science Fiction2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis work examines how a sound can affect the experience of an object with the focus set on sound design for an object which lacks a real world reference. The study's purpose was to research the experience of an object in relation to the sounds level of realism. We collected data through web based surveys to see how an object could be perceived differently by just altering the level of realism in the sound. The survey then gets backed up by an analysis of two movies where the related phenomenon where present. Our results leads to a discussion where possible correlations between sound and it’s level of realism are revealed which then could become a foundation for future studies.   

  • 60.
    Andersson, Jonatan
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Szanto, Therese
    University West, Department of Economics and IT, Division of Media and Design.
    You pay I play: Microdonationer kring Twitch.tv med fokus på tittarna2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Since Twitch started its livestreaming site in 2011 live streaming have grown incredibly fast. In 2014 Twitch had 100 million unique viewers monthly. The streams on Twitch range from esports players to people streaming for fun. Today there are streamers that are not working but instead create a living based on streaming and micro donations from its viewers. We are curious and want to explore how a streamer can live just by playing computer games. They accumulate an audience who will return as soon streamer begins streaming. In addition to advertising on their page to get streamers into micro donations through their viewers. These micro donations account for a large portion of their income.

    We focus on those watching rather than those who stream. How is it that someone would be willing to donate money to a streamer? We then decided to do a survey on motivation and microdonations Twitch viewers will answer. The questions is focused on what kind of genre, user prefer to watch and and what motivates them to donate.

    In our study, it was only 36.5% who spent less than 4 hours per week on Twitch, the rest of the responses were from people who spent over 4 hours. According to the responses of our survey people were not affected by others when it came to the choice of stream to watch. Many people choose the stream due to the streamer being entertaining or playing the same game as the streamer. Even if the people who answered our survey spent alot of time on Twitch only a part of them choose to donate 43% of them have neither donated or subscribed to a stream before. Only 5.5% donates much (over $ 10) and often. According to the answers only 56.1% have donated or subscribed to a stream before. We must take into account that 75.6% are young people under 24 years old and may not have an income, hence it is difficult to donate despite the fact that they want. Although many are donating very small sums, there are people who donate incredibly large sums which a streamer can almost fall into a state of shock.

    There was a number of different factors that motivated people to donate their money to streamers. The three most prominent factors were “Entertaining streamer” a streamer who engages the audience and makes them laugh, “I play the same game” the viewers recognize the game and play it during their own time and “I want to learn something” the viewers want to improve their own skills and learn something new. More than half the people who responded would be willing to spend atleast 10$ a month on Twitch related material. Most of the people who answered were men and around 1525 years. Benefits i.e getting something in return for a donation had a much lower impact towards motivating people than expected.

    Download full text (pdf)
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  • 61.
    Andersson, Mikael
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Andersson, Ulf
    University West, School of Business, Economics and IT, Division of Media and Design.
    Problem solving, reflection and lifelong learning in the junction between theory and practice2022In: International Conference on Work Integrated Learning: Abstract Book, Trollhättan: University West , 2022, p. 80-80Conference paper (Other academic)
    Abstract [en]

    In 2002 University West was commissioned by the government to develop forms for work integrated learning (WIL) as part of the work with pedagogical renewal of higher education. As a result of this assignment, WIL is now a deeply rooted philosophy and cornerstone of the university but also the main principle for pedagogical approach. We believe that knowledge, both theoretical and practical, is acquired everywhere and not only in institutions of higher learning. In other words, we are striving to connect university studies with everyday work life and the surrounding society. The purpose of this paper is to describe and evaluate a strategy for improving student awareness and skills for problem solving, reflection and lifelong learning in the junction between theory and practice. At the center of our focus are students from our bachelor's degree programme 3D-animation and visualization and a course on simulation and particle based effects. This is a challenging subject to teach since knowledge, tools and process is evolving rapidly and we rewrite the course curricula every year. The strategy consists of adding five themes focused on reflection and problem solving spread over the weeks of the course, in addition to the more direct subject-related areas. For each theme the students recieved reading material giving an overview of each theme, and then reflection based questions aimed at connecting the theme of each week to the subject of the course. The themes were Lifeling Learning, MoSCoW prioritisation, Schöns desriptions of design challenges and wicked problems and finally Fraylings ideas of Research through design and Schöns Conversation with the material. For the last week, the students wrote a summary of the entire course using the themes they had studied. At first there was some resistance among the students, and it was not easy for them to see the value of these assignments, instead their focus was on the more technical aspects of the course. However, as the course progressed a majority of the students started to see the point of these more reflective based assignments. One example where this became apparent was during the weekly presentations of the technical assignments. While some of the students still struggled with integrating the reflective assignments with the more technical parts of the course, others started to use the terminology and reasoning from the reflective assignments when talking about how they approached the problems they faced when solving the technical assignments. Having the students equipped with these new approaches also facilitated talking about problem solving and learning strategies, both during the course where this strategy was tested, as well as a subsequent course.The strategy was evaluated by analysing the written and oral presentations and reflections of the students, with special attention being paid to their problem solving and their strategies when approaching new technologies and tools. In addition to this, we also observed their reasoning about the theories that was embedded in the tools, i.e not just talk about how to do things in the software, but also the theories and principles underlying the software.Overall, the aim of the strategy was to train the students on problem solving and learning through experimentation, design and reflection. While one single course is a very short time to practice this, differences in reasoning andstrategies in the students from the beginning of the course to the end could be seen. This was both in their written reports as well as their oral presentations. Areas where improvements could be seen was more abstract reasoning, reflection on problem solving, priorities, and the ability to connect and compare different areas of the course. One theme that also was recurring in the texts was the balance between chaotic exploration and structured learning. These are skills that are valuable in a changing industry where they will need to learn new tools and develop new workflows constantly. Overall, a conclusion here is that learning to learn is far more important than learning a specific tool or skill.

  • 62.
    Andersson, Mikael
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Bernhardsson, Lennarth
    University West, School of Business, Economics and IT, Division of Media and Design.
    Norström, Livia
    University West, School of Business, Economics and IT, Division of Media and Design.
    Work integrated learning boosts students' experience of readiness for working life2020In: INTED2020 Proceedings: 14th International Technology, Education and Development Conference Valencia, Spain. 2-4 March, 2020 / [ed] L. Gómez Chova, A. López Martínez, I. Candel Torres, Valencia, 2020, p. 4101-4105Conference paper (Refereed)
    Abstract [en]

    Self-efficacy and Self-esteem of readiness are important factors for students to succeed in an internship. These factors affect how an individual handles new situations and possible threats. By testing their theoretical knowledge in a practical context, the internship can have a positive effect on the student's experience of being successful in working life.Work integrated learning is one approach that may support students progression towards increased readiness for working life. What characterizes work readiness and how can it be achieved?The study was conducted at the bachelor's degree programs ‘Digital Media’ and ‘3D-animation and visualisation’, at University West in Sweden. During the fifth semester students have the opportunity to carry out internships in a workplace. These internships are conducted as a course at the university which also gives higher education credits. The time spent on the course is split between the workplace (80%) and the university (20%). Every fortnight the students meet with faculty staff at a seminar to discuss a given topic. The purpose of the course is to give the student the opportunity to integrate theory from the university studies with practical experience in a workplace.The students spend the majority of the time in the workplace however every second week they meet in a seminar on campus, in which they discuss their experiences in the workplace. As a preparation for the seminar, the students are given different thematic questions to reflect on. Based on all students answers, in the seminar the students reflect on similarities and differences in each others’ texts. Additionally, a supplementary summarizing question is given to the students during the seminar.Prior to the start of the course, the students make their own estimation of how ready they feel they are for working life on a scale from 1-10. After the course, the estimation is revised along the same scale. In addition to this estimation, conversations are conducted between the students, regarding readiness for working life.The study is a mixed methods approach and consists of three sets of data: five group interviews á three hours with 7-15 participants in seminars, two online surveys and 50 written reports from all together 15 students.In the paper we report on how students gradually increase their feeling of being more sure of what type of work tasks they prefer to do in the future, which skills they already have or need to develop further, and what type of workplace they want to work at related to for instance: level of creative freedom, level of collegiality, type of governance etc. These insights, we argue, are vital characteristics of students’ experience of ‘readiness for working life’. We discuss how these characteristics are important aspects of self efficacy and how they are related to the design of the course and ultimately a work integrated learning approach to teaching and learning within higher education.

