Aldunate Infante Joaquín
Modular composition environment: A tool for improvisation of conventional electronic music
This production thesis sets out to create a tool for live improvisation of music that allows musi-cians to create and modulate musical patterns in real-time and reduces the need for pre-recorded or pre-sequenced material. It starts by defining the scope of *conventional electronic music* and then explores the shortcomings of current tools in relation to the divergency of music making.
The project is based on the author’s previous experiences in the live improvisation of conventional electronic music, and thus it starts by surveying the currently existing tools. After that, it focuses on the iterative design process of modular environment, taking the modular synthesizer as a con-ceptual starting point. These processes led to the development of composition devices which are expressed through a hardware user interface, in a modular environment.
This project finds that the shortcomings in divergency of current music improvisation tools come from the fact that musical modulations in an improvisation tool are inherently limited by the avail-able procedures of any given system. While composition tools such as modular synthesizers lack this limitation they do not have the discrete musical abstractions required for conventional elec-tronic music. The production project thus focuses on the design of a modular environment that could permit re-purposing of procedures that process discrete musical events. The outcome of this project is a new performance environment that can be used to generate more diverse improvi-sations of conventional electronic music.
Bucket Detective, Creating and Releasing an Interactive Narrative Game
Bucket Detective is an interactive narrative game developed primarily by Jesse Barksdale and Samu Kovanen, both students in Aalto University’s Game Design and Production Masters program. In the written part of this thesis, Jesse will analyze the design and development of the game from his perspective. Jesse was the writer, designer, artist, and project manager.
The paper begins with an introduction, which gives information about the game and discusses the game’s reception, including press and user reviews. This is followed by a breakdown of roles and responsibilities of people who contributed to the game. Next comes an analysis of Bucket Detective from two different academic frameworks (Robin Hunicke, Marc LeBlanc, and Robert Zubek’s “MDA Framework” and Greg Costikyan’s framework which defines a game as an “interactive structure of endogenous meaning that requires players to struggle toward a goal.”
After that is a description of the game’s development process, from idea to release, followed by “what went right” and “what went wrong” sections where I analyze my mistakes and successes in order to hopefully improve my craft. Finally there is a conclusion section where I share my thoughts and overall analysis of the project, as well as my plans for the future.
The Impact of Licensed Visual Brand Elements on Social Media Engagement Case Study: The Walking Dead No Man’s Land
The objective of this study is to explore whether licensing an external brand has measurable benefits for a game developer. Specifically, this question is researched in the context of social media engage- ment: does the use of visual brand elements influence the level of the social media engagement a post receives? Additionally, two sub-questions are asked: (1) In what ways do successful visual de- sign of advertisements correlate with social media marketing effectiveness? (2) What factors are important when creating marketing materials for licensed games?
As very little academic research has been done on the subject, this study constructs a conceptual framework based on prior research on brand licensing, human computer interaction (HCI) and so- cial media marketing. A case study is conducted based on Next Games’ The Walking Dead: No Man’s Land mobile game’s social media posts. Data is gathered from the mobile game’s Facebook brand page during a roughly 2- year observational period. The study uses quantitative and qualitative con- tent analysis of social media posts. Qualitative analysis is used to create categories of social media posts based on visual brand elements. Afterwards, quantitative analysis is used to measure the sta- tistical differences in social media engagement levels between the categories.
The main results of the study are reported as following: (1) Using visual representations of licensed brand characters have a measurable impact on social media engagement levels. Brand characters and notable narrative locations impact social engagement metrics the most. (2) Social media en- gagement levels are additionally influenced by the seasonal activities of the mother brand; when the show is airing is clearly visible in the observed social metrics. (3) Using licensed brand characters in combination with innovative approaches, high quality interactive assets and culturally relevant ref- erences result in top performing social media posts.
These findings suggest that game developers and publishers can expect licensed visual brand ele- ments to offer measurable impact on their marketing activities. However, brand longevity, the con- tinuous costs of licensing, and the time needed to foster a working relationship with the license- holder should be carefully weighed with the possible license benefits.
Digital Memorialising: A Concept for a Digital Memorial Service in Finland
As technology has made a massive amount of information available about deceased persons,
there have been a great number of studies about how to integrate digital data into mourning
practices and how to utilise technology for bringing new perspectives to memorial design. Some
studies suggest that there is a gap between digital and traditional memorialising practices. Attempts
have been made to remove this gap by utilising holographic and RFID readers, wireless
sensors, and other various means. However, these technologies are not currently as widely
adapted in our daily life as web technology. The final concepts of this study rely only on existing
web technologies to build a digital memorial service that has the potential to be widely used and
to bridge the gap between digital and physical worlds. As different mourning patterns exist in
different cultures, the cultural differences—in addition to the differences in available technologies—
should be taken into account when designing a digital memorial service. The Finnish population
provides a suitably compact target group to narrow the scope for this study, which is in
part cultural. In addition, the concept provided in this thesis documents the life stories of the deceased
in order to meet their needs of being remembered after death. Therefore, the objective of
this study is to provide a digital memorial concept that bridges the gap between digital and physical
worlds, while at the same time documenting the life stories of the deceased by utilising web
technologies for a specific culture, namely Finnish culture.
The proposed concept is based on user surveys, semi-structured interviews, and a literature study. In the early stage, two visual concepts were created for a digital memorial in Finland. At the end of their development, the two concepts were evaluated by Finns and the preferred concept was selected. Hopefully, the concepts provided in this thesis will inspire future digital mourning practices.
Díaz Sánchez Cristian David
Darkroom Mansion Postmortem
Darkroom Mansion is a mobile video game about the subject of chemical-based photographic processing. The game was produced for the Finnish Museum of Photography as part of an initiative to revive the interest in the darkroom and its associated practices. This thesis analyzes the design process of the game from my perspective as designer and programmer. The analysis offers a comprehensive look into the game in terms of structure and its corresponding aesthetics. These views serve as a basis to understand several aspects that are intrinsic to game design and development, and how they were perceived and approached for Darkroom Mansion. The thesis concludes with lessons learned from the overall development process of the game, and offers suggestions to approach the design of similar games more advantageously.
van Giersbergen Alex
The Autonomous Creative System
The Autonomous Creative System is an is an investigation into the creative capabilities of computational systems. To determine if computers will ever be able to generate creative content different aspects of creativity are analysed in a literature study.
First several definitions of creativity are studied. A wide range of views suggested by different authors form the basis for a working definition, that will serve as a guideline for the rest of the thesis. At the end of the chapter creativity is defined as a process of generating an effective product from novel combinations.
After this the creative process is investigated and several hypotheses and theories on how creativity functions are analysed. This is done while keeping a clear emphasis on a potential computational implementation. Theories from cognitive science and psychology are used to explain creative thought, prob-lem solving and analogical thinking. The explanations are not aimed at finding a conclusive theory on human creativity, but attempt to formulate the process in a way that could be performed by a computational system.
After concluding that the most important aspect of creativity is the ability to form analogical combinations, several projects that are related to the findings of the literature study are evaluated. The projects all include aspects of creativity, but cannot be said to fullfill the requirements to be called creative.
Finally a system is proposed that incorporates the findings and satisfies the goals set at the start of the research. The proposed system will be able to function autonomously, process observations from its surroundings, store knowledge and create its own output based on an analogical process. Thus it can be stated that, theoretically, an artificial system that is capable of creative output is possible. Future implementation in the ALOES project is discussed and several limitations and areas for further research are mentioned.
From Immaterial to Tangible, the Digital Photograph as a Hybrid Piece of Art
This text describes some possibilities of expanding the materiality of a digital photograph, using digital fabrication tools.
The goal of such expansion would be to widen the perception of photographs as art pieces. The post-digital is being reviewed as the current context for any artistic work, which would be interested in integrating the digital domain into the physical.
The main proposition is that embracing the manipulability of digital photography, and adding physicality to it, could enable the development of novel types of hybrid in- terdisciplinary artworks. These pieces could dissolve further the traditional divisions be- tween artistic mediums. The topic is examined in practice through three personal works of art, created in the period 2015-2017. Experimentation with 3d printing, CNC-millng and mixing digital photography with basic electronics lead to the realisation of the pieces.
Additionally, describing and analysing the process of their creation could help outline the role of technology in shaping the final appearance of such a hybrid artwork.
