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  • 51.
    Carlson, Andreas
    et al.
    KTH.
    Bellani, Gabriele
    KTH.
    Amberg, Gustav
    KTH.
    Universality in dynamic wetting dominated by contact-line friction2012In: Physical Review E. Statistical, Nonlinear, and Soft Matter Physics, ISSN 1539-3755, E-ISSN 1550-2376, Vol. 85, no 4, article id 045302Article in journal (Refereed)
    Abstract [en]

    We report experiments on the rapid contact-line motion present in the early stages of capillary-driven spreading of drops on dry solid substrates. The spreading data fail to follow a conventional viscous or inertial scaling. By integrating experiments and simulations, we quantify a contact-line friction mu(f) which is seen to limit the speed of the rapid dynamic wetting. A scaling based on this contact-line friction is shown to yield a universal curve for the evolution of the contact-line radius as a function of time, for a range of fluid viscosities, drop sizes, and surface wettabilities.

  • 52.
    Carlson, Andreas
    et al.
    KTH.
    Do-Quang, Minh
    KTH.
    Amberg, Gustav
    KTH.
    Droplet dynamics in a bifurcating channel2010In: International Journal of Multiphase Flow, ISSN 0301-9322, E-ISSN 1879-3533, Vol. 36, no 5, p. 397-405Article in journal (Refereed)
    Abstract [en]

    In the present paper we present a phenomenological description of droplet dynamics in a bifurcating channel that is based on three-dimensional numerical experiments using the Phase Field theory. Droplet dynamics is investigated in a junction, which has symmetric outflow conditions in its daughter branches. We identify two different flow regimes as the droplets interact with the tip of the bifurcation, splitting and non-splitting. A distinct criterion for the flow regime transition is found based on the initial droplet volume and the Capillary (Ca) number. The Rayleigh Plateau instability is identified as a driving mechanism for the droplet breakup close to the threshold between the splitting and non-splitting regime.

  • 53.
    Carlson, Andreas
    et al.
    KTH.
    Do-Quang, Minh
    KTH.
    Amberg, Gustav
    KTH.
    Modeling of dynamic wetting far from equilibrium2009In: Physics of fluids, ISSN 1070-6631, E-ISSN 1089-7666, Vol. 21, no 12, article id 121701Article in journal (Refereed)
    Abstract [en]

    In this paper we present simulations of dynamic wetting far from equilibrium based on phase field theory. In direct simulations of recent experiments [J. C. Bird, S. Mandre, and H. A. Stone, Phys. Rev. Lett. 100, 234501 (2008)], we show that in order to correctly capture the dynamics of rapid wetting, it is crucial to account for nonequilibrium at the contact line, where the gas, liquid, and solid meet. A term in the boundary condition at the solid surface that naturally arises in the phase field theory is interpreted as allowing for the establishment of a local structure in the immediate vicinity of the contact line. A direct qualitative and quantitative match with experimental data of spontaneously wetting liquid droplets is shown.

  • 54.
    Carlsson, Johan
    Södertörn University, School of Communication, Media and it.
    Portare folium: En rapport om utvecklandet av en webbaserad portfolio.2012Independent thesis Advanced level (degree of Master (Two Years)), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    En portfolio tas vanligen fram för att visa på vilka kunskaper man förfogar över. I vissa fall handlar det om att visa upp grafiska verk, i andra fall handlar det om att visa tekniska kunskaper. Ibland handlar det dock istället om att slå ihop dessa båda. Det är främst i möjligheten att kombinera presentationen med tekniska och grafiska kunskaper en webbportfolio skiljer sig från en traditionell portfolio. Målet med det här examensarbetet inom IT, medier och design har varit att ta fram en webbportfolio som är tillgänglighetsanpassad för olika typer av människor, då det oavsett målgrupp kan förekomma personer med funktionsnedsättning. Med dessa kommer speciella förutsättningar och större krav ställs på tillgängligheten. Vidare har webben kommit att flyttas från stationära datorer i hemmiljöer till att följa med och vara tillgängligt i stort sett när som helst och var som helst. Detta ställer särskilda krav på en webbplats i form av att förutsättningarna för att titta på denna inte längre går att förutspå på samma sätt som när internet för det mesta användes på stora skärmar. Rapporten syftar till att beskriva den fortgående arbetsprocess som skett under hela examensarbetet, och även att belysa de olika aspekter som behöver tas hänsyn till under arbetet.

  • 55.
    Carlsson, Robert
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    The Illusion That Is Multiplayer Games: Position disparities in Client-serverstructured multiplayer games2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The goal of this study is to research the disparities in character positions between clients and server when playing an online game. The data needed was gathered by letting three players play a game made by me against each other, using extrapolation methods like the Kalman Filter on the characters’. During the play-through each client saved all characters positions together with the input made by the players. The clients logged the information every network update, in synch with the server. When the time came, all clients sent their information to the server, where it was collected, analyzed and compared with the information the server had registered. By calculating the difference in position of the server and clients characters, a disparity value could be extracted. This value is what was used to calculate a disparity value between the server characters and all clients’ counterparts. The same value is also what was used to answer the questions on how much impact the different extrapolation methods have on a game, as well as how big of an impact input made have on the delay of the game. An important part of the study was to make sure that the information gathered was collected at the same time on the clients and the server, as well as to be able to enable and disable parts of the methods. Therefore the whole game used in this dissertation was built focused on this study. All extrapolation methods are toggle-able and the information gathered is synched using time.windows.com.

  • 56.
    Carlstedt, Fanny
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Rask, Matilda
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att utveckla en modern webbplats: Är responsiv design framtiden?2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The IT industry is constantly evolving and it's more or less a requirement today for web developers to be familiar with and to be able to develop for all platforms. A technique that has taken hold and is now widely used is responsive design. Developing responsive design means adapting the layout to the viewing environment; the screen size. Another useful method when developing for different devices is the mobile first theory, which means developing for the mobile screen first. This is done to scale down the site and to clear unnecessary information in order to provide a better user experience. In this work we have developed a new design for the site greenb.se, using the mobile first theory to create a responsive website. 