  • 63.
    Andersson, Mikael
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Tidlund, Stefan
    University West, School of Business, Economics and IT, Division of Media and Design.
    An updated model for activities that promote work integrated learning2022Conference paper (Other academic)
  • 64.
    Andersson, Mikael
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Tidlund, Stefan
    University West, School of Business, Economics and IT, Division of Media and Design.
    Towards A Framework For Work Integrated Education2023In: INTED2023 Proceedings / [ed] Luis Gómez Chova, Chelo González Martínez &Joanna Lees, iated Digital Library , 2023, p. 2471-2480Conference paper (Refereed)
    Abstract [en]

    Work Integrated Learning (WIL) is often considered and used as an umbrella concept for a broad range of activities. The fundamental idea is to integrate theoretical knowledge with work practice and connect education, work and research. At University West, WIL is presented and defined according to three dimensions: as a philosophy, as a pedagogical method and a topic for research. We believe that knowledge, both theoretical and practical, is acquired everywhere and not only in institutions of higher learning. This generous definition of WIL is on one hand permissive and flexible in application but on the other hand creating uncertainty and confusion. In this paper we report from the experiences of undergoing a thorough review process of a B. Sc. -program being evaluated for a WIL-certification. In order to strategically develop the quality of WIL a decision was made to certify all programs. The goal is to assure that all students are given opportunities to face, understand and reflect upon WIL. Our empirical data which is documented in a self-evaluation report of the media and design programs, firmly pointed to a need for a shared vocabulary as well as tools and methods adapted to support the process of WIL-certification.

    For some years the importance of student readiness or employability has been emphasised by society and the labour market. WIL is often considered a key strategy for developing employability capabilities in students by higher education. A typical didactical application is cooperative education, work-based learning or other forms of internship. This demand maintaining and developing partnerships with the surrounding society to provide internships for all students, especially since the concept of WIL is being spread and recognized.

    A possible solution suggested by our self-assessment report and in related work is to explore and develop new or existing activities within a course or curriculum, that promotes WIL to broaden the options. This development has also been advanced by remote learning initiatives, virtual learning technologies, calls for internationalization and a recent pandemic situation.

    At an early stage in our certification process, an inventory of activities considered promoting WIL was established by all teachers. The purpose of the inventory was primarily to identify courses that included WIL but also function as a trigger for conversations on WIL. We found an array of methods and approaches utilized by teachers in our programs. These activities could be defined as work integrated education (WIE) and hence an important part of our WIL-profile. These findings raised practical questions – How do we define and phrase a vocabulary for communicating WIL-activities and directions for further development? How can we operationalize and describe progress with respect to WIL/WIE? Is there a framework, model or typology that we could utilize?

    The proposed typology presented in this paper is based on a previous suggestion; “A typology of WIL”. Key takeaways are an updated typology for identifying, applying and utilizing pedagogical ideas that serve to promote WIL. The typology has been revised and rearranged to meet and cope with all new activities being developed in the WIL community around the world. An important addition is the work or results created by students as a response to an assignment.

  • 65.
    Andersson, Mikael
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Tidlund, Stefan
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pongolini, Malin
    University West, School of Business, Economics and IT, Divison of Informatics.
    Implications of the Work Integrated Learning (WIL) certification at University West: An updated model for classifying pedagogical activities that promotes WIL2021In: VILÄR: 9-10 of December, 2021, University West, Trollhättan, Trollhättan: Högskolan Väst , 2021, p. 24-24Conference paper (Other academic)
    Abstract [en]

    During the last year more programs went through the formal process of WIL-certification at University West. The programs included in this presentation are 3d-animation and visualization, Digital Media and Systems development – IT and society. An early step when preparing for the certification was to identify activities and pedagogical ideas, utilized by staff and considered to promote and achieve a WIL space. As the number of activities identified grew in number the need for a model or classification of work integrated education (WIE) became apparent. There are some possible classifications suggested but they were not covering all aspects and forms of the programs. At the end a modified or updated classification based on the work of Hedlund & Svensson (2005) became the solution

    The aim for this presentation is to discuss identified forms of work integrated education (WIE) through examples from actual courses and a modified framework for classification.

     

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    VILÄR
  • 66.
    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.

  • 67.
    Andersson, Therese
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    de Jong, Jonathan
    University West, Department of Economics and IT, Division of Media and Design.
    Hur designar man en e-handelssite:: är designers och dokumenterad forskning överens?2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper examines and summarizes rules, guidelines and methods for how an e-commerce site should be designed, which elements it should contain and where these should be placed. Our approach consists of two phases. First we comprise relevant research within the target area. This is then divided into logical themes and is used as a foundation for an interview guide, which will be used in the second phase. After this, in the second phase, we conduct qualitative interviews with designers that are actively working with design of e--‐commerce  sites. These can be part of a larger team or work more or less alone, i.e. the participants are not limited to being part of a larger or smaller company or project. The purpose of this is to establish if the relevant research is coherent with how designers work within the area of  Västra Götaland. The result will also serve as a kind of general template, which can be used as support or inspiration while creating an e--‐commerce site, supported by the research material as well as the interviews. We concluded that the research and the way the designers work were mainly coherent. The difference between the research and the result of the interviews were mainly that the people in the business develop more methods and guidelines in a faster pace than the research can keep up with. This is because they are actively developing the business as part of the design community. 

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  • 68.
    Andersson, Ulf
    University West, Department of Economics and IT, Division of Media and Design.
    Informatics and Media production2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
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    fulltext
  • 69.
    Andersson, Ulf
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Andersson, Mikael
    University West, School of Business, Economics and IT, Division of Media and Design.
    The challenge with the skilled hobbyist2020In: VILÄR: 3–4 December 2020 University West,Trollhättan. Abstracts / [ed] Kristina Johansson, Trollhättan: Högskolan Väst , 2020, p. 16-17Conference paper (Other academic)
    Abstract [en]

    Having prior knowledge and experience in 3d-graphics or visual effects can give you ahead start when embarking on an education within that field. However, experience shows that it is common that those students that have worked with 3d-graphics on a hobby level are stuck in a certain way of working. They have developed methods and workflows that are suitable under hobby-like circumstances, which means that they  have worked in isolation, on a single computer and often without any specific deadlines or time restraints. However, work life is seldom this structured. Instead it is complex and disordered, and requires constant new learning (Bruno et al, 2017).

