Examensarbeten för kandidatexamen // Bachelor Theses
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- PostA deep learning approach for identifying sarcasm in text(2017) Bark, Oscar; Grigoriadis, Andreas; Pettersson, Jan; Risne, Victor; Siitova, Adéle; Yang, Henry; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The aim of this work is to evaluate the performance of deep learning, specifically models of Recurrent Neural Networks (RNN) and Convolutional Neural Networks (CNN), on the problem of detecting sarcasm in tweets. This is done partly by comparing our results to current state-of-the art performance, and partly by making a qualitative analysis of network functionality. In addition to this, we also conduct a survey to examine the human ability to detect sarcasm in tweets for result comparison. We examine three models: Two RNNs, one with Long Short Term Memory (LSTM) cells and one with Gated Recurrent Unit (GRU) cells, and also a CNN. Sarcasm detection is done by binary classification on the same datasets used by related works, and our performance is then compared to that of those works’. The main questions we aim to answer by analyzing the network functionality are what features affect the outcome, and how. By comparing our classifications with those of a basic bag-of-words model, scrambling the word content in tweets and looking at repeatedly misclassified tweets we are able to get a deeper understanding of the networks’ decisions. Experimental results suggest that the networks’ predictions mainly are based on word occurrence in the tweets. The best performance reach an F1-score of 0.842 when using the RNN with LSTM-cells. This network performed better overall among our models, indicating it might be the best option for this particular task. When conducting the survey, the model performed with an F1-score of 0.775 whereas humans reached an average score of 0.701. The model also performed better than a basic bag-of-words model, indicating that deep neural networks might be a feasible approach in tackling the problem of sarcasm detection in text.
- PostAlgoritmisk komposition av popmusik - utformad med markovkedjor, bayesiskt nätverk samt strukturmodellering(2015) Lorentzon, Albin; Grönvall, Joahn; Brötjefors, Karin; Olzon, Per; Andersson, Oscar; Wänderlöv, Viktor; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)This study proposes and explains the development of a method for algorithmically composing modern pop music. The method uses machine learning in a top-down strategy to generate a chord progression and a tting melody. In an attempt to capture the structure and self similarity present in pop music the method generates a structure in the form of partial repetitions. A test to see if a listener can tell a genererated song from a human composed song showed that most listeners had trouble telling the di erence. However, the songs still lacked some important properties resulting in some listeners being able to tell the di erence.
- PostAutonom kortdistansnavigation i öppen miljö - Utveckling av kameraföljningssystem med drönare och(2015) Aronsson, Albin; Gashi, Adrian; Karlsson, Björn; Olausson, Tobias; Patricks, Mattias; Wallström, André; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The purpose of this project was to study alternative solutions for autonomous navigation of a small drone. The defined goal of the project was to implement a camera tracking system, inspired by modern video games, where low latency was of outmost importance. A quadcopter follows a user from a fixed distance and captures the user with a camera. The quadcopter autonomously follows the user’s head movements by rotating around the user. The video stream is transmitted in real-time to a head mounted display, which is used to present a third person view to the user. The system is designed to be used in an open environment without obstacles. It uses image processing, magnetometers and ultrasound to determine the drone’s position relative to the user. An iterative navigation method using simple control engineering is then used to navigate the drone. Tests of the individual parts of the system indicate that the system fulfills the goal of the project in theory. Further tests and adjustments of the system may be needed for the camera tracking system to be fully functional. The latency of the video stream has been measured to be 125 ms, which we consider too high. The design choices made by the group, however, has led to low latency in the components that were under the group’s control.
- PostComputer Game with Fluids Animation. Designing and implementing a computer game using interactive fluid dynamics(2016) Bjuhr, Eric; Enetorp, Fredrik; Ljung, Per; Svanström, Olle; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)
- PostFantastiska spelmekaniker och var man hittar dem - En utforskning av unika designm ojligheter inom fysikbaserade videospel(2018) Andersson, Åke; Jonsson Damgaard, Thomas; Nilsson, Algot; Romeborn, Anna; Strandell, Razmus; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Syftet med detta projekt har varit att utforska designmöjligheter i videospel baserade på fenomen från sällan använda fysikområden. För att hitta intressanta outforskade fysikområden som skulle kunna användas har en dokumentation av tidigare spel skapats, varefter en analys av deras fysikanvändning har utförts. Därefter gjordes en kartläggning av dessa, vilken användes för att hitta de olika fysikområdena som vi ville utforska. För att nå projektets syfte har fem egna implementationer i form av minispel skapats, där fenomen från de olika fysikområdena vi valt att utforska lyfts fram som den centrala spelmekaniken. Dessa fem minispel utforskar stråloptik, kvantfysik, lagrangesk mekanik, relativitetsteori, och strömningsmekanik. Spelidéer som utforskar fyra andra fysikområden utvecklades även, utan motsvarande implementationer. Dessa fysikområden är kretslära, elektriska fält, elektromagnetism, och fourieroptik. Implementationerna visar att det finns mindre utforskade fysikområden att skapa intressant gameplay kring. Dock visar projektet att användningsmöjligheten med de olika fysikområdena varierar. Störst potential ses i relativitetsteori och kvantfysik; där finns fenomen som inspirerar till spännande nya mekaniker. Vår slutsats är därmed att det finns designmöjligheter i att även utnyttja sällan använda fysikaliska fenomen i videospel.