  • 57.
    Carson, Marcus
    et al.
    Stockholm Environment Institute.
    Johannessen, Åse
    Stockholm Environment Institute.
    Beyene, Atakilte
    Stockholm Environment Institute.
    Remling, Elise
    Stockholm Environment Institute.
    Ruben, Cecilia
    Stockholm Environment Institute.
    Peter, Sophie
    Stockholm Environment Institute.
    Institutionalising gender equality in disaster risk reduction: DRR challenges and impacts on women and men, girls and boys in the context of a changing climate2013Report (Other academic)
    Abstract [en]

    While MSB has many years of experience of implementing environmental and gender perspectives in its humanitarian work; disaster risk reduction (DRR) and climate change adaptation present a different set of opportunities and challenges. Thesefurther emphasise the inclusion of a social change component that overlaps somewhat with more conventional development work. MSB commissioned the Stockholm Environment Institute (SEI) to prepare this report, noting that women and men (as well as girls and boys) are affected differently by: i) the impacts of climate change, ii) efforts related to climate change adaptation (CCA), and iii) disaster risk reduction (DRR).

  • 58.
    Cederberg, Jessica
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Changing financial behaviors using mobile PFM tools2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper investigates the needs of a PFM (Personal Financial Management) tool in a projected banking app, where information is presented as statistics of the users’ personal economy. By studying how youths would like to monitor their finances in a banking app the paper aims to investigate what a PFM tool could include to attract consumers to use it in order to get a better control of their finances. The question of the paper is therefore: How can a banking app containing a PFM contribute to greater awareness of the users’ finances and savings, and how should such an app be designed?

    User tests were made to investigate what kind of statistics the users want in a PFM tool in a mobile app. The Delphi method was used to get a ranked list of ten suggestions, and a focus group interview was conducted to analyze the results further and to contribute to a qualitative view of the paper.

    The test results together with previous research show that a PFM tool included in a banking app could attract the target group to monitor their money, and also encourage them to save more. The respondents would like to have general statistics over their economy in a PFM tool, but also the possibility to monthly set personal budgets and monitor how well they are respected.

  • 59.
    Chiniquy, Michael
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Lyckade spelkomponenter: Vad ligger bakom World of Warcrafts popularitet?2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this paper, I intend to analyze the MMORPG game World of Warcraft by conducting a formal analysis as a way to isolate game mechanics and elements that could be viewed as well-functioning and well-designed. I will also be breaking down the core components of World of Warcraft using the Interaction Centric Framework to complement the study. The results show that World of Warcraft employs a number of features and design choices that differentiates itself from other games, such as stripping the game of story elements and distilling the gameplay to a basic “carrot on a stick” formula, also leaving the player completely uninterrupted and undeterred during gameplay. 

  • 60.
    Creutz, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Borgkvist, Isabelle
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Smart Hem, smart för vem?: En kvalitativ studie om varför det Smarta Hemmet inte har fått sitt förväntade genomslag2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Smart Homes are not smart for everyone, at least not yet. The purpose of this paper is to examine four obstacles that prevents Smart Homes from being adopted as a standard in Sweden. This paper is based on the contributions of the study “Home Automation in the Wild: Challanges and Opportunities” (Brush et al. 2011), and further investigates the obstacles the authors present in that study. Thanks to a broad use of different methods, we state that all the obstacles listed in this particular study (Brush et al. 2011) still remain, but perhaps on different terms. In the discussion part of this paper, we present a few ways to work against these obstacles and, hopefully, eliminate them. 

  • 61.
    Danilda, Sandra
    Södertörn University, School of Communication, Media and it.
    Marknadsföring via sociala medier: Vilka marknadsföringsmöjligheter ger sociala medier för småföretag inom turism- och upplevelseindustrin?2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper intends to show how micro- and small businesses in the tourism and experience industry makes use of social media as a marketing tool. The study also shows the possibilities for businesses to market themselves to customers through social media. Small businesses usually don’t have the same conditions or the same marketing resources that larger companies have. For small businesses that lack marketing resources, social media is a great addition to marketing since the technology around social media is relatively simple. For micro- and small businesses in the tourism industry social media increase the opportunity to reach (potential) customers in a relatively cost-free way. In the study, three companies working in the tourism sector were chosen, two micro-enterprises and one small business. Representatives from the three companies were interviewed about how the company worked with social media. I conducted a literary review to see what marketing opportunities social media provide for small businesses. I also conducted a content analysis where I analyzed each company's social media. The results of the study showed that Facebook was used by all companies and it was also the medium that was used most frequently by the companies. Facebook has a large number of members and on Facebook companies can integrate several different media such as images, video, text-based messages, information, applications, etc. in a way that the other social media cannot offer. The study also showed that YouTube was considered by many to be an important medium for tourism and experience businesses. However video marketing is used very little by companies. This was verified by my interviews and my content analysis; the companies in the study used YouTube and video marketing in a very small extent.

  • 62.
    de Freitas, Andreas
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Alvelöv, Timmy
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Förberedd eller inte - Vetskapen om skräck i skräckspel2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examines how the knowledge of that a game belongs to the horror genre affects the players gameplay experience and choices in the game. Ten participants were recruited for the study. First, the participants had to fill in a pre-study form to make sure that they were a part of our target group. During the data gathering the participant was informed of what kind of prototype they were about to play, either a horror prototype or a puzzle prototype. Then they proceeded to play the horror prototype. To gather the data, stimulated recall and semi-structured interviews were used. The data was analysed with an EPP-method. No significant connection were found between the play experience or the choices the player made and the type of information given beforehand to the participant. A connection were found between fear and expectations, that could be linked to knowledge of the horror.