    This is a qualitative study where students from a three year program are interviewed regarding their process of going from a hobbyist to a professional, if any. The results are compared with the concept of the Deliberate Professional, as described by Trede and Jacksson (Trede et al, 2019) The results of this pilot study suggests that the students to a large extent still are in the “hobbyist”-mindset, and have a low insight in the different requirements of beingin the workplace. However, some mentions of constant learning, and the importance of knowledge outside of specific 3d-technology. Some implications for the program isto focus and emphazise what it means to be a professional, and not only expose the students to work-like projects, but also have more occasions for reflection excercises, as described by Bruno and Dell’avarsana (Bruno et al, 2017).

  • 70.
    Andersson, Ulf
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Arvemo, Tobias
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Gellerstedt, Martin
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics. University West, School of Business, Economics and IT, Divison of Informatics.
    Can Measurements of Online Behavior Predict Course Performance?2016In: Proceedings of the 7th International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC 2016 and the 7th International Multi-Conference onSociety and Information Technologies: ICSIT 2016: Volume II (Post-Conference Edition), 2016, p. 4-9Conference paper (Refereed)
    Abstract [en]

    This article is a pilot study on the relationship between performance in online classes and behavior in online discussion forums. Measuring student activity on the discussion forum, the collected data is then analyzed and mapped to the performance of the students on the course. The student activity was dividedinto a number of parameters, and during the study these parameters were compared to the performance of the students.The significance of each parameter was also analyzed through a Kruskall-Wallis-test Overall there was a strong tendency thatstudents with more activity and engagement received higher grades. This is in the future useful for developing some kind of monitoring to identify and support students on the verge of failing the course.

  • 71.
    Andersson, Ulf
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Arvemo, Tobias
    University West, Department of Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Gellerstedt, Martin
    University West, Department of Economics and IT, Divison of Law, Economics, Statistics and Politics.
    How well can completion of online courses be predicted using binary logistic regression?2016In: Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016 / [ed] Pareto, Lena, Svensson, Lars, Lundin, Johan, Lundh Snis, Ulrika Lundh Snis, 2016, p. 1-12Conference paper (Other academic)
    Abstract [en]

    This article uses binary logistic regression to create models for predicting course performance. The data used is the data-trail left by students activities on a discussion forum while attending an online course. The purpose of the study is to evalute how well models based on binary logistic regression can be used to predict course completion.Three sets of data was used for this. One set collected at the end of the course, one collected after 75% of the course and one set collected after half the course. The result of the study says that it's possible to design models with an accuracy of between 70% and 80% using these methods, regardless of what time is used.

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  • 72.
    Andersson, Ulf
    et al.
    University West, School of Business, Economics and IT, Division of Media Production.
    Josefsson, Pernilla
    University West, School of Business, Economics and IT, Division of Media Production.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media Production. University West, School of Business, Economics and IT, Division of Media and Design.
    Challenges in designing virtual environments training social skills for children with autism2006In: Proceedings of 6th International Conference on Disability, Virtual Reality and Associated Technologies, University of Reading , 2006, p. 35-43Conference paper (Refereed)
    Abstract [en]

    The purpose of the study is to explore particular challenges faced when designing virtual environments for children with autism, with the purpose of training social skills. Our findings are based on studying autistic behaviour during three years (primary and secondary sources), analysis of related system and other computer mediated assistive technology, as well as general game design. From these studies we have identified eight critical design parameters that need to be adjustable in a system suitable for autistic persons. The parameters importance, their variation range, as well as the need for independent adjustment of these were estimated and verified by experienced expert pedagogues.

  • 73.
    Andersson, Ulf
    et al.
    University West, School of Business, Economics and IT, Division of Media Production.
    Josefsson, Pernilla
    University West, School of Business, Economics and IT, Division of Media Production.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media Production. University West, School of Business, Economics and IT, Division of Media and Design.
    Challenges in designing virtual environments training social skills for children with autism2006In: International Journal on Disability and Human Development, ISSN 1565-012X, E-ISSN 2191-0367, Vol. 5, no 2, p. 105-111Article in journal (Refereed)
    Abstract [en]

    The aim of the study was to explore particular challenges faced when designing virtual environments for children with autism, with the purpose of training social skills. Our findings are based on studying autistic behavior during three years (primary and secondary sources), analysis of related system and other computer mediated assistive technology, as well as general game design. From these studies, we have identified eight critical design parameters that must be adjustable in a system suitable for autistic persons. The importance of the parameters, their variation range, as well as the need for independent adjustment of these were estimated and verified by experienced expert pedagogues. Copyright © Freund Publishing House Limited.

  • 74.
    Andersson, Ulf
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Truong, Anh
    University West, Department of Health Sciences, Section for nursing - undergraduate level.
    Virtual care for the virtually dying2022Conference paper (Other academic)
  • 75.
    Andersson, Viktor
    University West, School of Business, Economics and IT, Division of Media and Design.
    Kunskapskrav för webbutvecklare: Vilka kunskaper efterfrågas i jobbannonser?2021Independent thesis Basic level (university diploma), 5 credits / 7,5 HE creditsStudent thesis
    Abstract [en]

    Demand for web developers has increased significantly in recent years in line with the growth and development of the Internet, while demand has increased it also has become more and greater. Job advertisements in web development went from requiring one or two programming languages to now requesting several technical skills in, for example, different languages and frameworks. They also demand several years of experience and knowledge in these areas and, for example, that you should be able to communicate, be agile and creative. In addition, technology and knowledge are replaced over the years and new, more modern solutions become popular. So therefore I want to find out what different knowledge that web developers need according to job advertisements and if it differs from previous studies and if the requirements for the number of knowledge have been raised.

  • 76.
    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.

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  • 77.
    Arvemo, Tobias
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Olsson, Anna Karin
    University West, School of Business, Economics and IT, Division of Business Administration.
    Torsein, Ellinor
    University West, School of Business, Economics and IT, Division of Business Administration.
    Att utveckla Lysekils centrum tillsammans: utmaningar och möjligheter2018Report (Other academic)
    Abstract [sv]

    Denna studie designades och analyserades av Högskolan Väst 2016-2017. Undersökningen kompletterar den besökar- och boendestudie som Högskolan Väst tidigare genomförde inom projektet i Lysekil under sensommaren 2016 (se Högskolan Väst Rapport 2 Urban Platsinnovation Besökar- och boendestudie i Lysekil sensommaren 2017). Denna studie genomfördes under tiden 26 maj - 11 augusti 2017 med 363 svarande respondenter, varav 165 var besökare och 198 permanent boende i Lysekil. Syftet med studien var att öka kunskapen om både besökares och boendes uppfattningar om Lysekil. Högskolan Väst har även genomfört en intervjustudie med centrumaktörer i Lysekil under 2017 (se Högskolan Väst Rapport 4 Urban Platsinnovation Att utveckla Lysekils centrum tillsammans - utmaningar och möjligheter). Studierna1 avser även att bidra gränsöverskridande inspiration samt vara ett underlag för planering och utveckling av kommande centrumutvecklande aktiviteter såväl inom som utanför projektets regi.Undersökningen visar att besökare framför allt kommer till Lysekil för att koppla av och är nöjda med sitt besök i Lysekil samt med service och utbud, stadsmiljö och faciliteter. En stor majoritet av besökarna har besökt Lysekil innan och anger att de kommer att besöka Lysekil igen. Av de besökare är det 88% som sannolikt kommer rekommendera andra ett besök i Lysekil. Ungefär hälften av besökarna bor mer än 10 mil från Lysekil.De permanent boende i Lysekil är också nöjda med utbudet av restauranger, kvalitén på både maten och servicen. De boende var också nöjda med servicen i butikerna men ställde sig neutrala till utbudet av butiker. Det största missnöjet bland de permanent boende i Lysekil finns kring parkeringssituationen.Studien är i stort samstämmig med den besökar- och boendeundersökning som genomfördes 2016.Ett stort antal förbättringsförslag ges av respondenterna och finns redovisade i rapporten. Dessa förslag är allt från konkreta till visionära.Det är vår rekommendation att denna rapport ihop med rapporten från undersökningen 2016 (se Högskolan Västs Rapport 2) delges och diskuteras med de aktörer och nätverk som finns i Lysekil i arbetet i att ta fram nya centrumutvecklande aktiviteter.

