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  • 1.
    Andreasson, Carl-Emil
    University of Skövde, School of Humanities and Informatics.
    Kroppsbyggnad och kroppsproportioner i actionspel: och dess påverkan på spelaren2010Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Huvudmålet med detta arbete är att se huruvida det finns några tydliga sammanhang mellan den mängd tid en individ spenderar med att spela actionbaserade tv- och datorspel och dennes uppfattning när det gäller människors kroppsbyggnad och proportioner. I arbetet kommer proportioner som anses fördelaktiga när det gäller kropp och ansikte tas upp för att sedan testas med hjälp utav bland annat en enkätundersökning huruvida de stämmer. För enkäten kommer ett antal skulpturer skapas efter bestämda proportioner för båda ansikte och kropp och respondenterna kommer att delas in i grupper efter kön och tid ägnad framför tv- och datorspel för att se om några meningsskiljaktigheter om skulpturerna finns.

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  • 2.
    Arvidsson, Linus
    University of Skövde, School of Humanities and Informatics.
    Variation med modulär modellering: Hur upplever en spelare grafisk variation i en spelvärld i stadsmiljö?2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete syftar till att undersöka hur en spelare upplever grafisk variation i en spelvärld i stadsmiljö. I arbetet används en mängd olika tekniker för att på ett effektivt sätt ge spelvärlden olika grader av variation. Arbetet undersöker om en spelare upplever de variationer som finns i spelvärlden och på vilket sätt variationerna i sådana fall upplevs.

    Resultatet visar att en spelare upplever variationer i spelvärlden men visar även att olika spelare upplever variationerna olika mycket och på olika sätt. Trots detta så visar resultatet att alla spelare har sitt primära fokus på samma ställe i spelvärlden. Därmed går det att fokusera den grafiska variationen som implementeras till dessa fokusområden.

  • 3.
    Axdorph, Johan
    University of Skövde, School of Informatics.
    Hummel2019Book (Other (popular science, discussion, etc.))
  • 4.
    Bengtsson, Simon
    University of Skövde, School of Humanities and Informatics.
    Att uttrycka karaktär med rörelsekaraktäristika: En studie i att förenkla variation i karaktärsanimering med hjälp av Rudolf Laban2011Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Känslan och trovärdigheten en animerad karaktär i film eller spel förmedlar är viktig för ett bra resultat. Denna känsla och trovärdighet är dock något som är svårt att nå fram till. Med hjälp av teorier från en koreograf och dansteoretiker vid namn Rudolf Laban undersöker detta arbete om det går att lättare hitta fram till en bra karaktär. Åtta gångcykler har skapats utifrån Labans åtta rörelsekaraktäristika,  alla gestaltade med samma figur. Dessa gångcykler har sedan använts för att besvara frågeställningen om det med en neutral figur går att visa på karaktär, endast genom rörelser. Gångcyklerna har sedan visats upp för deltagare i en enkätundersökning där de har fått betygsätta hur väl de tycker att var och en av de åtta cyklerna passar in på tre förutbestämda stereotypa karaktärer, ”superhjälten”, ”skurken” och ”narren”. Med arbetets resultat som grund kan framtida arbete bana väg för karaktärer med trovärdiga rörelser.

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  • 5.
    Berg Marklund, Björn
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Goyal, Amit
    Aurora Punks, Sweden.
    Postcolonial Threads in GUX: a Conversation2022In: What Happens When We Play: A Critical Approach to Games User Experience Design & Education / [ed] Rebecca Rouse; Björn Berg Marklund; Anna-Sofia Alklind Taylor, Pittsburgh, PA: ETC Press, 2022, 1, p. 67-81Chapter in book (Other (popular science, discussion, etc.))
    Abstract [en]

    Videogames have a long, and complex, relationship with “non-Western” countries. Game narratives and ludic symbols are fraught with implicit, or explicit, imperialist history and ideologies. In some games, such as Sid Meier’s Colonization, the connection is fairly obvious. But a game doesn’t have to be about colonization to present a colonialist narrative. Souvik Mukherjee is a game researcher at the front of a growing discussion on this topic. In his work, he analyses games from different perspective (media analysis, philosophy, and sociology) to present a holistic understanding of the way games represent, and constructs, different cultures, people, political systems, ethics, and societal issues. This chapter is an edited transcript of an interview with Souvik, where we talked about everything from his academic work, to how he modded Age of Empires in his childhood.

  • 6.
    Bergengren, Anna
    et al.
    Platåbergens geopark.
    Hultman, Sofia
    Platåbergens geopark.
    Vipsjö, Lars
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Trollberg: Äventyret på Billingen2019Book (Other (popular science, discussion, etc.))
    Abstract [sv]

    En geopark är ett område med geologi av internationell betydelse – alltså något som är unikt i världen. Inom geoparken arbetar vi aktivt för att sprida kunskap om geologi och sambanden mellan geologi, biologi och kulturhistoria till barn och unga. Platåbergens Geopark är ett samverkansprojekt mellan de nio kommunerna Trollhättan, Vänersborg, Grästorp, Lidköping, Skara, Götene, Mariestad, Skövde och Falköping. Grästorps kommun är projektägare. Under hösten 2019 lämnas en ansökan in till Unesco, om att bli en Unesco Global Geopark. Serietidningen Trollberg är ett samarbete mellan Platåbergens Geopark och projektet KASTiS – Kulturarv och spelteknologi i Skaraborg. KASTiS finansieras av Skaraborgs kommunalförbund och Högskolan i Skövde. Med den här serietidningen vill vi skapa nyfikenhet kring geologi och särskilt då för platser som finns inom Platåbergens Geopark. Efter att du läst serietidningen kan du be en vuxen ladda ner Platåbergens Geoparks app och sedan kan ni bege er ut tillsammans på upptäcksfärd och besöka de olika platserna. Är du redo att upptäcka platåbergslandskapet?