  • 63.
    Degerstedt, Lars
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Making competitive intelligence “social”: Current practices in four organizations2016Report (Other academic)
    Abstract [en]

    The presented research has investigated empirically the current practices of how organizations are using CI today, and in particular what role collaboration and networking plays in such CI work processes. In particular, the investigation has examined what forms of collaborations and organizational networks are currently used in the CI work process. Four organizations have been examined as exploratory case studies. From this, a base model for social CI has been generated by extracting overall CI process characteristics from the investigated cases that relate to collaborative behavior and organizational networking. The study relies on the existing conceptual framework called the social CI framework intended for analysis and design of CI for the (socially) networking organization.

  • 64.
    Degerstedt, Lars
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hermansson, Cecilia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    CoCI: Collaborative support of social competitive intelligence2016Report (Other academic)
    Abstract [en]

    The aim of the presented work has been to investigate how the existing concept of social CI can be used to support collaborative CI networks. A novel socio-technical solution CoCI consisting of a work method and tool have been designed for a scenario with an internal network of collaborative competitive intelligence (CI). The CoCI work method suggests using agile, freeform collaboration through an informal organizational network. A distinction is made between the roles of network coordinators, contributors, clients and receivers. The work style follows regular temporal iterative loops, or sprints, each one ending in some form of intelligence outcome. The CoCI tool supports collaborative daily work with reading, commenting and classifying incoming material, where the actions of the network members are visible to each other. Furthermore, the CoCI tool supports having meetings using the tool where incoming material from the sprint is reviewed and a report is created. In the evaluation of the tool, the dimensions engagement, collaboration and community had high scores. In contrast, the dimension simplicity was less satisfactory. Four design patterns for social CI could be extracted based on the strong points of the evaluation: social selection, individual/collective box, real-time engagement and collaborative enhancement. The low score on simplicity will be investigated further, but indicates how crucial it is for social features to be intuitive in order to avoid making the overall solution too complex.

  • 65.
    Degerstedt, Lars
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Rytkönen, Paulina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Meal Sciences.
    Rural Wikinomics: Communication, Sharing and Value CoCreating – Social Technologies and Rural Development2016In: Challenges for the New Rurality in a Changing World / [ed] Paulina Rytkönen and Ursula Hård, Huddinge: Södertörns högskola, 2016, p. 45-46Conference paper (Refereed)
    Abstract [en]

    Over the last decades a great effort for rural development policies in Sweden has been to find windows of opportunity for the future, to promote new types of enterprises, to support farm and firm diversification, to identify novel business models and in general promote growth. But while many concrete measures have focused on lowering the entry barriers to the market and support the supply side of the rural economy, a glimpse on the emerging technological paradigm, e.g. internet based development and social technologies, indicates that new solutions are possible. In this article we address the following question: Can Alternative Food Networks (AFNs) in combination with social technologies promote rural entrepreneurship and economic growth?   

  • 66.
    Do-Quang, Minh
    et al.
    KTH, Mekanik.
    Amberg, Gustav
    KTH, Mekanik.
    Modeling of Time-Dependent 3D Weld Pool Flow Due to a Moving Arc2003In: Modeling, Simulation and Optimization of Complex Processes: Proceedings of the International Conference on High Performance Scientific Computing, March 10-14, 2003, Hanoi, Vietnam / [ed] Hans Georg Bock, Ekaterina Kostina, Hoang Xuan Phu, Rolf Rannacher, Berlin: Springer, 2003, p. 127-138Conference paper (Other academic)
  • 67.
    Do-Quang, Minh
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Modelling of time-dependent 3D weld pool flow2003In: Mathematical modelling of weld Phenomena 7 / [ed] Cerjak, H; Bhadeshia, H. K. D. H.; Kozeschnik, E., Graz: Graz Techn. Univ. , 2003, p. 91-112Conference paper (Refereed)
    Abstract [en]

    The fluid flows in molten pools during arc welding are important factors. These in turn influence in overall heat and mass transfer, which determine the mechanical properties and quality of the weld fusion zone. Here, modelling results are presented concerning the time dependent weld pool flow and temperature in gas tungsten arc welding (GTA) of the difference type of stainless steels. It is proved that the temperature fields are strongly affected by the convection at the weld pool’s surfaces. With the stainless steel type 304 (low sulfur content 0.0005 weight % and high sulfur content 0.0139 weight %), the actual chaotic time dependent melt flow is obtained with a fully time dependent model. In those cases, the fluid flow in the weld pool is highly complex and it influenced the weld pool`s depth and width. For the 645 SMO steel, which has an extremely low sulfur content and low conductivity, the chaotic fluid flows did not appear. The calculated geometry of the weld fusion zone and heat affected zone were in good agreement with the experimental results, both with or without chaotic fluid flows.

  • 68.
    Do-Quang, Minh
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Modelling the influence of wetting properties on the solid liquid impact2008In: Proceedings Of The 6Th International Conference On Nanochannels, Microchannels, And Minichannels, Pts A And B, New York: AMER SOC MECHANICAL ENGINEERS , 2008, p. 1915-1917Conference paper (Refereed)
    Abstract [en]

    The impact of a solid object on a free liquid surface is quite complex. This problem has challenged researchers for centuries and remains of interest today. Recently Duez et al. [1] published experimental results on the splash when a solid sphere enters a liquid Surprisingly, a small change in the surface chemistry of the object can turn a big splash into an inconspicuous disappearance and vice versa. We study this problem by solving the Navier-Stokes together with the Cahn-Hilliard equations, [2, 3], which allows us to simulate the motion of a free air-water surface in detail, in the presence of surface tension and dynamic wetting. Quantitative computational modeling of dynamic wetting is difficult in itself, but here the use of this tool allows us to study in detail how the wetting properties determine whether a splash appears or not. Our simulated results are compared with the experiments of Duez et al.