Mitä mediatuottajat voivat oppia sim racing -alagenrestä?
Tutkimus pyrkii tuomaan esille mediantuotantoon liittyviä kriteerejä, joita eSports- lajityypin ja tarkemmin sim racing -pelin vakavimmat harrastajat asettavat median sisältötuotannon kehitykselle Suomessa. Sim racing on eSports-alalaji, jossa kilpaillaan ajosimulaattoriohjelmilla. eSports-laji on Aasiassa hyvin suosittu, ja eSports-lähetyksiä tuotetaan päivittäin televisioon ja Internet-alustoille. Tutkimus pyrkii tarjoamaan suomalaiselle mediatuotannolle suosituksia siitä, miten tv-, online- ja tapahtumien sisällöntuotantoa voisi kehittää eSports-yleisöä kiinnostavaksi. Pyrkimyksenä on tuottaa kaupallisen median tuottajille näkökulmaa pohjautuen alan huippujen tarpeisiin.
Tutkimus koostuu sekä kvantitatiivisesta että kvalitatiivisesta osiosta. Kvantitatiivisen osion online-kyselyn tulokset luovat tutkimuksen pääasiallisen rakenteen. Kyselyn avulla pyritään tuomaan esille eSports-lajin vakavan harrastuksen tason pelaajien tarpeita, kun lähetyksiä tuotetaan kaupallisen median kanaville. Kvalitatiivisessa osiossa tuodaan esille suomalaisen huipputason eSports-pelaajan näkemyksiä ja käytetään asiantuntija-apuna suomalaisen sim racing -yhdistyksen puheenjohtajan tietoa. Teoriaosuudessa tutkimus vertaa Etelä-Korean ja Suomen eSports-tilannetta keskenään.
Pieni mutta vaikutusvaltainen sim racing -lajin intressiryhmä muodostaa tärkeän roolin kehitettäessä lajista kaupallista mediaa. Vastaavanlaisia alakulttuureja ovat esimerkiksi skeittarit ja heidän oma tapansa tehdä elokuvia. Heidän kriteeriensä huomioon ottaminen saattaa osoittautua jopa elinehdoksi kaupallistamista miettiville tahoille. Tämän tutkimuksen tarkoitus on avata sim racing -pelaajien kriteerejä, minkä avulla voidaan mahdollistaa parempilaatuiset lähetykset ja kaupallistamisen onnistuminen.
Digital Media and the Transformation of Visual Communication Design Education: Teaching and Conclusions From Three Case Studies
This thesis outlines three years of the pedagogical design and implementation of the bachelor-level courses Digital Media I, II, and III, taught through the Visual Communication Design department at Aalto University. My work within this thesis focuses on pedagogy through the lens of social constructivism and design-based research methods. In addition, this thesis thoroughly explains the tools and practices I employed from 2015–2018 as the instructor for these courses. Through the perspective of autoethnography, I also analyse the path of the Digital Media series’ development using written observations taken throughout the courses and student evaluations.
Due to the brevity of the course length and the topical breadth necessary to create a solid foundation for undergraduates during these obligatory Digital Media courses, I have attempted as a pedagogue to design course content and events that reflect a student’s personal connection to—as well as a firm contextual understanding of—the focal topics. Throughout three semesters of study, the Digital Media series covers three main topics: digital literacy, motion graphics design, and real-time visual performance. Within this thesis, I discuss these concepts and my pedagogical choices in detail and anchor them with the necessary historical and cultural explanations.
Lastly, through the insights I have gained through my involvement with the Digital Media course, I offer suggestions, personal insight, and practical advice that will hopefully contribute to the dialogue surrounding topics of digitality in visual communication design and how to best teach them.
Full Body Problem! Animation control for virtual reality characters
This thesis aims to produce a solution which can create motion for full body virtual characters from the input of a typical virtual reality device and illustrates the issues when mapping the input motion from a virtual reality device to a full body character, an issue which is titled the ’Full Body Problem.’
The technical part of the thesis is created using Unity3D, a game engine. The animations used as a data source for the solution were a combination of motion capture animations created in Aalto MotionLab and premade clips from Unity Technologies.
The written part explores the theoretical background for animating virtual characters and controlling them in real-time applications using various animation control methods. The definition of the Full Body Problem is introduced and discussed. An overview of the different technical parts is presented before an evaluation using a side-by-side comparison between the user motion and the motion created by the solution.
The result of this thesis is a technical solution which produces relatively natural-looking motion of a virtual character from the user’s motion. The solution is controlled by a typical virtual reality device. The results provide insights for researchers and developers looking to develop similar systems. In conclusion, using a hybrid approach of direct mapping and animation control to solve the problem of limited tracking data is a solid basis for solving the Full Body Problem.
Auditory Interfaces: Using Sound to Improve the HSL Metro Ticketing Interface for the Visually Impaired
Around 252 million trips by public transport are taken in Helsinki every year, and about 122 million passen- gers travel by Helsinki City Transport (tram, metro and ferry) in and around Finland’s capitol. Given these numbers, it is important that the system be as wholly efficient, inclusive, and as easy to use as possible.
In my master’s thesis, I examine Helsinki Region Transport’s ticketing and information system. I pay special attention to their new touch screen card readers, framing them in the context of increasing usa- bility and accessibility through the use of sound design. I look at what design decisions have been made and compare these with a variety of available technology that exists today, as well as what solutions are being used in other cities. Throughout my research, I’ve placed an emphasis on sonic cues and sound design, as this is my area of study. Everything is assessed against the requirements and perspective of Helsinki’s public transportation end users who are blind and visually impaired.
I have used desk research, field research, user testing and stakeholder interviews in my methodology. I have put forth suggestions on how to improve the current system, taking into account the learnings from my research. I have looked at key points around people with disabilities and how sound can be used to improve accessibility and general functionality for all. I also hope to share this thesis with HSL and HKL, whom may use it to inform future optimization of their systems.
Forest relationship is a hot, controversial topic in Finland. e importance of forests is undeniable, yet mul- tifaceted, including community, spiritual, personal and economic components. While most Finns identify themselves as forest- loving people and are eager to share their experiences of peace and empowerment in the forest, they are not so troubled with the rapid growth of the forest industry in Finland. How can this be explained?
e aim of my thesis is to study these controversial forest relationships and nd out how and why they are constructed and how they manifest in different representations of forest. e thesis is composed of two parts, a written part and a production part.
I stake the claim that the forest loving quality of Finns is a relatively recent phenomenon, brought to light at the end of 19th century as a part of a nationalistic project of building Finnishness. Prior to this time, the relationship towards forests was pragmatic, antagonistic, wary and even hostile. e forest as a national symbol is not an exclusively Finnish cultural icon, of course, but instead a rather common feature of ro- mantic nationalism, at the time a very popular ideological current in Europe. However, Finns have identi- ed themselves thoroughly, even exclusively, as forest people. Many people consider Finnish cultural to be essentially rooted in forests.
In my study, I treat various forest relationships, and the forest presentations they construct, as narra- tions. Each one possesses a certain message, serves a certain agenda and manifests a unique idea of hu- manness, nature, and the relationship between the two. Accordingly, I use a division of four forest attitudes by philosopher Juhani Pietarinen: utilitarian, humanistic, mystic and primitivist. Each of these attitudes represents forest in a different way. ese representations do not only display the reality but also shape it according to the attitudes through which they are produced. e mental images they create are utilized in branding the forest industry as a patriotic and nature loving operator.
The production part of my thesis, installation Understory, puts these different representations on display. e installation, divided in three connected parts, uses the triptych structure of religious art, thus placing the forest relationship discussion in the frame of sacral Finnishness. Each of the parts represent different forest relationships. Two of them realized as miniature dioramas, underlining human need to control natu- re as well as our role as occupying just a tiny part of the whole. e middle part displays a real time video stream from forest on a screen, showing a forest without humans and placing the question of simultaneous being of other life forms and their right to remain so, as well as the possibility of mediating presence and liveness through media.
Drinking Light – Designing for a mediated experience
This thesis explores on the potential practices for experience design through examining the design and production process of Drinking Light, an experiential event concept. The thesis draws upon the literature published on Experience Design, examines examples and concepts emphasis- ing multisensory eating experiences, as well as highlights considerations for designing a mediated experience.