  • 7.
    Berndtsson, Inger
    University of Skövde, School of Humanities and Informatics. Göteborgs universitet.
    Tröskeln till ett liv utan syn2007In: Äldre i centrum: tidskrift för aktuell äldreforskning, ISSN 1653-3585, Vol. 7, no 3, p. 10-12Article in journal (Other (popular science, discussion, etc.))
  • 8.
    Berner, Emil
    University of Skövde, School of Humanities and Informatics.
    Spelgrafikens former och färger: hur valet av former och färger påverkat grafiken i spelet Fret Nice2008Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsen är en reflekterande text över ett verk gjort som examensarbete vid Högskolan i Skövde. Verket är en film samt fyra konceptbilder som skapades med syftet att undersöka hur en förenklad grafisk stil påverkar produktionen av ett tänkt spel. Verket skulle även undersöka förenklingarnas påverkan på hur grafiken uppfattas.

    I samband med ny teknik och nya spelkonsoler följer en trend att skapa så tekniskt avancerade spel som möjligt. Verkligheten används ofta som mall för att betygssätta grafik. Med denna trend medföljer ökad komplexitet i själva spelproduktionen. Flera rollers expertis krävs för att hänga med i denna utveckling och utvecklingstiderna ökar. Som litet spelföretag kan det därför vara av yttersta vikt att fokusera på andra grafiska kvalitéer i sina spel. Med detta i åtanke skapades en ny grafisk profil för spelet Fret Nice som idag är en spelprototyp skapad av mig själv och Mårten Brüggemann 2007.

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  • 9.
    Buco, Damir
    University of Skövde, School of Humanities and Informatics.
    Rasism i spel: En undersökning i konsten att balansera på en tråd av kontemporär politisk korrekthet2010Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta är en C-uppsats i ämnet medier: Dataspelsutveckling som ska leda till min filosofie kandidatexamen. Då de etiska frågeställningarna, speciellt rasism, vid utvecklande av spel har väckt mitt intresse valde jag att skriva en C-uppsats med fokus på detta ämne.

    Uppsatsen behandlar frågeställningarna om hur en speldesigner kan undvika stark kritik när hon gör ett spel som utspelas i miljöer och kontexter där det förekommer rasism eller etniska motsättningar samt hur en speldesigner balanserar realism och abstraktion i ett spel som utspelas i verklighetsbaserade miljöer. Teorier och texter som använts för att komma fram till ett svar på frågeställningen är bland annat Rollings och Adams (2003) teori om den etiska dimensionen och diskuterande texter från Chan (2005) och Everett och Watkins (2008) samt Williams m.fl. (2009) som behandlar rasism och rasbaserade stereotyper i spel. De spel som har analyserats närmare är Grand Theft Auto: San Andreas (2004) och Resident Evil 5 (2009) som båda har fått utstå kritik i media för att vara rasistiska eller för att förespråka negative stereotyper.

    Mitt syfte är att föra en diskussion om skildringar av ras och etniska grupper i spel och hur dessa skulle kunna presenteras av en speldesigner på ett fördelaktigt sätt.

    Genom detta arbete kom jag fram till bland hur en speldesigner skulle kunna ändra på vissa variabler för att få ett bredare accepterat spel. Från Andrew och Rollings (2004) teori kunde jag dra slutsatsen att hur kritiskt bemött ett spel blir står i direkt relation till två variabler: kontroversiellt innehåll och visuell realism.

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  • 10.
    Bäckman, Carl Johan
    University of Skövde, School of Informatics.
    Riddarens rustning i datorspel: En undersökning om trovärdighet inom fantasy-genren2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete undersöker riddarkaraktärer från två olika fantasy-rollspel, och ifall karaktärerna uppfattas som mer trovärdig inom sin genre om rustningen de bär är skapad utifrån ett historiskt perspektiv. En karaktär från varje spel, samt en historisk tolkning av karaktären användes till studien för att undersöka frågeställningen. Åtta informanter deltog i studien, som utfördes vid Högskolan i Skövde i form av semistrukturerade kvalitativa intervjuer. Varje informant fick se varje karaktär i taget, där de sedan fick svara på frågor i hur de uppfattade karaktären. Det visade sig att huruvida varje spelare uppfattar karaktärer som trovärdig eller inte beror helt på vilket sammanhang karaktären befinner sig i. Så länge karaktären och spelvärlden är enhetlig med den typen av fantasy som förmedlas kommer det att kännas trovärdigt inom spelets premisser och tematik. I och med att urvalet av informanter endast var studerande spelutvecklare är det svårt att säga ifall detta påstående även går att applicera på andra målgrupper. Därför behövs ytterligare undersökningar för att svara på frågan.

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  • 11.
    Dahle, Theo
    University of Skövde, School of Informatics.
    Culture and 3D animation: A study of how culture and body language affects the perception of animated 3D characters2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study examined the differences and similarities in how animated 3D characters were perceived by individuals from Sweden and China. The study also attempted to examine how cultural aspects influenced the participants’ perceptions. Parts of the study were conducted through collaboration with the Chinese game company, Focus Games.

    A literature study focusing on body language and culture was conducted, as well as a game animation analysis featuring games from both western and East Asian developers. Based on the game analysis, 6 animations were created with movement qualities inspired by each of the cultures.