  • 69.
    Do-Quang, Minh
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Simulation of free dendritic crystal growth in a gravity environment2008In: Journal of Computational Physics, ISSN 0021-9991, E-ISSN 1090-2716, Vol. 227, no 3, p. 1772-1789Article in journal (Refereed)
    Abstract [en]

    In this paper we simulate the evolution and free particle motion of an individual nucleus that grows into a dendritic crystal. The melt flow and the convective heat transfer around the crystal are simulated as they settle due to gravity. There is an intricate coupling between the settling and the evolution of the crystal. The relative flow induced by the settling enhances the growth at the downward facing parts, which in its turn affects the subsequent settling motion. Simulations have been done in two dimensions using a semi-sharp phase-field model. The flow was constrained to a rigid body motion by using Lagrange multipliers inside the solidified part. The model was formulated using two different meshes. One is a fixed background mesh, which covers the whole domain. The other is an adaptive mesh, where the node points are also translated and rotated with the movement of the solid particle. In the latter, the dendritic growth is simulated by the semi-sharp phase-field method.

  • 70.
    Do-Quang, Minh
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    The splash of a solid sphere impacting on a liquid surface: Numerical simulation of the influence of wetting2009In: Physics of fluids, ISSN 1070-6631, E-ISSN 1089-7666, Vol. 21, no 2, article id 022102Article in journal (Refereed)
    Abstract [en]

    The impact of a solid sphere on a liquid surface has challenged researchers for centuries and remains of interest today. Recently, Duez [Nat. Phys. 3, 180 (2007)] published experimental results of the splash generated when a solid sphere enters water. Interestingly, the microscopic properties of the solid surface control the nature of the macroscopic behavior of the splash. So by a change in the surface chemistry of the solid sphere, a big splash can be turned into an inconspicuous disappearance and vice versa. This problem was investigated by numerical simulations based on the Navier-Stokes equations coupled with the Cahn-Hilliard equations. This system allows us to simulate the motion of an air-water interface as a solid sphere impacts the liquid pond. The inclusion of the surface energies of the solid surface in the formulation gives a reasonably quantitative description of the dynamic wetting. Numerical results with different wetting properties and impact speed are presented and directly compared with the recent experimental results from Duez.

  • 71.
    Do-Quang, Minh
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Brethouwer, Gert
    KTH.
    Johansson, Arne V.
    KTH.
    Simulation of finite-size fibers in turbulent channel flows2014In: Physical Review E. Statistical, Nonlinear, and Soft Matter Physics, ISSN 1539-3755, E-ISSN 1550-2376, Vol. 89, no 1, article id 013006Article in journal (Refereed)
    Abstract [en]

    The dynamical behavior of almost neutrally buoyant finite-size rigid fibers or rods in turbulent channel flow is studied by direct numerical simulations. The time evolution of the fiber orientation and translational and rotational motions in a statistically steady channel flow is obtained for three different fiber lengths. The turbulent flow is modeled by an entropy lattice Boltzmann method, and the interaction between fibers and carrier fluid is modeled through an external boundary force method. Direct contact and lubrication force models for fiber-fiber interactions and fiber-wall interaction are taken into account to allow for a full four-way interaction. The density ratio is chosen to mimic cellulose fibers in water. It is shown that the finite size leads to fiber-turbulence interactions that are significantly different from earlier reported results for point like particles (e.g., elongated ellipsoids smaller than the Kolmogorov scale). An effect that becomes increasingly accentuated with fiber length is an accumulation in high-speed regions near the wall, resulting in a mean fiber velocity that is higher than the mean fluid velocity. The simulation results indicate that the finite-size fibers tend to stay in the high-speed streaks due to collisions with the wall. In the central region of the channel, long fibers tend to align in the spanwise direction. Closer to the wall the long fibers instead tend to toward to a rotation in the shear plane, while very close to the wall they become predominantly aligned in the streamwise direction.

  • 72.
    Do-Quang, Minh
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Carlberg, Torbjörn
    Mid Sweden University.
    Three-dimensional modelling of radial segregation due to weak convection2004In: Journal of Crystal Growth, ISSN 0022-0248, E-ISSN 1873-5002, Vol. 269, no 2-4, p. 454-463Article in journal (Refereed)
    Abstract [en]

    A comprehensive three-dimensional, time-dependent model of heat, momentum and solute transfer during solidification is carried out to illustrate the influence of weak convection, caused by surface tension forces, on radial dopant segregation occurring in crystal growth under micro-gravity conditions. 3D adaptive finite element method is used in order to simulate the motion and deformation of the solidification interface. The geometry studied is a Bridgman configuration with a partly coated surface. The small slots in the coating gives a free surface in a controlled way, and is varied in order to alter the Marangoni flow. In this study, A comparison is made between the numerical results and the experimental results. A good agreement has been observed for the effective distribution coefficient keff and for the radial segregation [Delta]c’. The radial dopant segregation is affected by weak convection.

  • 73.
    Do-Quang, Minh
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Pettersson, Claes-Ove
    Sandvik Materials Technology.
    Modeling of the adsorption kinetics and the convection of surfactants in a weld pool2008In: Journal of heat transfer, ISSN 0022-1481, E-ISSN 1528-8943, Vol. 130, no 9, article id 092102Article in journal (Refereed)
    Abstract [en]

    This paper presents a comprehensive three-dimensional, time-dependent model for simulating the adsorption kinetics and the redistribution of surfactants at the surface and in the bulk of a weld pool. A physicochemical approach that was included in this paper allows the surfactant concentration at the surface and in the bulk to depart from its thermodynamical equilibrium. The Langmuir equilibrium adsorption ratio was based on the k(seg) coefficient of Sahoo (1988, "Surface-Tension of Binary Metal-Surface-Active Solute Systems Under Conditions Relevant to Welding Metallurgy," Metall. Trans. B, 19B, pp. 483-491) and was finally used for calculating fluid flow and heat transfer in gas tungsten arc welding of a super duplex stainless steel, SAF 2507. In this study, the authors applied the multicomponent surfactant mass transfer model to investigate the effect of the influence of sulfur and oxygen redistribution in welding of a super duplex stainless steel.