The production part of the thesis describes the creative process of Drinking Light and evaluates its results. The thesis also reflects upon academic literature and similar experiential concepts to identify useful patterns and frameworks to be applied in the implementation of Drinking Light. As the practical result, the thesis presents a tested event concept and its consisting elements (i.e. narrative, light, drink, tableware, interaction, host, setting and location), which together aim to evoke an experience of drinking light. The evaluation of the Drinking Light experience bases upon the combination of validated AttrakDiff evaluation, a short specially designed structured questionnaire, interviews and observations collected during the demo experiences. The results indicate that Drinking Light succeeded in creating an experience of drinkable light. However, as the evaluation focused on Drinking Light as a novelty experience, no conclusive argument can be offered beyond that. The positive initial response, nevertheless, supports continuing with the concept.
Based on this thesis work, the design effort for aligning proved useful. Especially the combination of methods used to 1) vertically align the experiential elements guided by the identified underlying user motivation, and to 2) horizontally align them in relation to each other seems recommendable.
Weighing Ultralight User interface evaluation of a mobile photo editing application
Ultralight is a photo and video editing application developed for iOS devices. The speciality of Ultralight is its intuitive user interface where the edited photo can float behind the editing controls to allow a full editing experience on a small mobile screen. In this Master’s thesis, I study the itera- tive design process and research practical and lightweight user testing methods to conduct an evaluation of Ultralight’s design. Based on the findings I design a new update to the Ultralight. Ultralight is an ongoing solo-project which is fully designed and developed by myself.
In the core of the iterative design process is the aim to design, analyse and refine the work in small cycles to constantly learn how well the design functions in reality. This is especially im- portant when working with interactive applications, where the digital platforms allow incremental design, continuous change and improvement. There are different ways to collect data to analyse the performance of digital products, but in this thesis, I focus on fast and efficient user testing methods to collect qualitative data of how the participants use and value Ultralight. I use the eval- uation as a design tool to improve the current state of the user interface and analyse the iterative design process through concepts of user experience design, user-centered design, usability, lean and agile methods.
Doing design work in iterations and user testing in-between helps to improve the understanda- bility and quality of the design. Doing user testing is usually thought to be cumbersome and take a lot effort. However, there are many easy and fast methods to conduct user testing in practical manners. In this thesis, I formulate an efficient and easy method for user testing, which can be conducted remotely with the help of the new screen recording feature on the iOS 11 operating sys- tem. The iterative design process aims to improve the quality of the design but it is also a crucial tool for the designers to improve their skills by collecting real feedback from their own work.
The Pretty Vacant, a programmable guitar pedal
This thesis presents a design process of a programmable guitar pedal The Pretty Vacant. Programmability in guitar effect units have been a growing trend and small number of different solutions are already in production. This thesis proposes how a programmable pedal can be designed and which qualities should be included into the design.
The Pretty Vacant is a physical platform in which user can implement self-developed programming. The controls of the Pretty Vacant pedal are limited to those which can be operated by foot. The Pretty Vacant consists of 7 momentary switches and three inputs for expression pedals. The controls of the Pretty Vacant are not fixed but can be programmed in any desired way. The self-developed signal processing can be implemented to the pedal very quickly and the physical unit meets the demands of live use.
I have designed the Pretty Vacant based on my needs in my artistic activity. The pedal is a tool to expand sonic vocabulary. Its purpose is to provide more freedom in creativity but also work as a reliable musical unit. In my artistic work, I am specialized in contemporary and experimental music and I look continuously for new ways of musical expression. The Pretty Vacant gives a chance to constantly develop new sounds.
The topic of the guitar pedals is discussed by introducing examples of early guitar pedals to contemporary ones. The process of design is unfolded in detail and the pedal is studied through case studies. Although, further development is needed to improve sound quality, The Pretty Vacant has been successfully used in live concerts.
Virtual Heritage – Audio Design for Immersive Virtual Environments Using Researched Spatializers
This thesis work is based on a Virtual Heritage project being developed by the Systems of Representation
research group. The objective of the project is to create a showcase demonstration on how the virtual reality
(VR) could be used as an application for tourism in the heritage sector. In this context, my task was to
develop a concept and prototype of how ‘spatialized’ sound could be used in a VR application. The initial
location chosen for the concept was the ancient heritage burial site of Sammallahdenmäki, one of the Finnish
heritage sites listed in the UNESCO register of World Heritage Sites.
The thesis, that is written from an audio designer’s perspective, focuses on three aspects of this project. First is the sound design for the Virtual Heritage project and the second is the quality of currently available ‘spatializer’ plug-ins used for headphone listening. In order to evaluate the process of designing 3D audio for virtual environments, the methods and principles within binaural rendering, sound design and immersion must be understood. Therefore, functions and theories within audio spatialization and 3D audio design are reviewed.
Audio designers working on virtual reality content need the best possible solutions for creating believable 3D audio experiences. However, while working on the Virtual Heritage project, we did not find any comparative studies made about commercially available spatializer plug-ins for Unity. Thus, it was unknown what plug-in would have been the best possible solution for 3D audio spatialization. Consequently, two tests were conducted during this thesis work. First was an online test measuring which spatializer would be the most highly rated, in terms of perceived directional precision when utilizing head-related transfer functions without reverb or room simulations. The second was a comparative test studying if a spatialized audio rendering would increase immersion compared to non-spatialized audio rendering, when tested with the Virtual Heritage demonstration.
The central aim in the showcase demonstration was to create an immersive virtual environment where users would feel as if they were travelling from the present, back to the Bronze Age, in order to understand and learn about the location’s unique history via auditory storytelling. The project was implemented utilising the Unity game engine. The research on music and other sound content used in the project’s sonic environment is explained. Finally, results of the project work are discussed.
Robots and Poetics – Using narrative elements in human-robot interaction
In this master’s thesis, I will analyse human-robot interaction as a dramatic event: how do robots build dramatic encounters with human users. Artificial intelligence (AI) is presently utilised in numerous contexts, from search engines and customer support to social media face recognition and self-driving cars, to name but a few. Currently, the creation of AI and the embodiment of it, the robot, relate strongly to the field of technology. However, in this thesis I shift the focus from programming to the process of developing the connection between a human and a robot. To elaborate, the aim is to study the narrative elements of robots revealed through their characters.
As a writer and a designer, I set out to reflect upon the phenomenon of human-robot interaction through my own artistic work. I made an interactive video installation in which I created a presentation of an AI character, Vega 2.0. The installation was exhibited in Tokyo twice in the summer of 2017. The first occasion took place in Hakoniwa-exhibition on 22.-24.6.2017 and the second occasion in Musashino Art University Open Campus -festival 10.-11.6.2017.
Furthermore, I will introduce some fundamental screenwriting principles and methods, for example, by Gustav Freytag and Robert McKee. To illustrate plot structure and narrative units of a story, I will also reflect upon the script of a concept video I’ll be your tree, which I created for the prototype of the installation Vega 2.0. In addition, by analysing my encounter with a Pepper-robot in the winter of 2018, I reflect upon how Aristotle’s dramatic principles can be applied when analysing a human-robot encounter as a dramatic event.
The story of mythical robots was born long before technology made them a reality in today’s world. Yet, they may feel distant and ambiguous. As for us designers, it is our responsibility to direct the proportions of fantasy and realism. Reflecting upon my own artistic work, I aimed to show how robots need narrative elements in order to bring them alive. This is achieved through building a relationship between the human and the robot. In order for the robot to function and act in the human-robot interaction, a coherent plot and a detailed, believable and strong personality needs to be created for it.
Interactive Diorama: A Case Study on Virtual Reality Applied to Cultural Heritage
Due to the evolution and advancement of virtual reality (VR) devices, developers are now able to build high-resolution virtual environments with the capability of providing both immersive and interactive experiences. As a result, VR technologies have been deployed widely in different fields for various purposes, such as entertainment, tourism, marketing, education and cultural heritage preservation.
The Interactive Diorama, the project documented in this thesis, is an example of the latter. It is a virtual reality installation that takes its point of origin from the well-known 17th-century paint- ing The Anatomy Lesson of Dr. Nicolaes Tulp by Rembrandt Harmenszoon van Rijn, a prominent Dutch painter. The installation is a reinterpretation and reconstruction of the painting, providing users with the possibility of exploring the artwork beyond its two-dimensional surface. My role in the project was to develop the user interface for the VR system of the installation, as well as design and implement the user interactions. The final version of the installation was exhibited at the Ars Electronica festival Linz, in September 2017.