    The study was conducted through an online questionnaire, as well as shorter semi-structured interviews. The results show that there were certain similarities and differences in how participants perceived the animations, however the reason as to how cultural aspects influenced the responses was partially unanswered due to lack of data.

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  • 12.
    Einarsson, Anna
    et al.
    Department of Composition, Conducting and Music Theory, Royal College of Music in Stockholm, Stockholm, Sweden.
    Ziemke, Tom
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Cognition and Interaction Lab, Human-Centered Systems Division, Department of Computer and Information Science, Linköping University, Linköping, Sweden.
    Exploring the Multi-Layered Affordances of Composing and Performing Interactive Music with Responsive Technologies2017In: Frontiers in Psychology, E-ISSN 1664-1078, Vol. 8, article id 1701Article in journal (Refereed)
    Abstract [en]

    The question motivating the work presented here, starting from a view of music as embodied and situated activity, is how can we account for the complexity of interactive music performance situations. These are situations in which human performers interact with responsive technologies, such as sensor-driven technology or sound synthesis affected by analysis of the performed sound signal. This requires investigating in detail the underlying mechanisms, but also providing a more holistic approach that does not lose track of the complex whole constituted by the interactions and relationships of composers, performers, audience, technologies, etc. The concept of affordances has frequently been invoked in musical research, which has seen a "bodily turn" in recent years, similar to the development of the embodied cognition approach in the cognitive sciences. We therefore begin by broadly delineating its usage in the cognitive sciences in general, and in music research in particular. We argue that what is still missing in the discourse on musical affordances is an encompassing theoretical framework incorporating the sociocultural dimensions that are fundamental to the situatedness and embodiment of interactive music performance and composition. We further argue that the cultural affordances framework, proposed by Rietveld and Kiverstein (2014) and recently articulated further by Ramstead et al. (2016) in this journal, although not previously applied to music, constitutes a promising starting point. It captures and elucidates this complex web of relationships in terms of shared landscapes and individual fields of affordances. We illustrate this with examples foremost from the first author's artistic work as composer and performer of interactive music. This sheds new light on musical composition as a process of construction-and embodied mental simulation-of situations, guiding the performers' and audience's attention in shifting fields of affordances. More generally, we believe that the theoretical perspectives and concrete examples discussed in this paper help to elucidate how situations-and with them affordances-are dynamically constructed through the interactions of various mechanisms as people engage in embodied and situated activity.

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  • 13.
    Ekman, Stefan
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Bellmans 'forlovelsedigte' og deres rolle i senere tiders biografier2015In: Tøm nu dit glas se Døden på dig venter: Nye vinkler på Bellman / [ed] Per Olsen, Randi Larsen & Hans Lundsteen, Hellerup: Forlaget Spring, 2015, 1, p. 339-369Chapter in book (Refereed)
    Abstract [da]

    Artiklen diskuterer forholdet mellem digt og virkelighed i nogle af de seneste årtiers Bellmanbiografier. Til dette formål er udvalgt 17 tekster fra den sidste del af 1770erne. Det er den poetiske kurtisering af Lovisa Grönlund, Bellmans kommende hustru, som den præsenteres i Carl Mattias Völschows visesamlinger. Undersøgelsen udgår fra nyere Bel­lmanforskning, med fokus på retorik, poetik og lejlighedsdigtningens sociale og æstetiske funktioner.Sammen med læsninger af digtene, hvor genrekonventioner, repertoiredigtningens betydning og princippet om decorum giver analyserne forudsætninger for et delvist andet syn på disse digte, betyder analyserne at man kan læse kurtiseringsdigtene på andre måder end som virkelighedsbeskrivelser og som dele af et romantisk begivenhedsforløb som fører frem til ægteskabet.

  • 14.
    Engelbrektson, Marcus
    University of Skövde, School of Humanities and Informatics.
    Användbar karaktärsriggning inom spelproduktion: En studie i riggning och animation av ryggradslösa bläckfiskmonster2010Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det här examensarbetet undersöker om klassiska användbarhetsprinciper kan appliceras på en rigg i en dataspelsproduktion och göra den mer lättanimerad. Arbetet beskriver problemen med riggar som är väldigt svåranimerade på grund av ett krångligt gränssnitt. Den beskriver också det praktiska arbetet vilket innebär att ta en produkt från en idé till en färdig fullt animerad 3D-modell, som kan importeras i en spelmotor. Den behandlar vikten av att samla referensmaterial inför animation, hur Disneys tolv animationsprinciper kan appliceras inom 3D-animation och hur en produktionspipeline kan se ut. Rapporten behandlar hur man genomför användbarhetstester och vad som skiljer att rigga för olika medium som film och spelproduktioner. Det här examensarbetet har varit väldigt lärorikt för mig med mycket akademiskt och praktiskt arbete.

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  • 15.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Game Development Research2020 (ed. 1)Book (Other academic)
    Abstract [en]

    Digital games have become a ubiquitous part of our society. In many countries, game development is a substantial and important industry. Academic institutions provide programmes aimed at preparing students for careers in game development. Over the past 20 years, there has been great interest in game research. However, very few studies address game development. Instead, most studies have focused on: serious applications of games; analysis of games and players; or, social aspects of playing.

    This book provides an overview of the scattered academic landscape of game development research. It highlights studies from a wide range of disciplines and raises arguments for game development to be understood as a complex activity that inherently includes elements of science, engineering, design and art. The consequences of this complexity need to be taken into account by research and/or academic programmes that have a disciplinary focus. There is otherwise the risk that the true nature of game development will not be understood.