  • 78.
    Arvemo, Tobias
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Olsson, Anna Karin
    University West, School of Business, Economics and IT, Division of Business Administration.
    Torsein, Ellinor
    University West, School of Business, Economics and IT, Division of Business Administration.
    Besökar- och boendestudie i Lysekil sommaren 20172018Report (Other academic)
    Abstract [sv]

    Denna studie designades och analyserades av Högskolan Väst 2016-2017. Undersökningen kompletterar den besökar- och boendestudie som Högskolan Väst tidigare genomförde inom projektet i Lysekil under sensommaren 2016 (se Högskolan Väst Rapport 2 Urban Platsinnovation Besökar- och boendestudie i Lysekil sensommaren 2017). Denna studie genomfördes under tiden 26 maj - 11 augusti 2017 med 363 svarande respondenter, varav 165 var besökare och 198 permanent boende i Lysekil. Syftet med studien var att öka kunskapen om både besökares och boendes uppfattningar om Lysekil. Högskolan Väst har även genomfört en intervjustudie med centrumaktörer i Lysekil under 2017 (se Högskolan Väst Rapport 4 Urban Platsinnovation Att utveckla Lysekils centrum tillsammans - utmaningar och möjligheter). Studierna1 avser även att bidra gränsöverskridande inspiration samt vara ett underlag för planering och utveckling av kommande centrumutvecklande aktiviteter såväl inom som utanför projektets regi. Undersökningen visar att besökare framför allt kommer till Lysekil för att koppla av och är nöjda med sitt besök i Lysekil samt med service och utbud, stadsmiljö och faciliteter. En stor majoritet av besökarna har besökt Lysekil innan och anger att de kommer att besöka Lysekil igen. Av de besökare är det 88% som sannolikt kommer rekommendera andra ett besök i Lysekil. Ungefär hälften av besökarna bor mer än 10 mil från Lysekil. De permanent boende i Lysekil är också nöjda med utbudet av restauranger, kvalitén på både maten och servicen. De boende var också nöjda med servicen i butikerna men ställde sig neutrala till utbudet av butiker. Det största missnöjet bland de permanent boende i Lysekil finns kring parkeringssituationen. Studien är i stort samstämmig med den besökar- och boendeundersökning som genomfördes 2016. Ett stort antal förbättringsförslag ges av respondenterna och finns redovisade i rapporten. Dessa förslag är allt från konkreta till visionära. Det är vår rekommendation att denna rapport ihop med rapporten från undersökningen 2016 (se Högskolan Västs Rapport 2) delges och diskuteras med de aktörer och nätverk som finns i Lysekil i arbetet i att ta fram nya centrumutvecklande aktiviteter

  • 79.
    Arvemo, Tobias
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Olsson, Anna Karin
    University West, School of Business, Economics and IT, Division of Business Administration.
    Torsein, Ellinor
    University West, School of Business, Economics and IT, Division of Business Administration.
    Lessons Learned From A Cross-Sector Development Project: An Integrative Research Approach2018In: INTED 2018: Proceedings / [ed] L. Gómez Chova, A. López Martínez, I. Candel Torres, 2018, p. 3914-3922Conference paper (Refereed)
    Abstract [en]

    This paper draws on the experiences of work-integrated learning from a Swedish-Norwegian cross-sector research project where actors from university, industry, government and volunteer sector collaborate on city center development. The empirical setting of the present study consists of six smaller cities in rural municipalities with limited resources and experiences of collaboration with higher education institutions. The following research question is addressed: How can research and development projects serve as a vehicle for facilitating mutual knowledge exchange between academia and society in cross-sector and rural collaboration contexts? The aim is hence to suggest a tentative collaboration model that identify and integrate knowledge flows between actors involved in cross-sector collaborations in such setting. To gain deep insights in the complex dynamics of project collaboration we applied a mixed methods approach including surveys, structured, in-depth qualitative interviews, observations, workshops and student projects. The data collection was performed during 2016-2017. Findings indicate that trust, continuity, and relationship building are the basis vital for successful creation, development and maintenance of knowledge flows. Furthermore, there is a need to develop an integrative tool box with different methodological tools, work practices and strategies to plan, perform, compile to leverage the knowledge flows and coproduce sustainable results. Our tentative model aims to illustrate conceptualize lessons learned on work-integrated learning and collaboration with academia. We discuss how the model may support co-creative and mutual results over time. 

  • 80.
    Arvemo, Tobias
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Olsson, Anna Karin
    University West, School of Business, Economics and IT, Division of Business Administration.
    Torsein, Ellinor
    University West, School of Business, Economics and IT, Division of Business Administration.
    von Friedrichs, Yvonne
    University West, School of Business, Economics and IT, Division of Business Administration.
    Besökar- och boendestudie i Lysekil sensommaren 20162016Report (Other academic)
    Abstract [sv]

    En studie av besökare och boende i Lysekil genomfördes med 279 svarande respondenter under tiden 26 juli - 14 september 2016. Syftet med studien var att öka kunskapen om både boendes och besökandes uppfattningar om Lysekil.Studien syftar även till att ge ett bidrag till ett större underlag för och gränsöverskridande inspiration till planering och utveckling av kommande centrumutvecklande aktiviteter såväl inom som utanför projektets regi.151 besökande och 128 permanent boende besvarade undersökningen.Undersökningen visar att de besökande framför allt kommer till Lysekil för att koppla av och är nöjda med sitt besök i Lysekil samt med service och utbud, stadsmiljö och faciliteter. En stor majoritet av besökarna har besökt Lysekil innan och anger att man kommer att besöka Lysekil igen. Av de besökande är det 97% som sannolikt kommer rekommendera andra ett besök i Lysekil. Ungefär hälften av de besökande bor mer än 10 mil från Lysekil.Bland de permanent boende i Lysekil är man också nöjd med utbudet av restauranger, kvalitén på restaurangmaten samt service på restaurang och i butik. Man är också nöjd med stadsmiljön, skyltning/vägvisning, hur lätt det är att ta sig till Lysekil, faciliteter och kvalitén på boende. En majoritet av de tillfrågade är missnöjda med parkeringssituationen i Lysekil. Utbudet av butiker och uteliv har mer utspridda svar.Samtliga respondenter fick tillfälle att ge förslag på vad som kan förbättras i Lysekils centrum. Av 279 respondenter gav 123 besökande och 114 boende i Lysekil förbättringsförslag. Förslagen, som är både konkreta och visionära, rör huvudsakligen följande sju teman; Trivsel och intryck av stadsmiljön, Infrastruktur, parkering mm, Husbilsparkering/ställplatser, Information och Skyltning, Aktiviteter/evenemang, Utbud och Övrigt.Vår rekommendation är att, de nätverk och aktörer som är anslutna till projektet i Lysekil, tar del av och diskuterar studiens resultat inför framtida centrumutvecklande aktiviteter. Vi rekommenderar även att man åtgärdar de förbättringsförslag som går att genomföra på kort sikt och redan nu diskuterar de mer långsiktiga och eventuellt resurstunga förbättringsförslag.