This thesis serves as a written documentation of the entire design and implementation process of the project, emphasising the research supporting the design of the 3D user interface and the rea- soning behind the implementation approaches we took for the deployment of the user interac- tions. I hope the detailed accounts of the development process of the Interactive Diorama present- ed by this thesis will prove enlightening for those who are embarking on their journey to design and implement an interactive VR application. Hopefully, the obstacles that we encountered and the solutions that we proposed will provide insights for those who are facing similar issues so as to shorten their struggle.
Listening to the Square: Sennaya Square in Sounds and Oral Narratives
This thesis explores one particular urban public space Sennaya Square in Saint-Petersburg through a series of multidisciplinary approaches in listening. They include both interpretive listening to the square’s soundscape and listening to people who, in one or another way, relate to Sennaya Square. The thesis’ primary interest lies in meanings, narratives and cultural practices of Sennaya Square that are revealed through studying its auditory domain and hearing its users. Sennaya Square’s heterogeneous auditory profile reflects complexity of practices performed by users of the space, as well as its vernac- ular social tensions: Sennaya Square is characterized by sounds of sociality, sounds of necessity and a state of verbal pluralism; also, the square provides space to be publicly heard and privately unheard; however, it fails to become an area of civil communication. The paper goes on to analyze particular patterns in perception of the square’s soundscape: it turns out that people recognize Sennaya’s sonic space as human-dominated and perceive it in relation to other public spaces in Saint-Petersburg; the square’s noisiness is thought of as natural, constituting an idea of a sonic norm. The thesis then discusses how certain actors of Sennaya Square use amplified sound to control the acoustic space and produce meanings in attempt to curate passers-by; in their turn, pedestrians either find ways to resist such acoustic policies or accept them and become grouped in temporary acoustic communities. The paper progresses with yet another listening practice a case study in oral narratives related to memories of Sennaya Square in the nineties that mirror a particular cultural image of Sennaya as a marginal place. In the end, a short post-script audio piece is presented. All together, this thesis aims to explore Sennaya Square in the variety and complexity of its social and cultural contexts through multiple experiences in listening.
Usability evaluation of two virtual learning environments used in Qatar-Finland International School
The amount of digital educational resources has grown dramatically over the past two decades. Also, the fast development and growth in the number of mobile devices at home and schools has created new possibilities for learning. Thousands of online sites and applications are offering edu- cational resources in different formats and interfaces. In order to make these resources as effi- cient and useful as possible, developers should gather more information about usability and user experience to build better interfaces.
In this research, I will evaluate the usability of the two, modern virtual learning environments (VLEs) used in Qatar- Finland International School. The VLEs are Sanoma Pro and Microsoft Office 365. These particular learning environments were selected by interviewing the users at school. This thesis in a qualitative study and the research methods are semi-structured interviews and a thinking aloud- method. The informants are from three different categories: users (students), su- per-users (teachers and administration) and experts (usability professionals). The research was carried out in the academic year 2016-2017 and finalised during 2018.
As a result, a conclusion can be drawn that especially in Office 365 more emphasis should be put on usability from the student’s and teacher’s point of view. Overall, the complexity of the learning environment makes it relatively hard to use for many unexperienced users. Sanoma Pro material, on the other hand, has taken the users well into consideration but is lacking the possibilities of editing the materials according to the needs of the end-user. It is important to make a careful usability testing before the launching of the material, and take all possible stakeholders in to con- sideration. According to this research the recommendation is to use three groups in the usability testing of the learning materials: teachers, students and usability experts.
In general, developers of the learning resources should take the questions of usability in to care- ful consideration in order to produce compatible quality materials for effective and long-time use in growing international markets.
The Use of a Personal Computer: Interface aesthetics in live visual performance as criticism of human-computer interaction
The Use of a Personal Computer is a series of live performances which examines visual performance, interface aesthetics and cybernetic criticism in media art. This Master’s Thesis work consists of the performances, two of which are documented with video material included as links to the manuscript and the written thesis.
The written part of the thesis examines the processes behind the realisation of the project and the context within digital art of the artistic and design decisions made. Its main argument presents that interface aesthetics can be used as elements in media art to discuss mediation and other implications of human-computer interaction. By adopting theoretical frameworks the work presents that through foregrounding the often ”transparent” interfaces and media artefacts, an artist is able to assign new meanings to them beyond their sole function, creating new representations. The thesis addresses a proposition according to which criticism of a cybernetic system should be meta-reflective and cybernetic in its form, examining in which respects the live performance managed to address this proposal.
Ultimately the text describes the performance in conceptual terms and introduces the observations of this experimentation and in which terms the work participates in cybernetic criticism.
Ruby+ Blob: Crafting an app for teaching kids computational thinking
Computational thinking has experienced considerable growth in the last decade and its entry into
K-12 education has been steadfast. Schools worldwide have begun implementing curricula based
on computational thinking and programming in order to prepare students for a future with
ubiquitous computing. Similarly, educational initiatives, policymakers and companies have
followed suit to provide their own implementations. Coding education and computational thinking
have also entered mobile apps, opening up a variety of opportunities for app developers.
This production-based thesis explores the array of approaches with which computational thinking can be brought to consumer products, while at the same time promoting creativity and play. Additionally, it documents the development of Ruby+ Blob, a mobile app aimed at teaching computational thinking skills to children, aged three to eight years, through open-ended play. The design and utility of the app were informed by research conducted on the state and principles of computational thinking and by a benchmark of currently existing implementations.
A literature review was carried out on the subject of computational thinking in order to present a comprehensive summary of the current state of the field. The review investigated its history, a concise definition of the term, core principles involved, educational developments and criticisms raised. Additionally, prominent existing implementations were examined to gain an understanding of the breadth of possible applications. Findings from these studies were utilized in creating the Ruby+ Blob app. The production steps were documented with comparisons to the implementations and assessments of the application of computational thinking principles.
The research revealed the core concepts of computational thinking as decomposition, pattern recognition, abstraction and algorithmic thinking, and additional practices as debugging, tinkering and creating. Existing implementations benchmarked displayed a variety of approaches with trends, such as visual programming, or block code, instruction-based sequences, robotics and games, emerging. These insights were used to design, compare and assess the production.
Rocking the Sea of Time, Experiences as Vessels bringing Pilot Vision to People in Transit
This thesis explores how ABB AbilityTM Marine Pilot Vision (PV) can provide new customer value. PV is a sensor fusion solution monitoring the surroundings of the vessel to gain situational awareness for the ferry operation. The research question is how can Pilot Vision data be adopted for new transit experiences for crew and passengers beyond ship operations.
The study uses a phenomenological approach to analyse the current and desired transit experi- ences, and builds on previous research by e.g. Hassenzahl (e.g. 2013 and 2017) and Desmet (2012). Experience goals are set based on a model by Kaasinen et al. (2015). The research is organised in two cycles. First, the methods include literature review, diary study, in-depth interviews and ob- servations. The second part comprises concept development, building a provocative prototype and testing it.
The results show the variety of current transit-related experiences that can be improved by the setting experience goals: Stimulation, Fellowship, Fascination, Inspiration, Freedom and Dreaminess. The Rocking concept utilizes the motion and camera vision data of PV. It proved to be the best concept to achieve the goals. The provocative prototype of Rocking addressed hedonic and pragmatic qualities that are important for desirable transit experiences. Rocking concept can bring new opportunities for enhancing the surroundings for ferry transit experiences by using PV data.
Data Embodiment: Irrupting space with digital narratives
Sharing content on the internet has become an everyday practice. Digital communities use social media as a platform to develop discussions using hashtags, centred around both trivial and politically relevant subjects. By creating a dynamic data sculpture, Ephemeral Data, this thesis examines whether embodying LGBT-related hashtags into a physical form has the potential to create space for empathy, discussion, and engagement. In so doing, Ephemeral Data explores the transition of digital information into physical artefacts, becoming a new medium to signify political debate within the digital realm. Examining whether alternative forms of representation of a data stream can change our perceptions and whether this transition to an embodied object can reframe the semantic meaning of these digital bits of self-generated content. This thesis concludes that seeing data visualised physically in space can raise awareness of a controversial subject matter. It does not, however, appear to change the literal meaning of the subject in question.