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  • 16.
    Engström, Karla
    University of Skövde, School of Informatics.
    Skogsfrun2017Book (Other (popular science, discussion, etc.))
  • 17.
    Eriksson, Olliver
    University of Skövde, School of Informatics.
    Glädjerörelser som återkoppling2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete har som mål att undersöka påverkan av starka glädje rörelser som återkoppling hos spelare.

    Arbetet centrala frågeställning har varit: ”Hur uppfattas starka glädjerörelser som återkoppling för att avklara speluppdrag där målet är att samla på sig de mest värdefulla objekten”

    För att undersöka frågeställningen har det skapats ett spel samt olika animationer som ska förmedla glädje. Deltagare i studien fick spela och reflektera kring dessa och sedan intervjuas för att utvinna data.

    Det upptäcktes att glädjeuttryck har en påverkan hos spelare men att mer forskning behövs göras till vilken grad de påverkas.

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  • 18.
    Erlandsson, Patrik
    University of Skövde, School of Informatics.
    Lindormen2017Book (Other (popular science, discussion, etc.))
  • 19.
    Erlandsson, Patrik
    University of Skövde, School of Informatics.
    Trollforskaren2016Book (Other (popular science, discussion, etc.))
  • 20.
    Fuchs, Helen
    et al.
    Högskolan i Halmstad.
    Enbom, Jesper
    Umeå Universitet.
    Ingvarsson, Jonas
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Humanioras pris och värde: Resurser och utbildningskvalitet2016Report (Other (popular science, discussion, etc.))
    Abstract [sv]

    Hur var livet 1992? Någon som kommer ihåg? Låt mig friska upp ditt minne:

    Mobiltelefoni 1992: Ericssons nya modell, GH172, också kallad Olivia, fungerar över det nya GSM-nätet (det första digitala nätet, introducerat samma år) och väger 440g. Det går att skicka textmeddelanden, men det dröjer en fem-sex år innan utnyttjandet av denna tjänst blir mer allmänt.

    Persondator 1992: Apple lanserar Machintosh Classic II. 2 MB RAM, hårddisk 40 eller 80 MB. Processor på 16 MHz.

    Internet 1992: Nordiska universitet och högskolor har en egen Atlantlänk till USA, kallad Nordunet, som detta år uppgraderas till 512 kbit/s. Allmänt tillgängligt blir Internet, i liten skala via Algonet, först 1994 – men det tar fram till sekelskiftet innan mer än hälften av Sveriges befolkning använder Internet.

    1994 – eller var det 1995? – erbjöds doktoranderna vid Göteborgs universitet, som en tjänst av Universitetsbiblioteket, att »göra en sökning» på ett valfritt begrepp, eller en term. Jag orkade inte, men kollegan Bo tog chansen och sökte på något forskningsrelaterat begrepp och fick 173, eller nåt, resultat i en utskrift på perforerat papper.

    Låt oss backa några år: 1985. En engagerad samhällskunskapslärare vid Platenskolan i Motala uppmanar sina elever i klass E3B (ekonomisk linje) att skriva till någon myndighet (har glömt vilken) och ta reda på vilka register vi är med i – utan att vi bett om detutan att vi gett vårt tillstånd. Efter några veckor dimper det ner ett brev, ett registerutdrag. Jag är med i tre stycken. Totalförsvaret (jag ska snart mönstra); körkortsregisgtret (jag lyckas efter en första kuggning ta mitt körkort, hösten -84) och något mer, glömt vilket. Vi var många som var upprörda – vafanken, vi vill inte vara med i några register! Vad är detta??? 1984? »Storebror ser dig!»?

    Det är ungefär här, i informationssamhällets adolescens och lyckligt naiva uppfattning om hur data förmedlas och lagras, i en tillvaro där tre register är många, och där man fortfarande kan tänka sig att utbilda sig för att bilda sig, ja, det är nu i dessa nådens år 1992 och 1993 som systemet för den moderna utbildningen för universitet och högskola konsolideras. SOU 1992:44 låg till grund för Högskolelagen och det resursfördelningssystem som fortfarande styr villkoren för hur högre utbildning i Sverige bedrivs. Det är ett system som utgår från att humaniora är liktydigt med självstudier och att humanistens kompetens inte har någonting med teknologi och moderna undervisningsformer att göra.

    Nu presenterar Humtank en rapport om konsekvenserna av denna 24 år gamla ordning. 

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    Humanioras pris
  • 21.
    Granström, Helena
    University of Skövde, School of Humanities and Informatics.
    Elements in games for virtual heritage applications2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The methods of preserving cultural heritage are becoming increasingly digital, and with this development it is becoming all the more open to public scrutiny. The field of virtual heritage and their applications, which digitally preserve cultural heritage using virtual reality, are struggling to live up to the expectations of the public. The virtual heritage field has begun to look for solutions to their problems in other fields, such as that of video games. This thesis identifies 17 elements which are sought after for incorporation in virtual heritage applications, by conducting a literature review of recent virtual heritage research and organizing the findings into a matrix. The occurrence of the identified elements in four different modern entertainment video games is further analyzed and described. The resulted element matrix and game reviews could be used in the future development of virtual heritage applications, and of cultural heritage or historical video games.