  • 81.
    Arvemo, Tobias
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Olsson, Anna Karin
    University West, School of Business, Economics and IT, Division of Business Administration.
    Torsein, Ellinor
    University West, School of Business, Economics and IT, Division of Business Administration.
    von Friedrichs, Yvonne
    University West, School of Business, Economics and IT, Division of Business Administration.
    En gränsöverskridande workshop om: Hvordan kan vi bruke undersøkelser til å skape et bedre sentrum?2016Report (Other academic)
    Abstract [sv]

    En gränsöverskridande workshop om Hvordan kan vi bruke undersøkelser til å skape et bedre sentrum? genomfördes den 27 oktober 2016 i Fredrikstad under stormöte 2 i projektet Urban Platsinnovation. Syftet med workshopen var att näringsidkare och kommuner i Sverige och Norge ska knyta kontakter och utbyta erfarenheter. Under workshopen diskuterade de 62 deltagarna undersökningar som beslutsunderlag samt deltagande och samverkan för utveckling av centrum. I anslutning till workshopen redogjordes för tre i projektet genomförda studier. Workshopens genomförande och dokumentation syftar till att ge ett underlag och gränsöverskridande inspiration till planering och utveckling av kommande centrumutvecklande aktiviteter såväl inom som utanför projektets regi.Workshopsdeltagarna får idag information om kunder, besökare och medborgare genom olika spridda kanaler; via kartläggningar, handelsutredningar, nationella näringslivstudier, egna undersökningar via sociala medier, webbstatistik, kommunens kundtjänst, medborgarkontor, medborgardialoger (brukermedvirkning), samtal och personlig kontakt, sociala möten och nätverk, cafédialoger/dialog med organisationer, företag och föreningar, mässor och genom nyheter i dagstidning (avis). Samtliga deltagare menar att studier av det slag som presenterades vid workshopen är mycket viktiga. Presenterade studier är intressanta då de visar på fakta och statistik – vilket inte alltid stämmer med vad man tror eller hört. Faktaunderlag är viktigt för att kunna arbeta framåt. Kritisk och djupare analys, koordinering, samordning och bättre kommunikation kring studier och resultat behövs. Deltagarna framhåller vikten av att dels ha tillgång till ett kvantitativt datamaterial i form av besöksdata som kan kopplas till annan data såsom omsättning, dels till ett kvalitativt material som fokuserar på vem besökaren är, orsaker till besök samt vilka önskemål besökare men även boende har.Det råder en stark vilja till samverkan mellan de olika aktörerna för centrumutvecklingen. I vissa fall och i vissa kommuner fungerar samverkan riktigt bra mellan framför allt kommun och butiksägare. Dock inses vikten av en bredare representativitet i grupperingar för centrumutvecklingen. Nya aktörer välkomnas samt tydliga strategier och roller. Viljan att engagera sig och delta finns, och många ser möjligheten att genom detta projekt få till en hel del bra grundarbete. Bra exempel ges på kanaler och plattformar för informationsspridning och kommunikation och deltagarna ser gärna en fortsatt utveckling av dessa för samverkan och koordinering av olika aktiviteter.

  • 82.
    Arvemo, Tobias
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Olsson, Anna Karin
    University West, School of Business, Economics and IT, Division of Business Administration.
    Torsein, Ellinor
    University West, School of Business, Economics and IT, Division of Business Administration.
    von Friedrichs, Yvonne
    University West, School of Business, Economics and IT, Division of Business Administration.
    Samverkan och utveckling i Gamlebyen2017Report (Other academic)
    Abstract [sv]

    Högskolan Västs Rapport 3 - Samverkan och utveckling i Gamlebyen består av en studie av Gamlebyen Fredrikstads kommune, Norge. Denna studie baseras på 18 djupintervjuer med 21 aktörer i och kring Gamlebyen, Fredrikstads kommune, som genomfördes perioden november 2016 - februari 2017 samt en webb-enkät med 22 elever (blivande hantverkare) vid Plus-skolen i Gamlebyen i mars 2017. Syfte med studien var att fånga aktörernas uppfattning om Gamlebyens attraktivitet, vision, nuläge och utmaningar i samverkan. Syftet var även att ge förslag för samarbete och styrning som potential för framtida näringsutveckling och engagemang. Vidare syftar studien långsiktigt till ge ett underlag och gränsöverskridande inspiration för planering och utveckling av kommande centrumutvecklande aktiviteter såväl inom som utanför projektets regi.Studien visar på den mångfald av aktörer som verkar i Gamlebyen och den brist på samarbete och kommunikation som denna mångfald ger upphov till. Området saknar en gemensam vision om Gamlebyen skall utvecklas och bevaras. Sammantaget gör detta att Gamlebyen hämmas i sin utveckling och inte får den attraktionskraft som området har potential för. Många aktörer känner att kommunens satsningar på andra områden i Fredrikstad har haft ett negativt inflytande på området.För att Gamlebyen skall kunna nå sin potential behövs en samordnande roll av typen centrumutvecklare som koordinerar dels internt i Gamlebyen men även verkar in mot kommun och centrum för ökad samordning. En gemensam intern kommunikationsplattform för aktörerna i Gamlebyen är av stor vikt för att öka kommunikationen i området och samordna aktuell och korrekt information.

  • 83.
    Arvidsson, Louise
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Kutavicius, Ignas
    University West, Department of Economics and IT, Division of Media and Design.
    Vänta! Vart tog alla idioter vägen?!: En kvantitativ studie av beteendemönster för politiskt åsiktsutbyte hos Facebook-, Twitter- och Reddit-användare2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Social media has become a big part of how we communicate with each other. It has also become a virtual meeting point to discuss politics. But is the communication model used by some of the most popular social media platforms, such as Facebook, Twitter and Reddit adapted well enough for political discussions to take place in a democratic way? Eli Pariser (2011) argues that personalization algorithms lock us in a filter bubble, while other studies also have found that users actively block out information that is not in line with their own political opinion themselves, resulting in selective exposure (Garrett, 2009). In this study we use a survey research to get insight about Facebook, Twitter and Reddit users behavioral and interaction habits with political content and how it affects political content visibility on their own feeds. The results have shown that majority of our respondents often share and in other ways interact with political content that primarily is in line with their own opinion, but show interest in discussing politics even with those they disagree with. Our research participants have also expressed a desire for a more balanced spectrum of political opinions in their feeds as well as discussions. They have also pointed out that there is a need for improvements in moderation of political discussions so they do not turn into smear and hate speech.

  • 84.
    Asatiani, Aleksandre
    et al.
    University of Gothenburg (SWE).
    Norström, Livia
    University West, School of Business, Economics and IT, Division of Media and Design.
    Information systems for sustainable remote workplaces2023In: Journal of strategic information systems, ISSN 0963-8687, E-ISSN 1873-1198, Vol. 32, no 3, article id 101789Article in journal (Refereed)
    Abstract [en]

    This review discusses the challenges associated with the sustainability of remote workplaces, which have become more prevalent due to the growing trend of work digitalization and the pandemic-induced push to remote work. These challenges are highlighted in literature across various disciplines, including information systems, but these discourses have remained isolated from each other. In this review, we consolidated and synthesized research on remote work from the perspective of individual workers by reviewing 187 articles published between 1999 and 2020 in recognized academic journals from fields including information systems, organizational studies, economics, human resources, sociology, and psychology. We identified five key themes that concern opportunities and challenges to sustainable remote workplaces: (1) key characteristics, (2) work-life boundaries; (3) health and well-being; (4) social interaction, and (5) leadership. Building on our findings we created a framework that recognizes two interrelated categories of factors influencing remote workplace sustainability – rigid base characteristics and contextual remote workplace variables – that together shape the trajectory of remote workplace sustainability in the long term. The framework also identifies the potential role of information systems in modulating the impact of the base characteristics to build continuities that encourage more sustainable remote workplaces. The paper concludes by offering a research agenda for information systems for sustainable remote workplaces based on the three IS theoretical frames: inclusion, dignity, and boundary objects.