St. George & the Dragon
Design and production of a cultural heritage museum installation using media archaeology
Media archaeology is a field of media research investigating new media cultures through material manifestations. Although often recognized as an approach to art, its use as an approach to design has not been fully explored. Media archaeology can be valuable because it offers alternative qualities of mediation, as a design palette, to that of prescriptive common media devices. This thesis describes a media ar- chaeological approach towards the design of a cultural heritage media installation, exhibited at Häme Castle between April–December 2017, and produced as a col- laboration between the National Museum of Finland (Kansallismuseo) and the Sys- tems of Representation research group in the Department of Media at Aalto Uni- versity in Finland. The installation displayed a multi-view stereoscopic (3D) digital reconstruction of a medieval sculptural scene of St. George and the Dragon, based on preserved, fragmented medieval sculptures from the museum’s archives. Four stereoscopic video viewers were synchronized to a rotating central physical display, affording visitors an effect of augmented reality, without the need for a mainstream augmented reality implementation. Though the work was time-limited and project- driven, the design approach achieved a well-integrated installation that was sensi- tive to the aims of an exhibition of sculpture within a cultural heritage museum: artistry, materiality, interpretation. This thesis therefore seeks to argue that media archaeological approaches to design can identify historical ideas that can be reme- diated into relevancy for new contexts, and, in spite of their historical connotations, foster engaging technological experiences for the contemporary audience, that are sensitive to the aims of an exhibition of cultural heritage.
Sánchez Carranco Juan
Vibrating Instruments In Virtual Reality: A cohesive approach to the design of Virtual Reality Musical Instruments
This thesis presents the design, implementation and findings of a Virtual Reality
Musical Instrument (VRMI). The project was done under the direction of the Sound
and Physical Interaction (SOPI) research group. The project was made following
an iterative design methodology and the metaphors and design patterns used in
Ubiquitous Music Systems.
In contrast with the fast adoption of Virtual Reality as a platform for new entertainment productions, it is noticeable that the area of new interfaces for musical expression (NIME) has been disbelieving towards this technology. At the same time, previous projects under the category of VRMI have made a clear distinction between the instrument, an external 3D model, and the user. Thereby, this thesis presents a project that focuses on how VR can enhance individual musical interaction? In order to do so, this project is directed to blurry the lines between performer, instrument and environment by creating immersion through 3D audio, audiovisual feedback, bodily and spatial interaction interaction, the performer and the system’s autonomous responses. As a final result, this thesis reaches to provide the NIME community with a purposeful use of Virtual Reality as an interactive musical platform.
Designing a mobile interface for a Deaf user
My MA thesis is a collaborative research and design project about designing a mobile application to bridge the communication gap between Deaf people and healthcare professionals in South Africa. It explores health knowledge transfer problems faced by the Deaf community during a health consultation and aims to solve them by the means of a mobile application interface designed to aid communication.
Healthcare, a basic human right, is violated when healthcare professionals don’t find the means to communicate health information to Deaf people in a medium that they understand. This communication problem is due to a language barrier between the Deaf and the hearing world. A Deaf person uses sign language as his or her primary form of communication, yet there is a lack of sign language interpreters at healthcare centers. Sign language is the first language of Deaf people because of which a number of Deaf communities all over the world are only able to use a very basic level of written or spoken language. Moreover, medical information is complex and the factors mentioned above make it difficult to transfer health knowledge between healthcare professionals and Deaf patients, leading to poor health conditions of the latter.
In order to solve this problem, my thesis explores ways of transferring medical knowledge using visual methods of communication as opposed to text based communication, via a mobile application. Since health knowledge is a vast topic, for my project I focus on only one medical condition, Diabetes type 2. This choice is determined by the fact that Diabetes is a lifelong condition that requires regular hospital visits and timely communication and treatment. A core aspect of my research is finding ways to design interactive interfaces that better suit the requirements of the Deaf user than they do at present, using a process of benchmarking, co- creation, interviews and usability testing. My project documents insights from desk and field research which are used to design and test a prototype of the mobile application with Deaf users in South Africa.
Taponen Mona Mitä suunnittelijan tulisi tietää emootioista?
Tunneanalytiikkaa pintaa syvemmältä:
Mitä suunnittelijan tulisi tietää emootioista?
Tämä johtaa opinnäytetyöni tutkimuskysymykseen: Mitä suunnittelijan tulisi tietää kulttuurin ja biologian vaikutuksista emootioihin? Kysymykseen vastaamalla tarkoitukseni oli löytää teoreettiset elementit tunneanalytiikassa hyödynnettävän emootiomallin kehittämiseksi. Halusin myös herättää yleisesti keskustelua suunnittelijan vastuusta olla tietoinen niistä teorioista, joihin omat suunnitteluun liittyvät valinnat pohjautuvat.
Opinnäytetyöni on teoreettinen ja sen tutkimusmetodina on systemaattinen tekstianalyysi. Analyysi nosti esiin kaksi kilpailevaa emootioteoriaa, joiden keskinäinen vertailu osoittautui hyödylliseksi tutkimuskysymykseni ja tavoitteeni kannalta. Toinen teorioista on Lisa Feldman Barrettin konstruktivistinen strukturoitujen emootioiden teoria, joka korostaa kulttuurin merkitystä emootioiden muodostumisen taustalla, ja toinen on Jaak Pankseppin tutkimustraditiosta nouseva affektiivinen neurotiede, jonka mukaan meillä on sisäsyntyisiä perusemootioita, mutta niiden määritelmä poikkeaa Ekmanin määritelmästä merkittävästi.
Tutkimusprosessin aikana esiin nousi myös Karl Fristonin kehittämä biologisten prosessien toimintaa kuvaava vapaan energian periaate, jota Mark Solms on vuorostaan soveltanut affektiiviseen neurotieteeseen. Vapaan energian periaate yhdessä affektiivisen neurotieteen kanssa tarjosivat teoreettisen viitekehyksen emootioiden toimintamallille. Sen sijaan totesin strukturoitujen emootioiden teorian soveltumattomaksi ohjaamaan suunnitteluun liittyviä valintoja.
Tutkimaani mallia voidaan soveltaa tunneanalytiikan lisäksi affektiivisessa tietojenkäsittelyssä, sekä tuotteiden ja palveluiden suunnittelussa ja osana suunnitteluprosessia. Malli vaatii kuitenkin jatkokehitystä ja sovittamista eri käyttötarkoituksiin, jotta sitä voidaan hyödyntää käytännön työkaluna.
Designing for Women Experiencing Intimate Partner Violence
This thesis explores design issues that should be taken into account when developing mobile services for women experiencing intimate partner violence (IPV). The aim of the thesis was to apply user-centred design methods and gain understanding of the situation and the needs of potential users of a mobile application aimed at women under a threat of abuse. The thesis explores the op- portunities mobile technology could offer to women recovering from IPV. The threats posed by the violent environment and the attempt to develop ways to reduce the risks were emphasised in the research and design project.
The theoretical part of the thesis deals with the definition of intimate partner violence, the consequences of violence from a survivor point of view and the means of surviving violence. In addition, this section examines the risks and opportunities that information technology enables in abusive situations. The theoretical part is followed by a description of a design project aimed at developing a concept for a mobile application for women experiencing violence. The research on which the design work was based was carried out using user-centered design methods such as interviews, surveys and mapping the current operating environment and available services for survivors. The concept of the mobile application related to the thesis was evaluated using prototyping and usability tests. The thesis introduces the application concept that emerged from the design work and suggests principles to be used to support design in situations where users live under a threat of violence. The following principles emerged from the study: 1) safety and privacy, 2) validation and support for empowerment and 3) encouragement to reach out.
The findings indicate that mobile applications developed with user-centred design approach can provide beneficial tools for coping with IPV. The potential features were for example anonymous contact to support organisation, diary, and information on violence and safety arrangements. The study implies that it is possible to reduce the threat of violence related to the use situations. The study implies that the risk of violence when using the application can be reduced by for example protecting the content with a password, hiding the actual content of the application and sharing information about security and privacy. It is also important to recommend that the users evaluate their own security situation and act on their own assessment.