  • 74.
    Do-Quang, Minh
    et al.
    KTH.
    Carlson, A
    KTH.
    Amberg, Gustav
    KTH.
    The impact of ink-jet droplets on a paper-like structure2011In: Fluid Dynamics & Materials Processing, ISSN 1555-256X, E-ISSN 1555-2578, Vol. 7, no 4, p. 389-402Article in journal (Refereed)
    Abstract [en]

    Inkjet technology has been recognized as one of the most successful and promising micro-system technologies. The wide application areas of printer heads and the increasing demand of high quality prints are making ink consumption and print see-through important topics in the inkjet technology. In the present study we investigate numerically the impact of ink droplets onto a porous material that mimics the paper structure. The mathematical framework is based on a free energy formulation, coupling the Cahn-Hilliard and Navier Stokes equations, for the modelling of the two-phase flow. The case studied here consists of a multiphase flow of air-liquid along with the interaction between a solid structure and an interface. In order to characterize the multiphase flow characteristics, we investigate the effects of surface tension and surface wettability on the penetration depth and spreading into the paper-like structure.

  • 75.
    Do-Quang, Minh
    et al.
    KTH.
    Geyl, Laurent
    KTH.
    Stemme, Göran
    KTH.
    van der Wijngaart, Wouter
    KTH.
    Amberg, Gustav
    KTH.
    Fluid dynamic behavior of dispensing small droplets through a thin liquid film2010In: Microfluidics and Nanofluidics, ISSN 1613-4982, E-ISSN 1613-4990, Vol. 9, no 2-3, p. 303-311Article in journal (Refereed)
    Abstract [en]

    This paper presents a technology for dispensing droplets through thin liquid layers. The system consists of a free liquid film, which is suspended in a frame and positioned in front of a piezoelectric printhead. A droplet, generated by the printhead, merges with the film, but due to its momentum, passes through and forms a droplet that separates on the other side and continues its flight. The technology allows the dispensing, mixing and ejecting of picolitre liquid samples in a single step. This paper overviews the concept, potential applications, experiments, results and a numerical model. The experimental work includes studying the flight of ink droplets, which ejected from an inkjet print head, fly through a free ink film, suspended in a frame and positioned in front of the printhead. We experimentally observed that the minimum velocity required for the 80 pl droplets to fly through the 75 ± 24 lm thick ink film was of 6.6 m s-1. We also present a numerical simulation of the passage of liquid droplets through a liquid film. The numerical results for different initial speeds of droplets and their shapes are taken into account. We observed that during the droplet-film interaction, the surface energy is partially converted to kinetic energy, and this, together with the impact time, helps the droplets penetrate the film. The model includes the Navier- Stokes equations with continuum-surface-tension force derived from the phase-field/Cahn-Hilliard equation. This system allows us to simulate the motion of a free surface in the presence of surface tension during merging, mixing and ejection of droplets. The influence of dispensing conditions was studied and it was found that the residual velocity of droplets after their passage through the thin liquid film well matches the measured velocity from the experiment.

  • 76.
    Do-Quang, Minh
    et al.
    KTH.
    Stemme, Göran
    KTH.
    van der Wijngaart, Wouter
    KTH.
    Amberg, Gustav
    KTH.
    Numerical Simulation of the Passage of Small Liquid Droplets Through a Thin Liquid Film2008In: Proceedings Of The 6Th International Conference On Nanochannels, Microchannels, And Minichannels, NEW YORK: AMER SOC MECHANICAL ENGINEERS , 2008, p. 857-861Conference paper (Refereed)
    Abstract [en]

    We simulate numerically a novel method for dispensing, mixing and ejecting of picolitre liquid samples in a single step. The system consists of a free liquid film, suspended in a frame and positioned in front of a droplet dispenser. On impact, a picolitre droplet merges with the film, but due to its momentum, passes through and forms a droplet that separates on the other side and continues its flight. Through this process the liquid in the droplet and that in the film is mixed in a controlled way. We model the flow using the Navier Stokes together with the Cahn-Hilliard equations. This system allows us to simulate the motion of a free surface in the presence of surface tension during merging, mixing and ejection of droplets. The influence of dispensing conditions was studied and it was found that the residual velocity of droplets after passage through the thin liquid film matches the measured velocity from the experiment well.

  • 77.
    Do-Quang, Minh
    et al.
    KTH.
    Villanueva, Walter
    KTH.
    Singer-Loginova, Irina
    KTH.
    Amberg, Gustav
    KTH.
    Parallel adaptive computation of some time-dependent materials-related microstructural problems2007In: Bulletin of the Polish Academy of Sciences: Technical Sciences, ISSN 0239-7528, Vol. 55, no 2, p. 229-237Article in journal (Refereed)
    Abstract [en]

    Some materials-related microstructural problems calculated using the phase-field method are presented. It is well known that the phase field method requires mesh resolution of a diffuse interface. This makes the use of mesh adaptivity essential especially for fast evolving interfaces and other transient problems. Complex problems in 3D are also computationally challenging so that parallel computations are considered necessary. In this paper, a parallel adaptive finite element scheme is proposed. The scheme keeps the level of node and edge for 2D and level of node and face for 3D instead of the complete history of refinements to facilitate derefinement. The information is local and exchange of information is minimized and also less memory is used. The parallel adaptive algorithms that run on distributed memory machines are implemented in the numerical simulation of dendritic growth and capillary-driven flows.

  • 78.
    Dukale, Ahmed
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Andersson, Leonard
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Mobilbetalning och upplevd säkerhet: Hur många steg av verifiering krävs det för att en mobil betalningsmetod ska uppfattas som säker?2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this paper is to examine how secure a mobile payment system is perceived to be depending on how many steps of verification it uses, and how the amount of time it takes to complete the verification affects the users perceived safety and usefulness of the system.The study is based on previous research done on mobile payment and human trust in technology, combined with an overview of the most used mobile payment systems in Sweden today. The data was collected from observations and interviews based on three prototypes created for the study which simulates different kinds and amount of steps of verification.The result of the study shows that the amount of steps of verification did have an impact on the users perceived safety of the system, but that the technology used to make the verification played an equally important role. The time it took to make the verification didn’t have an affect on the users perceived safety, but a quicker verification was viewed as a positive attribute for a mobile payment system.