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  • 85.
    Askengren, Stephanie
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Hjort, Camilla
    University West, School of Business, Economics and IT, Division of Media and Design.
    Krisens effekt på kommunernas arbete med webbtillgänglighet: – En kvalitativ undersökning kring tillgängligt material på webben under en världskris.2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    During a crisis situation in society, people need information about what exactly is happening. It places great demands on municipalities to quickly come up with new information that everyone can access. In order for all people to be able to access the material and information that is posted, a web standard is required for the information to be adapted to different screens, auxiliary tools and people with disabilities. The Act on Access to Digital Public Service (DOS) should ensure that all people can visit the web on their own terms. The Act comes into force and must be followed by public actors on September 22, 2020. The purpose of the essay is to create an understanding of how municipalities work with web accessiblity during crisis situations, and to gain an understanding of how crisis situations affect web accessibility work. Methods that we have chosen to use to collect data are a qualitative research method by conducting interviews with both experts on the subject as well as people working in municipal offices. The result of this study shows how municipalities can use the laws and guidelines as a priority list for continued work. With the interviews we have done with municipal employees, we have also come up with strategies that could be implemented in the municipality's work with web accessibility during crisis situations.

  • 86.
    Asp, Johanna
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Jensen, Caroline
    University West, Department of Economics and IT, Division of Media and Design.
    Facebookgrupper och delade dokument: En kvalitativ studie om hur studenter använder sociala medier i sitt skolarbete2014Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to identify what different types of social media students use and how they actually use these different social medias in their school work.

    Social media is nowdays a natural part of our lives and our society. We interact and communicate with people close to us as well as people on the other side of the world. We use social media to seek information, receive news, share our thoughts, our lives and our opinions. Social media has gained a prominent place in our society and beginning to be used more and more in schools and education. The qualities of social media has been said to stimulate learning and in some cases improve efficiency and facilitate school work.

    We have chosen to look at how students in higher education are using social media in their studies. The selection group we focused on is the first-year students who take the program Digitala Medie at University West. We selected these students based on our own experience of the program, and we know that these students have a fundamental interest in social media and the use of these.

    The results show that Facebook is the social media most used by students, both in their individual work and group work. It is primarily the Facebook function "groups" that is used, where students created two groups for the whole class as well as small groups for each team project. Combined with Facebook groups students use Google docs as a place to collaboratively write texts and presentations. In the individual schoolwork Facebook is primarily used as a communication channel, both with teachers, classmates and team members. The students use the joint groups to contact the teacher by "tagging" them, to get help with problems and answers to questions, to get the support and motivation from classmates and to share essential information.

    In group projects, then current Facebook group works as an extension of the project, this is where most communication, decision-making and cooperation takes place. Even though the students indicate flaws and minor problems with both Google drive and Facebook in context with their school work, none of the participants search for new alternatives. The results of our study may be of interest for other students and teachers as it can inspire to new ways to apply social media in education.

    In our study, we present a variety of tools and services that students use in their schoolwork. We also present distinct examples of how students use different services and platforms. For teachers, this may be interesting to take note of when it can help them to understand students' needs regarding learning tool. It also provides an insight into how students communicate and interact outside the classroom

  • 87.
    Augustsson, Jens
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Holm, Alexis
    University West, School of Business, Economics and IT, Division of Media and Design.
    Framtidens konsumtion av digitala tjänster: En studie kring bruk av digitala tjänster på mobila enheter, baserat på ett Smart City-perspektiv.2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to find out how mobile user habits can provide a basis for applications and services based on a Smart City perspective, this by using two scientific methods, interviews and user diaries. The study will also analyze and develop the method for further studies in this subject. The cell phone has in recent years evolved into a unit where the original phone functions and features have become secondary. Even though its main purpose is still to communicate with others, it’s now done primarily through other types of services. Today the development goes from a use of digital services where each unit has a specific purpose, to a practise where they work together and share a common purpose. As a result of the fact that our use and our habits of these devices are changing, the nature of the services provided by these devices are also changing. Due to this, there is an ongoing evolution towards, and a demand for, new services that can take advantage of new technologies to dissolve the border between the digital and the physical reality. Which, from a Smart City perspective, could have great potential in several areas of social and organizational development.

    One can also se that the way we consume digital services is changing. We have gone from having a device centerd focus, were every unit has a specific purpose to a serviced centerd focus, were the units work as a collaborative ecosystem. These units share a collective pupose, to act as a window towards the internet.

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    Framtidens konsumtion av digitala tjänster
  • 88.
    Babaheidari, Said Morad
    et al.
    University West, Department of Economics and IT, Divison of Informatics.
    Haj-Bolouri, Amir
    University West, Department of Economics and IT, Divison of Informatics.
    Högberg, Karin
    University West, Department of Economics and IT, Division of Business Administration.
    Ljungdahl Eriksson, Martin
    University West, Department of Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, Department of Economics and IT, Divison of Informatics.
    Norström, Livia
    University West, Department of Economics and IT, Division of Media and Design.
    Pareto, Lena
    University West, Department of Economics and IT, Division of Media and Design.
    Willermark, Sara
    University West, Department of Economics and IT, Division of Media and Design.
    Work-integrated Learning in a Doctoral Course in Informatics2016In: Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016 / [ed] Pareto, Lena, Svensson, Lars, Lundin, Johan, Lundh Snis, Ulrika Lundh Snis, 2016, p. 1-11Conference paper (Other academic)
    Abstract [en]

    Being the first university in the world to provide doctoral program in Work-integrated Learning (WIL), we face the challenge of how to integrate doctoral courses into the WIL philosophy, which is the profile of the University West, Sweden. To exemplify what we mean by such a notion of integration, we introduce and demonstrate our proposed ontological approach to integrate a PhDcourse into the fundamental concepts underpinning WIL. The WIL within the context of informatics research (which is a subfield of the IS discipline) playsfive different roles of (1) the main course content, (2) the target occupation ofthe students and occupational field of the teachers, (3) the analytical perspective of the research activities in the course, (4) the educational method where teachers and students conduct collaborative research activities as a cognitive apprenticeship learning model, and (5) a co-authored research paper as outcome.The outcomes of such a conducted approach and lessons learned from the course will be thoroughly described. In the course, a meta-analysis of WIL informatics research will be performed to examine four dimensions which are: theories relevant for WIL; methods used in WIL research; occupational fields in WIL informatics studies; and roles of technology in WIL research. The course is arranged in the these phases: Local investigation; locally rooted research within the informatics field is examined by the course participants in dialogue with the authors of a number of published articles in order to see the extent and the how aspects of these identified WIL-oriented research work; Local synthesis; both teachers and the PhD students (i.e., course participants) explore the results and synthesize a local WIL-model; Global overview; a number of related international literature is selected and studied; Global synthesis; The local WIL model is compared to the global investigation. Co-authoring; a research paper is co-authored by the course participants and presented at a conference. By doing so, we enhance our understandings and thus contribute to one additional practical application of WIL's pedagogical philosophy, which influences the course content, the course format, the activities, the teaching-learning model,and the outcome of the course.