Audio Design in Mid-Core Mobile Games
This thesis explores practical aspects of audio design in mid-core games – a massive segment of the modern mobile game market. Despite there is no shortage of professional literature about game audio in general, most of it describes either purely technical or very general matters, taking video games as undivided whole. Games, however, can be broken up into distinct categories, based on genres, platforms, audiences and other criteria. This is the direction I take with my research, focusing on a specific type of games, developed for mobile devices and targeted towards a well- defined audience.
The goal of my thesis was to find out if mid-core mobile games require special approach to audio design and what this approach would be. The first two chapters focus on critical aspects of mobile game audio and audio design principles of mid-core games. The two latter chapters describe practical matters of audio design for an actual video game, starting with design principles and ending with project-specific challenges and creative choices.
The results show that audio design for mid-core mobile games has a few special aspects on top of existing principles of mobile game audio. These aspects result from the design patterns shared by majority of mid-core games developed for mobile platforms.
Staging Sociality in Team-Based Multiplayer Games
The design of multiplayer games controls the sociality players can engage in. Previous research into player sociality has focused on the viewpoint of the player and especially on sociality in Massive Multiplayer Online Games. This thesis expands on this perspective by studying the design of team-based online multiplayer games and the effect the design has on the players.
Two connected studies are completed. The first study uses formal analysis approach to describe and analyze the social elements and structures of three team- based online multiplayer games. The second study uses participatory observation to analyze how the social structure uncovered affects the player sociality.
The results show that social structure of team-based multiplayer games can be divided into four different stages: The names Lounge, Lobby, Stage and Curtains were chosen to describe the stages. The Lounge is a place for sociability and relaxation. At the Lobby the players make their preparations and negotiate their role within the team. At the Stage, players focus on performing and on instrumental sociality but also create shared memories. The Curtains sees players focus on social validation, social management and negotiating their relationships with the other players.
Knowledge of the social stages and their role in player sociality will help researchers understand the social environments game design creates as well as their effect on player sociality. The results also give game designers a way to inspect the social spaces their games include, and aid in controlling them better.
Aural Identities. Auditive representations of ethnicity in documentary films
In this thesis, I’m discussing the topic of representation in documentary films from the standpoint of audio post production and score music composition. My specific concern is how ethnic and cultural characteristics are expressed and denoted through the narrative conventions of sound design and score music. The case study of this thesis is a feature-length documentary film Between Rings (2014), that was filmed in Zambia by a Finnish-Zambian production crew. Although the topics discussed in this thesis are based on a theoretical framework of academic film studies, I’m also examining practical post production techniques and aural denotative practices related to representing social actors and cultural environments in nonfiction films. Here, my purpose is to provide the reader a comprehensive review of frequently employed methods of auditive narration practices found in contemporary film productions, while addressing the characteristic ethical indifference that has been permeating the auditive signification processes in nonfiction films. It is being noted how audio narration has not been receiving the theoretical attention it deserves, in spite of the abundance of critical discussions related to the topic of visual representation.
The aim of the thesis is to present arguments against the persistent notion of sound design and incidental music being essentially non-representative forms of cinematic narration. As long as they are not thought to directly contribute to the depictions of social actors represented in documentary film narratives, their denotative mechanisms will be excluded from the beneficiary influence of critical examination, thus increasing the possibility of misrepresenting individuals and communities depicted in documentary films.
Listening to Turkish Coup Attempt Behind Loudspeakers
This thesis explores the meanings and roles of electroacoustic mediums in Turkey in the case of the coup attempt of July 15, 2016. Although the sounds of the failed coup received controversial reactions from different social circles and therefore engendered various consequences, sounds that were echoed from loudspeakers of radio and megaphones had a great impact on political and social behavior during and after the coup attempt. This event is an exceptional example of how the ingredients of quotidian soundscape are transformed into politically charged sounds and led various reactions from different social circles. The aim of this thesis is to understand the constituents of electroacoustic soundscape that mediate social and political relationships in Turkey in the context of coup attempt, following different dimensions of people’s experiences, reflections, and consequences of political soundscapes. The outcomes and the process of study are discussed through two audio documentaries that are inspired by personal reflections of political, cultural, and emotional effects of the coup attempt.
VR-CHEM Developing a Virtual Reality Interface for Molecular Modelling
VR-CHEM is a prototype for a virtual reality molecular modelling program with a modern 3D user interface. In this thesis, the author discusses the research behind the development of the prototype, provides a detailed description of the program and its features, and reports on the user tests.
The research includes reviewing previous programs of a similar category that have appeared in studies in the literature. Some of these are related to chemistry and molecular modelling while others focus on 3D input techniques. Consequently, the prototype contributes by exploring the design of the user interface and how it can a afect productivity in this category of programs. The prototype is subjected to a pilot user test to evaluate what further developments are required. Based on this, the thesis proposes that 3D interfaces, while capable of several unique tasks, are yet to overcome some significant drawbacks such as limitations in accuracy and precision. It also suggests that virtual reality can aid in spatial understanding but virtual hands and controllers are far inferior to real hands for even basic tasks due to a lack of tactile feedback.
Aparaatti – A Playful Interactive Installation for Children
In June 2016, four students from Aalto University, myself included were hired to create an interactive art piece for children’s rock festival Seikkisrock Turku. During three months of design work, Aparaatti was born and presented for two days to the festival audience. In this thesis, I am going through our collective creating process of this live performed electronic art piece and view its usage via children as an audience.
In my production part, I am presenting video documentation of the real usage of Aparaatti, an audiovisual art piece and tag game. The interaction idea was that if children manage to trigger the right station at the right time into a carousel of activity, it will be spinning randomly and generate sounds and visual projections.
In my theory chapters I am viewing children as an audience from the perspective of developmental psychology, cognitive development, perception, user experience (UX), spatial experience, psychoacoustics, physiological as our design premise applies theories from both, play and game design aspects. Additionally, I am giving some examples of art pieces that resembles Aparaatti. In this thesis, I am also viewing the theoretical perspectives of our design tools such as brainstorming, visualizing methods, storyboarding, heuristic evaluation and the outcomes of our observations and the feedback we got. In the last part I am analysing the results and discussing how Aparaatti could be improved in the future.
Playing and movement playing are essential parts of children’s psychological, physical and social development. Due to digitalization, children’s playing habits have changed, and immobility has become one of the biggest health issues in the western world. According to the United Nations, all children have rights to art, culture, rest and leisure activities. One aspect in my thesis is to advocate the ideology of children having rights to playing, moving and participating in the media art experience as an audience.
IMPLANTS – A 24 Channel Outdoor Sound Installation for Zodiak Center for New Dance
This paper documents the design and installation of IMPLANTS, a 24 channel outdoor sound installation I created in Helsinki in 2016 for Zodiak Center for New Dance. While it primarily explores the artistic decisions and processes, it also investigates the research that informed these processes, the reasons leading to my decisions, and later reflections upon how succesful those decisions were.
A large part of this paper goes into technical detail, why I purchased particular components, how I assembled them, the electronic and acoustic challenges, the data flow development and not least, the logistical challenges. At the heart of my project was the quest to achieve a meanignful artistic and sonic experience in that outdoor location within that budget. Making the installation weatherproof and secure, however, was a major challenge which influenced most decisions.
It is hoped that documenting and sharing this experience can assist my colleagues and classmates in their own outdoor media art. To any Media Labber interested in creating a multi-channel outdoor sound installation, this paper could be a useful way of gaining quick insights into the challenges, strategies, tricks and obstacles.
The furiously calm tiger — Cultural effects on colour perception in digital interfaces
In our globalised world markets for digital and physical products span numerous countries and cultures. However, traditional design education rarely focuses on cultural impact and limitations on products. On the other hand, cross-cultural communication studies have contributed to a better understanding of cultural differences and new fields like Cross-Cultural Interface Design (CCID) and Intercultural User Interface Design (IUID) have emerged. In view of these development, this thesis examines wether traditional design guidelines are still valid in a world where the target audience of a design can differ significantly from that of the designer.
This thesis is project based and focuses on one area of cultural effects on user interface design, that of colours. My interactive project is informed by a review of cross-cultural research, cultural influenced perception and colour-related research. The project itself is a mobile app that combines game and art elements and was build for an exhibition in Seoul. Its main purpose is to serve as a data collection utility, to validate or dismiss my theory of cultural informed design. With data from Korean and Finnish participants using my app, I was able to confirm that cultures do have some effect on interface related choices.