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    Elements in games for virtual heritage applications
  • 22.
    Gunnarsson, Emil
    University of Skövde, School of Humanities and Informatics.
    EN HISTORISK LJUDVANDRING I SKÖVDE STAD: Metodik för en akustisk gestaltning av ett historiskt ljudlandskap2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Rapporten undersöker en metod för att gestalta en historisk ljudvandring genom Skövde stads ljudlandskap under 1700-talets andra hälft. Till undersökningen sammanställdes en metodik där fundamenten var tankesätt och begrepp influerade från tre tidigare forskningsdiscipliner. Baserat på metodiken framställdes en prototyp av en ljudvandring genom Skövde stad, som synskadade och normalt seende informanter fick ta del av. Prototypen realiserades med hjälp av en 360-gradig högtalarformation runt den sittande lyssnaren. Ljudvandringen upplevdes positivt av samtliga informanter, och inga tydliga skillnader kunde utläsas mellan normalt seende och synskadade. Då medelåldern på deltagarna i undersökningen var relativt hög, skulle möjligen ytterligare studier kunna genomförts på informanter i lägre åldrar för att undersöka om även de uppfattar ljudlandskapet som trovärdigt. Framtida forskning skulle kunna involvera ljudvandringar som stimulerar fler sinnen än bara hörseln, eller ljudvandringar som redskap för test av framtida stadsplaneringar eller bebyggelseprojekt.

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  • 23.
    Hammarsten Yder, Emma
    University of Skövde, School of Bioscience.
    Sex Differences in Adolescent Depression2018Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    At the age of 13, the 2:1 ratio becomes evident. It entails the fact that after puberty, twice as many females as compared to males suffer from depressive episodes. Much research has been conducted to highlight key contributing factors that aid in the onset and the timing of the 2:1 ratio. Many researchers emphasize hormonal influences and the onset of puberty as key contributors, with theories such as the gonadic theory andthe interactional hypothesis both highlighting the role of hormones in the existence and the emergence of the 2:1 ratio during adolescence. Furthermore, a large variety of researchers emphasize females increased stress sensitivity and stress reactivity as key contributors to the 2:1 ratio. Critically, research concerning hormonal- and stress-related factors will be included. However, an additional focus will be on neurodevelopmental sex differences. This, as brain-based sex differences have been paid too little attention in theories and models concerning the emergence of the 2:1 ratio during adolescence. Results from research conducted to unravel the mystery of sex differences within the adolescent brain emphasize the impact of sex hormones on the maturational sexual differentiation occurring within the adolescent brain. It has been hypothesized that increases in female adolescent depression might occur in accordance with upsurges in peripheral estrogen levels, during puberty. This seems to suggest that there is an interaction between the effects of circulating ovarian hormones in relation to both sexual differentiation in brain organization and depression susceptibility. Hence, the point of this essay is to delineate key contributing factors that potentially govern the existence and onset of the 2:1 ratio during adolescence by emphasizing the areas of (a) sex-based neurodevelopmental factors, (b) hormonal factors and (c) stress-related factors.

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    Titel: Sex Differences in Adolescent Depression
  • 24.
    Helgesson, Erik
    University of Skövde, School of Humanities and Informatics.
    Musikförlag2009Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
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    FULLTEXT01
  • 25.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Fawcus, Jamie
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Composing New Audio Worlds: transcription and transgression2021Conference paper (Refereed)
    Abstract [en]

    In Composing New Audio Worlds: transcription and transgression, Lissa Holloway-Attaway and Jamie Fawcus examine how in Insect Media, Jussi Parikka frames his discussion of ‘media as insect’ as a way to foreground media as more-than-technology and more-than-mediation. Insect media do not exist as a site between the natural world and the constructed, built, or human world. They are in/out of both at once.

    In their paper, which Holloway-Attaway and Fawcus have submitted in the form of an audio walk, they explore/perform what it means to inhabit, discover, and become such an insect body, an effective mediator transcribing experience from a place of distributed non-human identity. Their focus is to explore alternative modes for engaging with critical theoretical models such as posthumanism, new materialism, non-humanism, and experimental electroacoustic music composition. These perspectives resist stable, cognitive subject identities for processing the world and its natural orders and rhythms, and create new conceptual spaces for composition and creation. The embodied design-states they imagine are formulated through generation of distributed agencies/embodiments, fragmentation (literary and sonic), affective acoustic space-making, and psychoacoustic manipulation.

    Their audio content includes narrative voice but also incorporates psychoacoustic phenomena such as auditory brainwave entrainment, binaural beats, and the fragmentation/granulation of sound materials that decentralise and deconstruct the sounding world. They work to create resonant and reflective acoustic space, meant to be engaged by a single listener using headphones in solitude while in motion. Their aim is to ‘discuss’ the theoretical material focused on embodied non-human sites for mediation, while also helping to create emergent and resonant sound-space that re-orients the listener to experience the world in novel ways. They also hope to find new ways to consider academic engagement with complex theoretical models via creative, performative practice. How, they ask, can we be more-than when we compose and create? And how can the ear offer unique affordances to support novel engagement?