- PostFast, Interactive Soft-Body Animation A Real-Time Physics Engine using Position-Based Dynamics(2017) Andersson, Patrick; Eriksson, Pontus; Westlund Gotby, Love; Ingmansson, Adam; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Physics simulations for realistic computer graphics is a subject that has been around for a long time. This paper covers the implementation of a framework called Position-Based Dynamics with the goal to simulate real-time soft-body dynamics in an interactive setting. The implemented simulator can simulate a number of different models, including cloth, in a number of different scenes. The paper also compares two techniques for solving linear systems, Jacobi and Gauss-Seidel, as well as looks at the advantages and problems with using parallelization with several CPU cores. For a CPU implementation it is found that the octree performs better than the uniform grid. A parallel Gauss-Seidel which ignores order of computations is evaluated to show that the incurred overhead error is outweighed by the time gained from parallelization, at least for a low amount of parallel threads.
- PostFörbättrad skanning av kvitton med mobilkameran i mörka förhållanden(2017) Bergström, Gustav; Christoffersson, Victor; Eliasson, Joakim; Gustaver, Magnus; Lundberg, Jacob; Sunnerberg, Daniel; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Mobiltelefonen har kommit att bli ett användbart verktyg för att manuellt skanna in dokument såsom kvitton. Detta tack vare dess ständigt förbättrade kameraprestanda samt dess lättillgänglighet. Det kan dock förekomma problem i mörka förhållanden, då störningar uppstår i bilden och kamerablixten reflekteras i kvittots blanka yta. Rapporten beskriver en undersökning av hur olika bildbehandlingsmetoder kan användas för att underlätta skanning av kvitton i mörka förhållanden. Den primära lösningen som utvecklats går ut på att ta en video med mobilkameran för att sedan slå samman de bildrutor som har högst kvalitet till en så kallad superbild. Denna lösning jämförs med kameratekniken HDR, som sammanfogar ett antal bilder tagna med olika exponeringstid, för att ge ett stort ljusomfång. Jämförelsen görs i syfte att hitta den teknik som bäst kan förbättra kvittoskanningen. Texten på det kvitto som skannats läses sedan av med hjälp av en maskinläsare, och bör därmed vara så tydlig som möjligt. Därför har även bildbehandlingsmetoder för att försöka öka kontrasten mellan ljusa och mörka delar på kvittot, och på så vis framhäva texten, undersökts. Då blixtreflektioner ej uppstår har uppmätta resultat visat att kamerans inbyggda HDR-funktion presterar bättre än videobehandling och egenutvecklade HDRlösningar. Vidare har det påvisats att videolösningen har potential att eliminera reflektioner om dessa uppkommer. Däremot har sådana reflektioner ej visat sig vara vanligt förekommande. För att demonstrera resultaten som uppnåddes, utvecklades en mobilapplikation som kan skanna in kvitton i realtid. Rapporten beskriver även utvecklingen av denna applikation, samt en tillhörande serverapplikation som sköter de prestandakrävande bildbehandlingsoperationerna.
- PostGenerating Compelling Procedural 3D Environments and Landscapes(2016) Blomqvist, Oscar; Kraft, Pierre; Lidin, Hampus; Motzheim, Rimmer; Tonderski, Adam; Wagner, Gabriel; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The game industry of today puts a lot of pressure on game developers. More than ever, the expectations of what developers can deliver are high, with increased computational power common in video game consoles and gaming PCs. For big budget games, the company or companies behind it often need to rely on hundreds of graphical designers to populate the gaming world with interesting content. This creates problems for small-scale independent game companies with limited resources, who want to compete on the game market. In order for smaller game companies to create comparable gaming worlds with substantially fewer developers, one technique they might use to achieve this is called procedural content generation (PCG). This technique utilizes the performance of a computer to generate assets based on mathematical algorithms. In this thesis project the goal has been to create an open source PCG engine for game developers to use, in which procedural content generation plays an integral part. Implemented as a pipeline, the input to the engine yields deterministic output based on what modules are used with it. The modules can work on many different scales, from creating flowers to generating 3D landscapes. With a conveyor belt style approach, it is possible to generate large worlds filled with interesting content in a linear, deterministic way. The result of the project consists of a handful of modules capable of generating 3D terrain with multiple biomes, with interpolation techniques to blend the different landscapes together. An L-system for generating trees has been implemented as well, along with a module for scattering objects in the game world in a natural way. The pipeline is connected to an external rendering engine. However, the modules have not been successfully integrated with the pipeline.