Huang, Hsin Yu:
Emoji Masque: Designing a Digital Product Experience
Digital communication is becoming an important focus in today’s business marketing. One biggest challenge is how to create contents that can not only stand out from the crowd, but also interest target customers. What matters is to find out what customers are care about and communicate business messages with more personally. Experience design is spreading through the business world to help companies create shared values and make customers understand what the company stands for.
This thesis presents an interactive application, Emoji Masque, created for a skincare brand, Petite Amie Skincare, as a part of the brand’s product exhibition at a business to business (B2B) wholesale trade fair. The application is a live selfie filter game which functions as a digital product presentation for one of the brand’s face sheet mask collection of the same name. The design concept of the sheet mask product has a deep influence from social media trends and emotional connection. The idea is to add more personal touch to skincare product so to make the process more enjoyable instead of just another daily routine. The objectives of the project are to draw trade fair visitors attention, communicate the product’s emotional concept, and link customers’ interests back to the product. The thesis documents the complete design and production process including project background research, concept development, contextual studies and reference works, and the final project launch at the trade fair.
Normal-Ion. A Procedural Refectionon Animation Audio
Procedural audio has gained the reputation of a valuable creative and functional resource within music and especially games territories during recent years, while its deeper exploitation has been rather limited and inconsistent. My research represents a plunge into the waves of the concept, in an attempt to explore and expand the rumors surrounding it. Starting from the premise that it could complement animation audio in a relevant way, I have structured my work into a reflective demonstration, which addresses both animated film and procedural audio fields at the same time. Thus, the four chapters constitute a guided observation, beginning from the root – procedural audio, what where and how it is – and ending with a demonstrative approach for my hypothesis, based on conclusions and findings revealed throughout the research. Te in-depth study of sound effects resulted in finding significant connections between animation and procedural generation of sound, while the close examination of game animation and animated films, in parallel, drove several points in support for the proposition of a rather different sound design workflow, based on procedural audio generation. Hence, instead of trying to come up with new foley props, why not designing virtual ones?
Kim, Bo Kyung:
Virtual Reality as an Artistic Medium: A Study on Creative Projects Using Contemporary Head-Mounted Displays
There has been a lack of discussion concerning virtual reality as an expressive medium. It is essen- tial to emphasise the aesthetic dimension of virtual reality in order to develop the medium as a powerful artistic mode of expression. This thesis examines how head-mounted display-based virtual reality can be used for artistic expression, focussing on the aesthetic pleasures of the medium.
Pioneering first-generation VR artworks are reviewed through the scope of artistic exploration, and four key aesthetic pleasures in VR experience are proposed: immersion, agency, navigation, and transformation. The demonstration of VR aesthetics is investigated through the qualitative content analysis of four contemporary VR installations.
The study reveals following findings: (1) the coherence of a virtual environment is more crucial than a realistic representation of the physical world in inducing a sense of immersion; (2) the degree of agency is inverse in proportion to the degree of authorship in VR experiences; (3) placing constraints on participants’ movements can bring about a strong emotional impact; and (4) the participant’s attitude and behaviour changes according to the given identity in a virtual environment.
It is suggested that the capacity of virtual reality is not currently used to its full extent when it comes to artistic manifestation. It is therefore the responsibility of artists, developers, and researchers to establish the language of virtual reality as an artistic medium for the future production of VR experience.
Legibility in typeface design for screen interfaces
This thesis explores the considerations related to the design of a typeface specifically for the use in interface typography. The genre of interface typefaces is outlined and essential attributes and requirements of this category of typefaces are inspected from the viewpoints of legibility, readability and type design practices. The research is based on the analysis of interface typeface samples, interviews with type designers as well as empirical ndings documented by designers. These trade practices and design artefacts are contrasted with findings from cognitive psychology and legibility research. Furthermore the author’s design of the «Silta» typeface and its creation process are used to scrutinize and validate these observations.
Amongst the crucial factors in the design of interface typefaces the legibility of confusable characters is extensively analysed. Furthermore, the rasterized on-screen rendering of outline based fonts is identified as a major contributing factor requiring special attention in the design, technical production and testing phases of modern fonts. Additionally, the context and use of interface typography and how users interact with interfaces are identified as the cornerstones in influencing the design decisions of a typeface for this use.
Finally, the aesthetics of interface typography and the motivations for developing specific interface typefaces are touched upon. As evident from the reviewed material, branding and visual identity often appear to be a driving force in the creation of new interface typefaces. However, the necessity for technological innovation and its demonstration equally inspire new design solutions. While technological limitations stemming from digital display media are increasingly becoming of less importance, the changes in reading behaviour and adaptive typography drive current development.
Interactive Installation for Museum, Move or Die: Influence of embodied interaction on players’ experience.
Move or Die is a gamified installation in which participants can save endangered species through bodily interaction. As the ‘game’ is projected onto the floor and Kinect sensors installed on the ceiling register movement, participants can catch and move the graphic animals on the floor by using their arms. Move or Die reflects a research method of the museum called ‘assisted migration’ and contains their research contents. It is designed to inform people of the situation of the endangered species and to offer participatory experience to the visitors at the same time.
It is the objective of Move or Die to simulate the experience of saving endangered species with the player’s own intention and physical ability. Therefore, to investigate the interaction of Move or Die, it is significant to understand the players’ experience. To analyze this interaction, three representative aspects of the interaction are discussed separately: full-body interaction, social interaction, and reality-based interaction. This thesis tries to uncover comprehensive influences of the interaction beyond its basic functionality.
Slow Evolution of Grey Matter – The Work Behind the Scenes of IC-98 Animations
This Master’s thesis is about my work with the artist group IC-98 between the years 2008 and 2016. I’ve been responsible for animating all the IC-98 animations made during those eight years, and helping to create the style and animation genre that IC-98 is most famous for. The thesis studies our relationship and the technical and creative development from one animation to another, from my point of view as an animator and visual effects artist of these animations, as well as an employee and a collaborative part of the artist group.
IC-98 animations are collages of various computer animation techniques placed inside collages of pencil drawings to create a slowly evolving view – an animated drawing.
They are greyscale, often many minutes long seamless loops without cuts, that happen inside one picture. They’ve been built mainly in Adobe After Effects software, by combining multilayered Photoshop files, 3D simulations, little frame by frame hand drawn animations, and further animating these with masks and various effects. The animations have been shown as part of installations in various art exhibitions internationally.
This thesis is a personal, reflective and critical look to the evolution of IC-98 animation. It unfolds the twelve IC-98 animations I’ve been involved with, revealing the building blocks and the work needed to make them visually successful. The results of this work have been received well in art world and media, but the significance of my role in IC-98 animation hasn’t been publicly recognized. The text questions and studies the issue with examples, but doesn’t propose a final solution to the unbalance in the status of our roles during and after the animation making. It’s recognized that the definition of artistry in evolving collaborative relationships is a complex matter that eludes universal consensus and thus the issue requires further research and ongoing evolution in approach.
The main goal of the thesis is to give new information to the reader into this kind of animation-making process, and especially to clarify the obscurities in IC-98 animations, answering to the often-asked question of how are these animations actually made. In other words, be warned as this thesis contains spoilers to the mysteries in IC-98 animation.
Links to animations:
Conquering the mobile. A study on the contemporary practices in mobile game development through nine cases and the introduction of the DPS model
After the launch of the iPhone in 2007, the mobile game industry has grown and developed rapidly. The widely adopted free-to-play (F2P) business model requires the companies to integrate business with design. Lowered entry barriers have increased competition, and the industry has polarized in terms of revenue. These changes in the industry and design seem to require approaches and practices not comprehensively documented by the existing literature.
The study describes the contemporary practices in mobile game development, production, and design. To achieve this aim, a literature review of the industry was conducted, and nine Finnish small and mid-sized mobile game development companies were interviewed. Based on the findings, the Design-Process-Stakeholders (DPS) model of mobile game development was designed.
The industry review found the mobile industry competitive and maturing. Due to the large number of games released, visibility in the marketplace is crucial towards the success of the game. The common practices in development point towards the importance of teamwork and iteration: continuously testing, evaluating, and improving the design. These efforts aim to create value for the user by constructing a platform for a compelling, engaging, and entertaining game experience. The F2P business model requires the companies to establish and maintain a relationship with the players over time.