  • 26.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Fawcus, Jamie
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Designing Sisters: Creating Audio-Based Narratives to Generate Affective Connections and Material Story Worlds2023In: Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I / [ed] Lissa Holloway-Attaway; John T. Murray, Cham: Springer, 2023, p. 291-308Conference paper (Refereed)
    Abstract [en]

    In this paper, we reflect on the design of an interactive audio-based digital narrative experience called Sisters. This work is designed for a single interactor, constructed as a mobile AR experience using graphic illustrations on a deck of player cards in connection with abstract audio activated by trigger images on the cards. An interactor is asked to cluster series of cards together into different abstract environments, based on sounds associated with each card, meant to represent spaces in an interior/exterior domestic site, a house and its immediate surroundings. The work conveys experiences of 4 family members in a complex abusive household, mediating between scenes of normalcy, love, companionship, and violence. The core focus of the work is to explore fragmented and very personal states of being and memories derived from an outsider’s perspective (the interactor), who co-experiences the complexities of the domestic spaces at a ‘safe’ distance, while also gaining empathy and affective connections to the characters. Connecting the content of the work and its fragmentary and elusive material audio and narrative design to our design model, the New Material/Spectral Morphology Model, we share how it may be used for aesthetic composition. Our model is based on feminist new material perspectives and foundational work from electroacoustic production and audio experimentation. Sisters extends our previous work with sound-based narrative, and we demonstrate how this work affirms our design strategies for novel interactive audio experiences. 

  • 27.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Fawcus, Jamie
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Making COVID dis-connections: designing intra-active and transdisciplinary sound-based narratives for phenomenal new material worlds2022In: New Review of Hypermedia and Multimedia, ISSN 1361-4568, E-ISSN 1740-7842, Vol. 28, no 3-4, p. 112-142Article in journal (Refereed)
    Abstract [en]

    In this article, we reflect on the design and implementation of an interactive transhistorical and transmedial web-based digital narrative audio experience, PATTER(n)INGS: Apt 3B, 2020 that we developed in 2020. This work is an immersive audio-only application, and it focuses on the complex, material living conditions during the COVID-19 pandemic. Drawing inspiration from PATTER(n)INGS and its complex, material audio and narrative design, we propose a model for creating the content and delivery for similar sound-based interactive digital narratives. Our proposed model focuses primarily on the creative process for designing such sound-based work. To construct our analytical model, the New Material/Spectral Morphology Design Model (or NM/SM Design Model), we draw on theoretical influences from critical posthumanism, feminist new materialism and non-human narrative that critique notions of stable subjectivity as sites for power and authority over semiotic meaning-making. We combine these views with foundational theoretical research in electroacoustic musical composition notation, and audio experimentation that complicate notions of sound, sound making, spatial perception, psychoacoustic phenomena, and listening practices. Together, this theoretical/compositional framework provides a unique method to consider how one can sustain and maximize sonic agents as core phenomena to create anti-cognitive worlds and stories.

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  • 28.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Fawcus, Jamie
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Trans-Missions and Resonant Encounters: composing the non-human body2020Conference paper (Refereed)
    Abstract [en]

    In Insect Media, Jussi Parikka frames his discussion of ‘media as insect’ as a way to foreground media as more-than-technology and more-than-mediation. Insect media do not exist as a site between the natural world and the constructed, built, or human world. They do not negotiate duality. Instead such ill-conceived binary spaces converge in embodied forms of bestial, non-human, interconnectedness within living/lived spaces. Insect media do not interpret, describe, or represent realities for us (that is us humans). For Parikka, insect media are “a contraction of forces of the world, specific resonating milieus: internal milieus with their resonation, external milieus affording their rhythms as part of that resonation. ”What does it mean then to inhabit, discover, and become such an insect media body? How might such intensive states of being be revealed in the act of encountering, resonating with, and moving through embodied spaces? How might one be both inside and outside bodies, subject and other? In an age where transmission and infection bring fear of the ‘foreign body ’and its impacts, and where human bodies inscribe their devastating impact on the geological and atmospheric forces of the earth, what can we learn from becoming with such non-human, inhumane, bodies? What are their fluid, multimodal methods of cross-disciplinary trans-mission and how might we receive them? In our audio paper/audio walk, we explore what it is to inhabit these resonant spaces. Reflecting on theoretical models from posthuman, non-human, and more-than-human perspectives, we design a narrated audio experience that incorporates psychoacoustic phenomena such as auditory brainwave entrainment, binaural beats, and fragmentation/granulation of sound materials that de-centralize and deconstruct the sounding world. The boundaries between music, field recording, sound art and sound assembly are blurred and reinterpreted in the listening/explorative space. Spaces convolve, disperse and digitally re-order through patterns and rules evolving simultaneously through the sounding expanse, developed and mediated by the sounding, resonating space that emerges.

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  • 29.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Murray, John T.University of Central Florida, USA.
    Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I2023Conference proceedings (editor) (Refereed)
    Abstract [en]

    This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.

    The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. 

    The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

  • 30.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Murray, John T.University of Central Florida, USA.
    Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II2023Conference proceedings (editor) (Refereed)
    Abstract [en]

    This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.

    The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. 

    The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

  • 31.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Rouse, Rebecca
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Augmenting Affect: Interaction, Materiality and Mimetic Communication in Augmented Reality Books2020In: The Expression of Emotion In Humans and Technology: The Art Exhibit at ICIDS 2019 Art Book / [ed] Ryan Bown, Brian Salisbury, Pittsburgh, PA: ETC Press, 2020, p. 69-78Chapter in book (Refereed)
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  • 32.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Vipsjö, Lars
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Using augmented reality, gaming technologies, and transmedial storytelling to develop and co-design local cultural heritage experiences2020In: Visual Computing for Cultural Heritage / [ed] Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis, Cham: Springer, 2020, p. 177-204Chapter in book (Refereed)
    Abstract [en]

    As technologies are integrated in museum and cultural heritage contexts, digital heritage design increasingly depends on innovative, embodied and experimental storytelling features focused on users. These developments create opportunities to incorporate gaming technologies that may include immersive, affective mixed reality (MR) systems with narrative innovation at the core. To support such engagements, researchers in the Division of Game Development at the University of Skövde have developed a number of projects, educational programs, interdisciplinary research practices and collaborations. In our chapter we will foreground the KLUB project, a sub-project in the KASTiS project (in English, the “Cultural Heritage and Game Technologies in Skaraborg” project), a funded regional development initiative in western Sweden focused on engaging citizens in local cultural heritage at a number of municipalities. KLUB uses transmedial storytelling techniques and gaming elements within an Augmented Reality enhanced children’s book series and related media (board games, locative experiences) that have been co-designed with a number of stakeholders to tell and play the local micro-histories of the Skaraborg region in Sweden. We contextualize our research in humanistic interventions and practices for co-designing transmedial game/stories and outline some of our related intra-disciplinary activities and impacts in research. 