  • 79.
    Dömstedt, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Sjöström, Klara
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Gruppis: utvecklingen av en mobilapplikation för informationsspridning mellan personal och vårdnadshavare2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport beskriver designprocessen och utvecklingen av en mobilapplikation kallad Gruppis. Rapporten syftar till att redogöra för hela processen från konceptualisering av idén till en slutgiltig interaktiv hi-fiprototyp. Syftet med applikationen är att underlätta kommunikation och informationsspridning mellan personal och vårdnadshavare i förskola, skola eller andra barngrupper.

    Arbetsprocessen innefattade förarbete i form av fokusgrupp och PACT-analys för att få en uppfattning om användarna och deras behov. Utifrån relevanta designprinciper och riktlinjer för interaktionsdesign har sedan två olika gränssnitt, anpassade för smartphone och surfplatta, skapats. Dessa har sedan testats och utvärderats vilket har lett till revideringar i design och navigation. För att optimera upplevelsen av applikationen har även en grafisk design skapats. Examensarbete resulterade i två interaktiva och verklighetstrogna hi- fiprototyper för både smartphone och surfplatta. 

  • 80.
    Edström, Alice
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Björkman, Bo
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    An Empirical Study Concerning Filter Bubbles and Echo Chambers: The perception of personalized content in news applications.2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this study was to investigate the perception of personalization on news applications and to examine to what extent it is seen as an optimal solution for users to receive information. Due to the growth of online news and digital journalism the amount of information that is being published online is significantly higher nowadays than it has previously been. Therefore, a recommendation system called personalization has been introduced to choose content for the reader. Many concerns of personalization have already been brought to light, these concerns are believed to be contributing to filter bubbles and echo chambers. This study will investigate these concerns further in order to understand the users. The methodology used in the study were semi-structured interviews and an analysis based on the concerns brought forward by Borgesius et al. Six interviews were conducted with users and two were conducted with major news organizations in Sweden. The results of the study indicate that users fear personalization will cause filter bubbles and polarization due to them only being subjected to one perspective. The users are unaware as to how personalization works and therefore question why it is being introduced into news applications. Due to personalization being a new phenomenon news applications it is not yet seen as an optimal solution by users or news organizations. There are, however, many factors that can assist in its development such as transparency and awareness of the phenomenon.

  • 81.
    Ek, Anton
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Sperring, Alexander
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En jämförelse mellan ljus baserat i naturalism och pictorialism: En studie om ljussättning i spel2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment. Then we carry out qualitative, semi-structured interviews at the respondents to find out what they thought of the light. The result showed that natural light did not give the same narrative effect as unnatural light.

  • 82.
    Eklöf Torp, Anna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Lindholm, Sofie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att följa och bli följd på Instagram: En kvalitativ studie om Instagramanvändares användning av följarfunktionen2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I takt med att Instagram växer pågår en föränderlig användning av applikationen där nya beteenden och användarmönster växer fram. Därför är det angeläget att utforska hur användarnas beteenden, överenskommelser och normer ser ut i applikationen idag. Denna uppsats syftar till att nå ökad förståelse för hur svenska Instagram-användare med ett följarantal mellan 94-294 använder sig av följarfunktionen på Instagram. Den syftar också till att undersöka hur användarna förhåller sig till funktionen och huruvida följarantalet möjligen påverkar deras användning och förhållningssätt gentemot den. För att besvara uppsatsens frågeställningar och uppnå dess syfte har vi använt en kvalitativ ansats och genomfört tre fokusgruppsintervjuer. Våra resultat tyder på att Instagramanvändare med ett följarantal mellan 94-294 använder följarfunktionen med syfte att följa konton. De lägger inget fokus på att bli följda av andra konton och är ointresserade av att öka sitt följarantal. Vidare har de en allmän uppfattning om att ett högre följarantal än deras kan komma att medföra krav, förväntningar och press från följarna.

  • 83.
    Ekström, Mattias
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Thanasis, Dimitris
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    How does the digitalization of atable top game affect gameplay?: How the technical aspects of theimplementation can affect the game and thegameplay2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The goal of this study is to research how the digitalization of a table top gameaffects the game and its gameplay. We are researching this by first havingparticipants play chess, and online chess, and the interviewing them about theirexperiences with the both games. The main effects of digitalization are inputcontrols. When digitalizing a table top game, there is one thing that the designercannot control at all, which is, the necessity of input controls. However, thedesign for these controls is up to the designer. When digitalizing a game, therules ted to get enforced by the programming. Mistakes that could be committedin the table top version are no longer possible due to the rule enforcementcaused by the programming. It is also possible to use the digital realm to yourbenefit by adding features such as highlighting in chess, which is only possible inthe digital version. Immersion is also affected by the digitalization; the possiblelack of a visible and present opponent can alter how the players experience thegameplay.

  • 84.
    Eladhari, Mirjam P
    Högskolan på Gotland.
    Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World2011In: Proceedings of DiGRA 2011 Conference: Think Design Play, Tampere: Digitial Games Research Organisation (DiGRA) , 2011, Vol. 6, p. 1-20Conference paper (Refereed)
    Abstract [en]

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

  • 85.
    Engblom, S.
    et al.
    Uppsala University.
    Do-Quang, Minh
    KTH.
    Amberg, Gustav
    KTH.
    Tornberg, Anna-Karin
    KTH.
    On diffuse interface modeling and simulation of surfactants in two-phase fluid flow2013In: Communications in Computational Physics, ISSN 1815-2406, E-ISSN 1991-7120, Vol. 14, no 4, p. 879-915Article in journal (Refereed)
    Abstract [en]

    An existing phase-fieldmodel of two immiscible fluids with a single soluble surfactant present is discussed in detail. We analyze the well-posedness of the model and provide strong evidence that it is mathematically ill-posed for a large set of physically relevant parameters. As a consequence, critical modifications to the model are suggested that substantially increase the domain of validity. Carefully designed numerical simulations offer informative demonstrations as to the sharpness of our theoretical results and the qualities of the physical model. A fully coupled hydrodynamic test-case demonstrates the potential to capture also non-trivial effects on the overall flow.