The analysis of the interviews found that as the companies matured they developed more elaborate processes and structures to manage iteration, and its importance in the development grew. They also paid more attention to the industry trends, preproduction, and rationalized their business decisions compared to the younger companies more driven by creative aspirations. F2P monetization was generally found challenging and learned through experimentation. The more focused the target audience, the more the companies paid attention to understanding their needs. A shift towards producing games as a service was observed.
The DPS model of mobile game development was designed through the synthesis of industry review and interview findings. It guides the companies to validate, evaluate, and improve the in-use value proposition of their game by interacting with the stakeholders throughout the development. The model is aimed specially for the aspiring game development companies and multidisciplinary game design teaching.
The Arranger: Creating a Tool for Real-time Orchestration and Notation on Mobile Devices
This thesis describes the design and implementation of a software tool for real-time orchestration and notation. The Arranger system orchestrates chords and pitch sets for various kinds of ensem- bles, and subsequently displays the notation in real-time on mobile devices such as smartphones and tablets. The system can be used in situations where the musical material is to be created, or- chestrated and played during the performance. Although interest in real-time notation has grown in the 21st century, the combination with automatic orchestration is still rare. This thesis aims to facilitate the use of real-time notation in improvisatory situations, thereby clearing the path for new ways of making music.
The goal was to design and implement a tool that would allow the making and performing of music to be central, instead of technology. Therefore, the focus was on creating a tool that is automated but also easy to use, cost-effective and reliable. An additional consideration was the straightforward use of mobile devices.
The system was coded and tested in the Max programming environment. The design of the orches- tration algorithm was the most essential part of the system implementation because there are no existing algorithms or ready-made tools available for this purpose. However, available notation- rendering tools were compared and utilized to implement the real-time notation. In addition, an optional interface was implemented to allow controlling the system on the Apple iPad.
The results indicate that it is possible to create a tool that orchestrates and notates input in real- time on mobile devices. With automation, a simple input can be transformed into a rich ensemble sound played by a number of musicians. The system is not genre-specific but it can be applied to many musical genres. The orchestration algorithm can be developed separately from the notation to expand its usage towards contemporary music production.
Valori, Kim & Ylimäki, Juha:
Shadow Bug Post-Mortem
Shadow Bug is a platformer game developed as part of this thesis. The game differs from typical platformer games by combining the action of jumping with the action of attacking. Shadow Bug was first released on iOS and received critical acclaim in terms of positive press reviews. The game was featured by Apple on the App Store’s front page upon release.
The written part of this thesis first presents an overview of Shadow Bug’s features and achievements. Theoretical frameworks are then introduced for an analysis of the game’s design. After presenting what Shadow Bug is, the thesis analyses the game’s development process in terms of successes and failures. These successes and failures are presented and compared with experiences that other game development teams have had. Finally the lessons the development team learned during Shadow Bug’s development process are reflected in terms of good game design practices and in terms of their effects on the future game development.
Health Pal: a smart pre-diagnosis system
This project is target to design a smart pre-diagnosis system for Chinese people and hospitals who are suffering from the ‘difficulty in seeing a doctor’. By comparing and analysing different features of pre-diagnosis system from Finland and India, this project attends to find an approach to help patient with symptom checking and hospital searching in order to relieve the pressure of overpopulation, excessive workload of doctors and unbalanced medical resources. Due to the design goal of helping patient forward to symptom checking, the system will collect medical information by enquiring patient about his/her symptom. The hospital searching will concentrate on hospital navigation according to the symptom information that symptom checker collected and the geographic location of the patient. Meanwhile, this system is intended to promote the efficiency and convenience of the pre-diagnosis service, which motivated it to be mobile application based.
Bubble Ride – A postmortem and my transition from an artist to a game designer
Padworks – Building a solo live performance with iPad.
Äänijooga. Wellbeing through Sound and Movement
GETTING LIFTED: Design, Production and Development of Online Courses on Wellbeing
Motion capture 3D-animaation välineenä
Disposition Matrix: The Design and Development Process of a Critical War Game
A Kiss From Helsinki – interaktiivinen runoinstallaatio
MOI HELSINKI: DESIGN FOR PUBLIC USE & LOCALISATION OF SOCIAL MEDIA
INCOkit: A Toolkit to Support Internal Collaboration for Service Design Teams Working in a Corporation
Performing Live with Virtual Musicians
Design Principles for Mobile Soundwalk Applications
Little Elephant’s singing friends – Designing of children’s song application
Interface Bending as a Media Archaeological Approach for Interactive Art
Privacy in the Smart Home Environment
Park, Eun Young:
LINKKI A planar linkage-based kinectic toy for storytelling and drawing in terms of Art+Tech toy
Visualizing the Sounds of Paltamo
Viestintä murroksessa: Kallion seurakunnan digitaalisen viestinnän kehitystar- peiden löytäminen ja työstäminen seurakuntalaisten blogin avulla
From off-the-shelf to do-it-yourself: An exploration and demonstration of DIY electronics culture with DRUM-O
Social Augmented Reality Application: Enhancing Remote Collaboration in Physical Work Context
Participatory Learning Networks
Poissaoloja, läsnäoloja. Paikkakokemuksen jakaminen osana identiteettitarinaa, paikkojen limittäisyys ja medioituminen
Democratizing online political discussion: A practice-oriented exploration in service design
Tuote-1: Ultrasonic Echo Chamber
Uzer, Mehmet Can:
Conceptual Design Methods for Game Sound
Vasquez, Juan Carlos:
Defragmenting Beethoven: Appropriation in Electroacoustic Music as Bridge Between Classical Tradition and Music Technology
Bitter Lands – The Making of a Short Animated Film
Noticed. Designing a University-Student Communication Service
Acosta Lara, Jairo:
Polku: Designing an Interactive Sound Installation Based on Soundscapes
Designing for Collaboration- A Study of Knowledge Work Collaboration and a Concept Design for a Large Touchscreen-Based Groupware System
Designing Antikythera—A tactile interactive poetry application for iPad
PULSAR KITE – a study case for Sonic Ludic Interaction
Ehrström, Jan-Erik Bengt:
Beat It –mainospeli osana Alepa-ketjun markkinointiviestintää ja pelin vaikutukset Alepa-ketjun brändimielikuvan kehittymiseen
Brändin Varjossa - Näkökulmia organisaatiokulttuurin äänisuunnittelulle asettamiin haasteisiin
Generative Sound Design: Complexity, Realness, and Quality Including study cases of an interactive 3D environment sound research and a generative sound installation
Designing tangible interfaces for collective decision making in interactive theatre
Into the Dominion of Vibrations – Listening to Infrasound
Kevyet käyttäjälähtöiset suunnittelumenetelmät osana pieniä verkkoprojekteja
Viola – Imperceptible presence
Audiovisuaalisen kerronnan estetiikka ensimmäisen persoonan pelissä: Tunnelman näkökulma pelisuunnittelussa
The UFO Controller: Gestural Music Performance
Käyttäjäyhteisö kokoelman muodostamisen tukena – verkosta vetoapua erikoismuseon ensimetreille
Art & Play: Designing Ludic Interactions within the Art Field
What Lies Beneath KIVIKASA and What Is Sound Art? KIVIKASA As a Step to Understand Sound Art and Sound Art As a Way to Understand KIVIKASA
Tehostetuotannon kursseja kehittämässä – Toimintatutkimus opetuksen suunnittelusta ammatilliseen koulutukseen
Urban Alphabets – A Smartphone Application to Change Public Space for the User
Pelori- Designing a digital service for maker projects through research
Coaching Designer’s Mindset
Onnistumisen tekijöitä – Havaintoja luovan työn vakiinnuttamisesta ja kehittämisestä
Autonomous Virtual Instruments: A Foray Into Musical Metacreation
Visualising Collective Actions – The Process of Creating the ArtovaModel
Digital Reading Platform. Case study: classical Chinese reading platform
Katoavat kuvat, hiivagrammeja ja muita viljelyalustoja
Using Locational Data from Mobile Phones in Development Aid Projects – A Case Study
The digital assembly line
How visual artists find employment in the Finnish game industry
Healing jewellery, Thought transmitter jewellery & Personal space jewellery
Emotion Transfer Protocol