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  • 89.
    Babaheidari, Said Morad
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Spante, Maria
    University West, School of Business, Economics and IT, Divison of Informatics.
    Svensson, Lars
    University West, School of Business, Economics and IT, Divison of Informatics.
    A Systematic Process for Selecting a Typical Case in School Setting2013In: Proceedings IRIS 36: August 11-14 2013 at Gran, Norway / [ed] Bratteteig, Tone, Aanestad, Margunn & Skorve, Espen, Oslo: University of Oslo , 2013, p. 461-472Conference paper (Refereed)
    Abstract [en]

    This paper describes the rationale behind the concrete steps how we systematically have gone through the case selection process as the first phase of a research project named Consequences of the Digitalization of Schools. The project is a single-case longitudinal (5-year long) study and adopts a so called Whole-School Approach. Previous research has criticized case studies for lack of both systematic approach and transparency in the presentation of the case selection process. The purpose of the presentation of this case selection process is to contribute to enhancing understanding of and broadening knowledge on systematic and transparent case selection techniques. The SIRIS database has been used to select a typical Swedish primary school in the chosen municipality where the project will be conducted. The SIRIS database contains annually statistics from all primary schools in Sweden, and is available online for public use. We demonstrate how and why a particular school representing a so called typical school was selected as our case. 

  • 90.
    Backlund, Stefan
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Wingård, Robin
    University West, Department of Economics and IT, Division of Media and Design.
    Den datorgenererade matbilden: En undersökning av graden av aptitlighet hos datorgenererade matbilder gjorda i reklamsyfte2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    For several years, the recreation of photorealistic images has had a major role within the use of 3D-CGI for visualisation and advertisement. The recreation of something that can be called photorealistic without the use of a camera provides several advantages over photography. Because of this - several companies has begun using CGI as an alternative method within advertisement. There's still however, areas where the use of CGI remains limited - either because of the complexity and thus the expense, or because of how we as human perceive something that is done with CGI. We focused this study on the use of CGI food images used for advertisement. The reason for this is that we interact and consume food everyday, which can mean that our perception of something that we see as a consumable item may be drastically different from other products created with CGI.

    To test the perception of CGI images of food, we created a survey which purpose was to compare images of food utilizing CGI with photographic counterparts to judge the experienced appeal felt towards each image by a group of participants. This was done by having participants rate the images with a score of appeal as well as give written feedback of their thoughts about specific images and their general opinion of the use of CGI for advertisement purposes. Our survey showed a slight preference towards the CGI rendered images compared to the photographs that we used. There were however, several participants who disliked the "plastic" and unrealistic look of the CGI images that severely lowered the amount of appeal that was experienced. We hypothesize that the reason for the preference for CGI images in this study was because the use of CGI can make an image have an unrealistic perfection to it that can provoke a stronger appeal than how the look of the product would do in actuality. The type of product that the image represents may also play an important factor. This study focuses on chocolate bars, and thus the results may vary greatly if the study was conducted with the use of other food products, such as meat, fruit or vegetables.

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  • 91.
    Bayar, Aylin
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Bergman, Tilde
    University West, School of Business, Economics and IT, Division of Media and Design.
    Att förändra utan att förstöra: En intervjuundersökning om hur externa byråer arbetar med rebranding2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Companies are required to have the ability to be attractive because of today's intense market. They have to constantly make sure that their visual elements and graphic profile are related to the current market conditions. Furthermore the market are placing higher demands on how companies expose their brands and quite often the companies have to do a rebrand to keep their brand relevant. To do this, companies often have to hire an external party, such as an external advertising- or media agency.

    The purpose of this study is to investigate what causes a rebranding and how the external agencys are working with the process. The study also examines which factors the agencies take into account when designing a new visual identity and whether it's important to preserve certain core elements from the previous visual identity. This is investigated based on following questions: "What are the reasons to why a company chooses to do a rebrand?", "What do external agencies take into account when designing a new visual identity?" and "Is it important to maintain graphic elements from the previous visual identity?".

    To answer the questions, the researchers have applied a qualitative study where semi-structured interviews have been implemented. Theory is based on secondary sources and previous research that deals with the area of rebranding, visual identity and the different elements of identity.

    The reasons to rebranding can be different. The study also shows that some companies have a visual identity that does not interact with their products or services, which is the reason to rebranding. In summary, the external agencies take into account many of the aspects surrounding the design that are brought up by previous research, but the study also adds new perspectives.

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  • 92.
    Begby, Simon
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Apelqvist, Hampus
    University West, Department of Economics and IT, Division of Media and Design.
    Den asymmetriska karaktärsanatomin: En jämförande analys av kroppsliga differenser vid animering av asymmetriska och symmetriska karaktärer2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis examines how asymmetrical anatomy on 3D CGI characters can be constructed and influence experiences. The paper is based on comparing symmetrical and asymmetrical characters for a given situation. The experiment contains of two character animations where both characters are walking up on a staircase. One of the character has a prosthetic leg, otherwise, both characters have identical design for the same situation. For this thesis the character with asymmetrical leg is called 'asymmetrical character'.

    The purpose of this thesis is to identify and examine the effect of the differences between the characters, based on three of Disney's twelve animation principles (Frank Thomas & Ollie Johnston, 1981, s.47). The three most common, and chosen principles are: Anticipation, Exaggeration and Squash & Stretch. The comparison also include differences calculated in frames, and a discussion on considering the center of mass and the balance for figures. The aim is to create more believable characters and show how the combination of these factors can improve the reliability of the animation, and help to keep the suspension of disbelief alive.

    The results shows how the three animation principles applied to symmetrical and asymmetrical characters differs in terms of 1) usage, 2) needed frames, and 3) handling the center of gravity and obtaining balance for the characters. By interpreting the results, this study contributes to guidelines for the students interested in animation to create animation on asymmetrical characters. Since asymmetrical characters are needed for many settings, awareness about the resources required for asymmetrical characters should be clearer. Changing symmetrical characters to asymmetrical can also be common, and therefore methods and requirements for understanding the changes should be already described in handbooks and manuals used for character animations.

  • 93.
    Bellak, Matilda
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Bellak, Susanna
    University West, Department of Economics and IT, Division of Media and Design.
    Responsiv Webbdesign: En studie av två responsiva gränssnitt2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The market for new devices is expanding, while older devices and browsers still remains. This makes it problematic for designers and developers to know what screen size and device that is used by the visitor. Previously , this has often been handled by creating a separate mobile site , but since we are no longer limited to a few screen sizes , this becomes untenable. The designer / developer then would have to create different web pages for all devices. One popular solution to this is responsive web design, which is based on a flexible and dynamic interface that automatically adapts to the visitor's screen size. Although responsive web design has had a major impact on the web , it is still a new area which is reflected in the lack of research on the subject. The rapid development of the area has also led to that the designers and developers have had to quickly adapt interfaces and techniques as they no longer work for all user situations.

    The purpose of our study was to increase the understanding about responsive web design, and how this can be adapted to improve the usability and user experience . We have chosen to evaluate different, responsive interface to find guidelines that can be the basis for future, responsive web pages. Our research question is therefore :

    "How can responsive design be optimized for an improved user experience and greater usability?"