  • 33.
    Ingvarsson, Jonas
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Humtank.
    Den moderna tekniken är bokens bästa vän: Humtank om framtidens bibliotek2016Report (Other academic)
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    Inspel från Humtank
  • 34.
    Ingvarsson, Jonas
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Kulturtidskrifterna och sk(r)iftesreformen2015In: Tidskriftsstriden: Sju dagar som skakade Kultursverige / [ed] David Karlsson, Helena Persson & Siri Reuterstrand, Göteborg: Nätverkstan , 2015, p. 124-127Chapter in book (Other (popular science, discussion, etc.))
    Abstract [sv]

    Om hotet att skära ned bidraget till kulturtidskrifterna

  • 35.
    Ingvarsson, Jonas
    Karlstads univeristet.
    The Mongoose and the Tennis Serve: Prosthesis and Computer in Lars Gustafsson's The Tennis Players2009In: Carriages and Computers: Aesthetic Technologies in Literature from the 18th to the 21st Century / [ed] Foss, Gunnar och Jacobsen, Yngve Sandhei, Trondheim: Tapir Akademisk Forlag, 2009Chapter in book (Refereed)
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  • 36.
    Ingvarsson, Jonas
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Återkopplingar, Mediehistoriskt Arkiv 28 (rec)2015In: Scandia, ISSN 0036-5483, no 2, p. 148-150Article, book review (Other academic)
  • 37.
    Ingvarsson, Jonas
    et al.
    Linnaeus University, Växjö, Sweden.
    Olsson, Jesper
    Linköping University, Sweden.
    Introduction: Media and Materiality in the Neo-Avant-Garde2012In: Media and Materiality in the Neo-Avant-Garde / [ed] Jonas Ingvarsson & Jesper Olsson, Frankfurt am Main: Peter Lang Publishing Group, 2012, p. 7-14Chapter in book (Other academic)
    Abstract [en]

    An introductory essay for the volume.

  • 38.
    Kirkpatrick, Graeme
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    How gaming became sexist: a study of UK gaming magazines 1981-19952017In: Media Culture and Society, ISSN 0163-4437, E-ISSN 1460-3675, Vol. 39, no 4, p. 453-468Article in journal (Refereed)
    Abstract [en]

    Computer gaming was not born sexist but was codified as an exclusively male practice as it peeled itself away from the rest of the burgeoning computer culture in the mid-1980s. This article traces the development of gaming's gender bias through a discourse analysis of gaming magazines published in the United Kingdom between 1981 and 1995. In their early years (1981-1985), these publications present a milieu that was reflective on gender issues and concerned to include female participants. However, from 1987, the rhetorical framing of computer games, gaming and gamer performance was increasingly gender-exclusive and focused on the re-enforcement of stereotypically masculine values, albeit that much of this discourse had a humorous and ironic inflection. The article presents this as the gender-biased articulation of gaming discourse. Instead of viewing the gendering of computer games as something they inherited from previous kinds of games and activities, the article argues that the political economy of the gaming industry in the second half of the 1980s created specific conditions under which games and gaming were coded as exclusively masculine.

  • 39.
    Kirkpatrick, Graeme
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Ludefaction: fracking of the radical imaginary2015In: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 10, no 6, p. 507-524Article in journal (Refereed)
    Abstract [en]

    This article presents the idea of ludefaction as the negative underside of ludification. The project of transforming human practices into games to “enhance” their performance is related to new management and technology design practices that have been dominant since the 1980s. Studies suggest that this is an ambivalent process through which work comes to seem more attractive even as it makes more intense and invasive demands on its human subject. Beyond this, however, ludefaction grasps the way in which gamification intensifies exploitation in the, probably unprecedented, development of allowing power to tap into the radical imaginary, that is, the facility we have for creating an alternative, better world. A comparison of games with relational art is presented to clarify the stakes and suggest negative principles for progressive game design.

  • 40.
    Kirkpatrick, Graeme
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The Formation of Gaming Culture: UK Gaming Magazines, 1981-19952015 (ed. 1)Book (Refereed)
    Abstract [en]

    The book describes how games played on computers became computer games. By analysing the first gaming magazines it shows how a culture of reception and appreciation was produced around games produced for home computers and circulated in the hobbyist culture of 'bedroom coding'.