  • 86.
    Erika, Krauser
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En demonstrationswebbplats skapad i WM3 för WM32016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In order to recruit customers to WM3, the sellers of HL Design have for a while been wishing for a demonstration site. Therefore, this thesis and projekt goal have been to create such a site in WM3. WM3 is a CMS created by HL design and includes eleven different modules and features like; live editing, articles and calendars. The site will therefore include these modules that WM3 offers in except for two; the webshop and statistics-module. The site will also be user friendly, responsive, accessible, and it will be easy to navigate in it. Interest in WM3 has grown and grown during the project. The reason has been the ease and userfriendliness of WM3, both for developers and potential customers. As manager and developer of this thesis and projekt the tasks consisted of devoloping the site accourding to a plan and creating the plan to; demonstrate how the site should look like in terms of design, how the modules should be presented and how the structure of the website should look like. The result of this projekt and theises is a complete demonstration site for a fictitious law firm where all modules except the webshop and statistics, are used and presented.

  • 87.
    Eriksson, Christina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Nike Retail Tour iBook: Interaktiv e-boksdesign med Apple iBooks Author2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes the process of creating an interactive e-book with Apple’s program “iBooks Author”. The e-book, referenced here as Retail Tour iBook, is intended for use on Apple’s iPad. The Retail Tour iBook was created in service of River Cresco AB for their client Nike. The Retail Tour iBook is intended for use at recurring internal meetings at Nike Sweden, which are attended by international representatives from Nike and concern the retail situation of Nike in Stockholm. In addition to iBooks Author; Adobe Photoshop, Adobe Illustrator, and Apple iMovie were used in the design process of the Retail Tour iBook. The result of this report is the end product, an interactive e-book, which was utilized for the first time by Nike Sweden in April 2014.

  • 88.
    Eriksson, Johan
    et al.
    Södertörn University, School of Social Sciences, Political Science.
    Giacomello, Giampiero
    University of Bologna, Italy.
    Content analysis in the digital age: Tools, functions, and implications for security2013In: The Secure Information Society: Ethical, Legal and Political Challenges / [ed] Jörg Krüger, Bertram Nickolay, Sandro Gaycken, Springer London, 2013, p. 137-148Chapter in book (Other academic)
    Abstract [en]

    Content analysis is an established and effective method for research in the social science and, despite what many think, it has been around for quite some time. It has also tremendously benefited from ICT and the growth of computing power, as computers have proved to excel in the dull routine of scanning texts for keywords. But content analysis has become ubiquitous with the advent of the Internet, particularly emails and Web sites. Keyword search, a pivotal element of content analysis, is the most widespread feature of many Internet applications, from search engines to password-cracking programs. Consequently, it has become a central concern for cybersecurity. This chapter investigates some of the most important applications of content analysis on the Net and discusses its increasing essential position in many areas of cybersecurity.

  • 89.
    Eriksson, Jonas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    The Making of a Conceptual Design for a Balancing Tool2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more playthroughs. This method occupies a lot of time and might therefore not find everything. In this study I use information gathered from interviews with experienced designers and designer texts along with features from methods frequently used for aiding the designers to make a conceptual design of a tool that is aimed towards simplifying the process of balancing and reducing the amount of work hours having to be spent on this phase.

  • 90.
    Eriksson, Per
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att kommunicera förtroende online genom visuell design: En kvalitativ studie av hur färg, form och foto kan påverka användarens förtroende för en e-handelswebbsida2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Trust in e-commerce is affected by several factors, where visual design is one of these.This essay aims to give in-depth understanding of how the visual design affects users'perceived trust in an e-commerce website. My focus in this essay is to examine howchanges in various graphical elements in a website's visual design affects user'sperceived trust of the website. Several tests where performed in order to examine this,these tests involved users to describe their thoughts and opinions on the visual design ofa website, and how they experienced their trust in the website based on the visual designand the changes of it during the test. By analyzing and interpreting the result from thesetests it was possible to see how the change in the visual design influenced users trust inthe website and what it represented.

  • 91.
    Eriksson, Per
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Deco Retro: Designprocessen för att skapa ett varumärke2013Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes the creative work to create the brand Deco Retro. Together with therelated design process to create a visual identity and profile for the brand. Deco Retro wascreated as a sub-brand to Kitsch Sweden AB whom needed a brand more fitting their currentand future line of products. Deco Retro was created to contribute with a stronger identity andadded value to the products which sells under the brand. The design work surrounding thebrand was first and foremost trying to communicate the idea, identity and value which hasbeen developed for the brand during this project. The design is also supposed to have addedaesthetically appealing grafic design. The result of this report is a worked through brandwith related visual identity, profil and numerous related artefacts, ready to get implemented.

  • 92.
    Erkendal, Linn
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Användartyper i Hjälpforum: En explorativ analys av användarbeteende och kommunikation i Hjälpforum för svt.se och SVT Play2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This exploratory study analyzes the common and differential patterns of communication and behavior of users in Help Forum. The goal of the study is to map the active user types with the aim of providing SVT knowledge of the Help Forum users. If the forum administrators have more knowledge of the users in the forum, they can adapt their communication based on the individual needs and enhance their ability to contribute more qualitative feedback. This may in turn contribute to a more positive attitude and greater confidence among users in Help Forum. In this study, five types of users could be identified in the Forum with the support of its own empirical data and previous research. Beginners are primary user type in the forum and SVT should cater to their needs in order to possibly reduce the number of new user posts. Furthermore, this study using appropriate data processing tool map, one for the moment, unknown user type in the forum by unusual patterns of behavior and communication which may be of interest for further analysis. The study presents suggestions on how the results can be used to create guidelines for future communication and development of Help Forum and SVT's website.