    The main findings in our study is partly that it is very important that the user perceives the website as consistent and recognize both the design of aesthetic elements and the interface, regardless of platform. We were also able to say that it is important for the designer / developer to prioritize the content and maintain margins and distance even on the smaller screens, allowing users to create a good overview and therefore get a better user experience

  • 94.
    Bender, Olivia
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Bjuhr, Nicolina
    University West, School of Business, Economics and IT, Division of Media and Design.
    Den viktigaste informationen når mig ändå: En studie om hur unga vuxna vill ta del av krisinformation under en pandemi2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Ever since covid-19 was declared a global pandemic in March 2020, countries all over the world, including Sweden, have needed to improve their ability to communicate in times of crisis. Young adults make up a large part of the population and play a big role in reducing the spread of the virus, while at the same time being one of the more difficult groups to communicate with. The purpose of our study is to research how young adults want to receive information in a crisis and to identify suitable ways for authorities to reach out with important information. Our methodology has involved a web-based survey, as well as two group interviews which allowed us to dig deeper and get to know our sample population better. Both the survey and group interviews involved a variety of young adults from the age of 16-25. As the basis for study, we have used the theories uses and gratifications theory, which seeks to understand why people use different media outlets depending on the need they seek to meet and the news-find-me perception, which essentially is the idea that the information we will find us via social media, rather than needing to actively look for that information ourselves. Seeing as how social media plays a large part in the everyday lives of young adults, many previous studies have highlighted its potential as an effective channel to reach young adults with vital information in times of crisis. Our results show that authorities should make use of social media, and the importance of creating ads where both the message and content is adapted to the younger target audience. We have also noticed a desire for the information sent out via email or text to be more personal and relevant to those receiving it. In order to ensure the reliability and accuracy of the information, it is important that it comes directly from a trusted and/or authoritative source – which we in this case have identified to be The Swedish National Health Agency. 

  • 95.
    Bengtegård, Dante
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Mo, Johan
    University West, School of Business, Economics and IT, Division of Media and Design.
    Fotogrammetri och 3D-artisten: En studie om fotogrammetrin inom spelindustrin och dess effekt på branschens artister2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    For a long time, modelling for 3D games have strived to achieve photographic realism. The road there have historically gone through well-established traditional 3D-methods like box modelling and digital sculpting. However, in 2014 a big paradigm shift starts to happen, in 2014 photogrammetry arrives to the game industry in force. Since then the technology of photogrammetry has exploded within the game development industry and the field is now rapidly going through an arms race to not get left behind in the evolution of workflows for developing photo realistic 3D games. The purpose of this study was to understand how the implementation of this technology affects the 3D artists in the game industry. To study this, which has not been treated in previous scientific literature, we have conducted a survey study and a series of interviews. From our results we can see that the respondents, for the most part, have a positive attitude towards the change. This technology means for them a faster workflow and a shortcut towards photorealism. On top of this we cannot see a strong indication that this technology diminishes the artists creativity or causes something that can be called disruptive.

  • 96.
    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.

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  • 97.
    Bengtsson, Viktor
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Eriksson, Anton
    University West, Department of Economics and IT, Division of Media and Design.
    Ilska mot maskinerna?: En studie om upplevelser och attityder gentemot användning av kameradrönare ur ett integritetsperspektiv2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose: The purpose of this thesis is to gain increased knowledge and a deeper understanding of experiences and attitudes towards the use of camera drones from an integrity perspective.

    Theory: The theoretical framework consists of theories regarding technology, technology fear, personal-, contextual- and behavioral integrity.

    Method: The thesis assumes a mixed approach (Bryman, 2006) and the research question has been answered through a combination of qualitative content analysis and a survey.

    Result: The result shows that an overwhelming majority have a positive attitude towards camera drones. The result also points towards a lack of technology neutrality in legislation. In accordance with previous research, this study concludes that there is a need for frameworks as well as a deeper understanding of how people experience ethical, legal and integrity aspects of camera drones.

  • 98.
    Bergman, Anna
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Gustawsson, Tina
    University West, School of Business, Economics and IT, Division of Media and Design.
    Att designa efter typsnitt: En kvalitativ studie om typografins kraft och betydelse i designprocessen2020Independent thesis Basic level (university diploma), 5 credits / 7,5 HE creditsStudent thesis
    Abstract [en]

    This essay addresses the questions about how and why a font can convey a certain impression, feeling or tonality on a website's headings. As well as the importance of being a designer or other professionals in the field, to have knowledge and awareness of fonts. We have chosen a qualitative method based on our questions. Through interviews and a focus group, we intend to study three fonts from three different fontfamilies. Roboto (sans serif), La Parisienne (regular script) and Fifty four (display /decorative). Theories are obtained from previous studies in the subject, we refer to literature by experts and the data comes from our empirical research that we have collected from our interviews and the focus group. We have developed a website in WordPress, that has been a practical element and has served as a platform for our research by presenting the fonts of our various headings. The results of this study showed that our selected fonts of the headlines were interpreted equally by our informants and everyone answers that it depends on what kind of a typeface it is. Fonts can be interpreted from many different perspectives, the form of a font affects people's interpretation a lot but also interpreted based on personality traits, through basic feelings, past associations, connotation and the majority's response which was consistent. The knowledge of fonts plays a central role in the early design process and it becomes important for a web designer to be able to master typography and understand its powers.

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    fulltext
  • 99.
    Bergstedt, Tobias
    University West, Department of Economics and IT, Division of Media and Design.
    Sociala mediers påverkan på vår kreativitet: En studie i hur referensmaterial från sociala medier påverkar vår kreativa förmåga2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay was made to investigate the effects on creativity of students and professionals in the creative field caused by the use of reference materials from social media. It was performed by using an Aesthetics and Media class from De la Gardie High School to carry out an experiment where participants in two test groups were given the task of individually creating an image of a dragon. With the help of a preliminary investigation survey and an evaluation survey an interesting conclusion could be drawn.

    The result of the survey was that we were not significantly affected by the inspiration and reference material from social media. There was a clear difference between the results from the two groups, but this could be explained by the preliminary survey. From this survey it was obvious that the participants in Group 2 considered themselves to be more creative than the participants in group 1 did. Assuming that the participants had appreciated their ability correctly, it means that after correction based on this difference, the difference between using and not using social media for references is almost non-existent.

  • 100.
    Bergérus, Erik
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Karlsson, Harald
    University West, Department of Economics and IT, Division of Media and Design.
    Inbrott eller besök?: En experimentell studie av narrativ varseblivning genom spelmekanisk interaktion2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to investigate the connection between mechanical interaction in a digital game and the narrative perception of the player, and thereby whether one and the same digital game sequence is perceived as thematically and narratively different based on available interactions and their degree of granularity. By executing a user test and allowing two groups of participants to experience and evaluate a game sequence with different degrees of granularity in their core mechanics, we have aquired the self-reflective experiences of the participants through subsequent interviews. The result of this shows a correlation between the granularity of the interaction phase and the subjective perception and narrative understanding of the digital game sequence. When the player is offered mechanical conditions that enables peeking through a door before opening it, the participant's perception of the relation between player character and location changes in a way that colors the overall understanding of the scenario. The study reaches the conclusion that game mechanical interaction in a digital game is a strong semiotic information carrier and that the possibilites of extended use of thorough granularity in games creates new narrative possiblites in interactive experiences. Research on narrative aspects of game mechanics are currently very limited and we see this study as part of a foundation for further and more extensive research within the field.

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