  • 41.
    Kling, Agnes
    University of Skövde, School of Informatics.
    Alva2018Book (Other (popular science, discussion, etc.))
  • 42.
    Kristensen, Lars
    University of Skövde, School of Humanities and Informatics.
    The conversational intervention2013In: The Drouth, ISSN 1474-6190, no 44, p. 62-69Article in journal (Other (popular science, discussion, etc.))
  • 43.
    Kristensen, Lars
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Wilhelmsson, Ulf
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Roger Caillois e il Marxismo: La prospettiva dei Game Studies2023In: Reset: Politicia e Videogiochi / [ed] Matteo Bittanti, Milano: Mimesis edizioni, 2023, 1, p. 99-133Chapter in book (Refereed)
  • 44.
    Lagerstedt, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Nalin, Kajsa
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Personas as Character Sheets: A Multipurpose Tool When Using Role-Play in Design Education2021In: Gamevironments, ISSN 2364-382X, no 15, p. 306-322Article in journal (Refereed)
    Abstract [en]

    There are numerous examples of role-playing being adapted and included as a pedagogical technique in teaching, including in higher education. For example, teachers might simulate different scenarios, and role-play different stakeholders and users, in order to create more experiential types of learning environments. Role-playing can also provide an opportunity for students to actively explore, reflect upon and personalise the material that is studied. Similar techniques can be seen in User Experience Design (UXD), wherepractitioners create personas and scenarios to describe representative and typical usersand use-cases. In this report, we propose an alternative use to the more traditional way of using personas and scenarios in academiaas well as in industry: as character sheets and role-playing. Instead of being more analytical and descriptive tools in the design process, our role-playing approach invites exploration and personal interaction. Putting such character sheets into action allows the design team to interact with hypothetical, but typical users, thus providing a richer understanding of their context, and facilitating an empathetic understanding of the different stakeholders and their sometimes conflicting interests. This is particularly relevant in an educational context, where students are learning and training to improveas designers.

  • 45.
    Larsson, Daniel
    University of Skövde, School of Informatics.
    Kåffan2017Book (Other (popular science, discussion, etc.))
  • 46.
    Larsson, Pontus
    University of Skövde, School of Informatics.
    Lyktgubbarna2017Book (Other (popular science, discussion, etc.))
  • 47.
    Linderoth, Jonas
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. Swedish Defence University, Wargaming Section.
    Sjöblom, Björn
    Stockholm University, Sweden.
    Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production2019In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 50, no 6, p. 771-788Article in journal (Refereed)
    Abstract [en]

    Background and aim. Previous literature has discussed tensions between the field of game design and the field of education. It has been emphasized that it is important to address this tension when developing game based learning (GBL). In order to find potential ways of approaching this problem, we investigate the development of GBL when performed by those who have both pedagogical content knowledge (PCK) and experience in game development. Method. Two case studies about serious games production were conducted, a game section at a national defense college and a university course in educational game design. The cases, as well as individual development projects within the settings, were analyzed with a focus on the role of PCK during serious games development. Results. While the developers and instructors at the defence college, who designed games for their in-house needs, had both PCK and knowledge about game development, these competencies varied a lot among the participants at the university course. The results show that educational goals added complexity to the design process. By comparison, some studied game projects at the university course avoided this complexity. These projects legitimized their games as educational by suggesting unproven far transfer. In other cases, where the developers did have PCK, the instructional goals where taken as a starting point that guided the whole development process. This lead to games that were designed to match highly specific educational contexts. The developers, instructors and teachers in both of the settings who used their PCK tended to break a number of established game design heuristics that would have been counter productive in relation to the learning objectives of the games. Conclusions. The paper suggests that there is a need for people with pedagogical content knowledge AND knowledge about game development. Enhancing these dual competencies in game workers could forward the field of GBL.

  • 48.
    Lundell, Thomas
    University of Skövde, School of Informatics.
    Icke-diegetiska affect-ljud i skräckspel2014Independent thesis Basic level (university diploma), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete behandlar ämnet icke-diegetiska affect-ljud och dess användning inom skräckgenren. Arbetet undersöker effekterna av att undvika icke-diegetiska affect-ljud och mäter om samma grad av rädsla kan uppnås utan dem. Bakgrunden tar upp ämnet emotioner, med fokus på rädsla, samt en sammanfattning på ljudets karaktär, IEZA-modellen, begreppet immersion och ljudläggning inom skräckgenren. För att mäta den upplevda rädslan har två filmsekvenser skapats, med olika ljudläggningar. Den första sekvensen har ljudlagts med rikligt antal affect-ljud, medan den andra använder ljud från omgivningen för att skapa spänning. Undersökningen har genomförts på 12 respondenter som har fått svara på en kortare enkät följt av en semistrukturerad intervju. Analysen visade hur sekvens A påverkade respondenterna genom att skapa stress och en oförutsägbar ljudbild, medan sekvens B skapade mer rädsla genom en djupare immersion. Arbetets resultat verifierade hypotesen att det går att skapa samma grad av rädsla genom att undvika icke-diegetiska affect-ljud.

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  • 49.
    Löwen-Åberg, Paul
    University of Skövde, School of Informatics.
    Karamellkokerskan2017Book (Other (popular science, discussion, etc.))
  • 50.
    Nyman Gomez, Christian
    University of Skövde, School of Informatics.
    A game to gain awareness of cultural differences: Comparing the effect of a social game and an open discussion exercise2016Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This thesis explores whether a social game shows indications of being more effective to raise awareness of cultural differences than an open discussion exercise. Within the field of Serious Games there are studies exploring the area. Among them some studies aim to train the cultural understanding of military personnel or are business relationship oriented, while others try to motivate immigrant to interact with local population or convey situation which may lead to culture shock.To conduct the experiment critical incidents were developed using a model where individualistic and collectivistic cultures are compared in social and work related situations. Participants, students from Swedish for immigrants, were divided into two groups. One group was playing the game and the other was having an open discussion exercise. Results show after the session and three weeks later indications of the game being more effective raising awareness of cultural differences.

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