  • 93.
    Erkendal, Linn
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Utvärdering av responsiv design: En kvalitativ användarstudie av responsiv webbdesign för utvärdering av Hi-Fi prototyp2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In my study, I have chosen to examine how the user interface and content must conform to design guidelines for responsive design makes it suitable for diverse desktop environment and for varied mobile platforms. The purpose of this study is to examine the extent recommended design guidelines based on scientific research has a positive impact on user performance and perception when using this study delivered hi-fi prototype. The goal of this study is to provide a Hi-Fi prototype with high usability that will introduce and inform the public about BrasilCine according specifications. Study findings from user testing and supplementary questionnaires show that the implemented technologies as design guidelines for responsive design and design features have a positive impact on user performance and perception. The study results are therefore relevant for further prototype development.

  • 94.
    Farokhian, Suzana
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Human-computer interaction using eye-gaze: Formation of user interface design guidelines from a cognitive science perspective2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Motor and communication disabilities are common conditions that may implicate restrictions in daily life. With development of eye tracking technology, a solution referred to as eye-gaze interaction has been generated to support people with their limiting conditions to solve communication and computer access issues. By using eye tracking technology, which calculates the user’s eye-gaze location on a computer screen, user’s are able to control computers with their eyes as an input. This interaction method is quite unique and complex since the eyes serves both as an input and output source. Usability aspects revolving human information processing are therefore important to consider when designing user interfaces. In collaboration with Tobii AB, the study evaluated two separate eye-gaze interaction systems for controlling computers. 7 participants conducted user tests, one for each application, and answered interview questions during the tests regarding their usability experience. Based on the collected data,17 design guidelines was established with a purpose to enhance usability for eye-gaze interaction systems.

  • 95.
    Farzadi, A.
    et al.
    Sharif University of Technology, Tehran, Iran / KTH.
    Do-Quang, Minh
    KTH.
    Serajzadeh, S.
    Sharif University of Technology, Tehran, Iran.
    Kokabi, A. H.
    Sharif University of Technology, Tehran, Iran.
    Amberg, Gustav
    KTH.
    Phase-field simulation of weld solidification microstructure in an Al-Cu alloy2008In: Modelling and Simulation in Materials Science and Engineering, ISSN 0965-0393, E-ISSN 1361-651X, Vol. 16, no 6, article id 065005Article in journal (Refereed)
    Abstract [en]

    Since the mechanical properties and the integrity of the weld metal depend on the solidification behaviour and the resulting microstructural characteristics, understanding weld pool solidification is of importance to engineers and scientists. Thermal and fluid flow conditions affect the weld pool geometry and solidification parameters. During solidification of the weld pool, a columnar grain structure develops in the weld metal. Prediction of the formation of the microstructure during welding may be an important and supporting factor for technology optimization. Nowadays, increasing computing power allows direct simulations of the dendritic and cell morphology of columnar grains in the molten zone for specific temperature conditions. In this study, the solidification microstructures of the weld pool at different locations along the fusion boundary are simulated during gas tungsten arc welding of Al-3wt% Cu alloy using the phase-field model for the directional solidification of dilute binary alloys. A macroscopic heat transfer and fluid flow model was developed to assess the solidification parameters, notably the temperature gradient and solidification growth rate. The effect of the welding speed is investigated. Computer simulations of the solidification conditions and the formation of a cellular morphology during the directional solidification in gas tungsten arc welding are described. Moreover, the simulation results are compared with existing theoretical models and experimental findings.

  • 96. Fernaeus, Ylva
    et al.
    Jonsson, Martin
    Södertörn University, School of Communication, Media and it, Media technology.
    Tholander, Jakob
    Revisiting the Jacquard Loom: Threads of History and Current Patterns in HCI2012In: CHI '12 Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, New York: ACM Press, 2012, p. 1593-1602Conference paper (Refereed)
  • 97.
    Flodén, Alexander
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tutorials påverkan på inlärning I digitala spel2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper researches how players with different experiences in games can learn and experience a tutorial. The purpose of this study is to get a better understanding about the practical application of a tutorial and how it needs to be adjusted for different kinds of audiences for them to be able to learn and understand the game. This qualitative study was conducted with 12 participants, six men and six women, who played through a tutorial in a First-Person Puzzle Platform game. The study showed that people with different experiences learn and experience very differently from one another and that the tutorial should be adjusted so that the targeted audience can understand, control and play as they wish.

  • 98.
    Flyckt, Magnus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Cubieo: Ambiguity in Tangible Collaborative User Interfaces2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study investigates how ambiguous qualities in a tangible user interface can generate collaboration between the users of the artifact. The goal of the ambiguous qualities is to not have an interface with a generally accepted way of interaction. In this manner the participants are challenged in their own perception of what a tangible user interface consists of. Interactions with physical objects instead of a standard mouse/keyboard input can explore new techniques of interaction. 

  • 99.
    Forsblom, André
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Norberg, Andreas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Spelentusiasters val av analoga spel: En kvalitativ studie om användare på boardgamegeek.com2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This qualitative study examines how users of boardgamegeek.com chooses which analogue game to buy. The purpose of the study is to find out which factors constitutes the choice of games and how the information of these factors reach the consumer. The investigation is executed by users of boardgamegeek.com explaining their latest game purchase in a questionnaire survey online. The results show that many of the respondents research the games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many game developers and distributors does not make this information available for the consumers, but leaves this task to the public.

  • 100.
    Forsell, Josefine
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Schramm, Johanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    "Det här ser ut som någon Protoss gubbe": En studie om utseende och egenskaper hos spelkaraktärer i Heroes of the Storm2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study investigates possible connections between shapes, colour, lines, contrast and perceived traits of game characters from their appearance. The study is based on nine pictures of game characters where the characters were interpreted using formal analysis based on theories of shapes, lines and colour components such as hue, value and saturation. A survey was also conducted with 73 respondents who specified each character’s traits with three words. The study shows that there is a larger connection between shapes and characteristics than colour, where the descriptions of the characters were more scattered. Lines, contrast and warm and cool colours generally do not have any noticeable effect on the result.

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