- PostPhotorealistic 3D Rendering of Furniture Implementation of Tools for Modeling, Shading and Rendering(2016) Hellsten, Sven; Larsson, Jakob; McEvoy, Peter; Nelson, Vidar; Olausson, Victor; Solin, Jonatan; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Photorealistic 3D rendering of product images is successfully used by companies such as IKEA Communications AB. However, there are still problems where the current methods fall short. We investigate three such problems. First, we develop a tool for the 3D-modelling of woven rattan furniture. The resulting tool alleviates some of the work involved in creating detailed 3D models of rattan furniture by automatically generating an interwoven structure of strands. The tool falls short when attempting to create a heavily curved rattan mesh. Second, we implement a physically based shading model for woven cloth. The implemented shader can accurately simulate the appearance of certain types of woven cloth. Fabrics featuring more variation in structure prove difficult to recreate using this model. Finally, we develop a ray tracing renderer which uses hardware acceleration for the creation of images at interactive rates. This results in a tool which can preview scenes featuring complex objects and different materials, and serves as a proof-of-concept for utilizing hardware acceleration for ray tracing.
- PostProblemlösningsuppgifter för gymnasiet Med fokus på verklighetsanknytning, modellering,programmering och diskussion(2017) Bergqvist, Björn; Bergrahm, Axel; Johansson, Mattias; Kaboteh, Poya; Pettersson, Ida; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Matematik är ett kärnämne i skolan idag, och anses av de flesta mycket viktigt. Samtidigt är det en vanlig uppfattning att det är svårt, tråkigt och oanvändbart. Med detta projekt vill vi underlätta för lärare att arbeta mer med problemlösning i sin undervisning. Detta görs genom att införa nya typer av matematiska problem för gymnasieskolan, eftersom vår undersökning visade att 91% av de svarande gymnasielärarna arbetade med att inkludera problemlösning i undervisningen, men 42% hade svårt att hitta bra problem. Huvudsyftet med detta projekt har därför varit att utforma problem för att hjälpa dessa lärare. Problemen är öppna, verklighetsanknutna, ger underlag för diskussion, och ska framför allt ge känslan av att matematik är användbart. Eftersom programmering snart ska införas i skolmatematiken är även en del av problemen konstruerade för att förbereda inför det. Till problemen följer även ett förslag på en komplett lektionsplanering och allt presenteras på en användarvänlig hemsida som ger enkel tillgång för alla lärare som är intresserade. De skapade problemen testades även på gymnasieskolor vilket visade att av de 26 svarande ansåg 80% att de lärde sig något och 75% uttryckte på något sätt att problemet var roligt eller meningsfullt. Alla lärare var också nöjda med det problem de testat och ansåg att den tillhörande informationen gjorde dem enkla att sätta sig in i.
- PostProtein Folding Implementation of the Simulated Annealing Algorithm on Simple Three-Dimensional Models(2014) Ludvigsson, Maximilian; Kalldal, Oscar; Ngu, Johnny; Nilsson, Per Andreas; Öhman, Gustav; Börjesson, Linus; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)How an arbitrary coil of amino acids folds into its functional structure is known as the protein folding problem. Since the underlying mechanisms that guide protein folding in nature are widely unknown, simpli ed models are studied. Many of these models have energy levels as the focal point in order to nd the native state and may ignore other relevant constraints. While these simpli ed models may seem too trivial to have any resemblance to the physical reality, they can be used to explore concepts and ideas that may lead to further insights on how proteins fold. This thesis studies the use of simulated annealing optimization techniques to find low energy states in simple lattice and off-lattice models. A certain emphasis is placed upon looking for patterns in the results emerging. One simple off-lattice model and two lattice models are considered, a cubic lattice and a face-centered cubic lattice. Compared to the optimal energy, low energy conformations of 48- residue chains are found in reasonable time. It is concluded that while the method can not be said to exhibit the behavior of nding one consistent native state each time it is run, patterns do emerge in the results.
- PostREMOTE CLASSROOM A Mobile Learning Platform for Education in Emergencies(2017) Albertsson, Carl; Aringskog, Axel; Arvidsson, Nils; Astorsson, Billy; Cano, Ajla; Wikström, Matilda; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The aim of this thesis is to investigate and identify the essential design characteristics of an education platform meant to be used for education in emergencies. A sense of safety and normality, better preparation for rebuilding the society, and belief in the future are all aspects that can be derived from education during emergencies. In present day, 3.5 million children are denied education even though it is a human right. This thesis primarily focuses on the area in and around Zaatari refugee camp, located in Jordan close to the Syrian border. The work was conducted as a case study to investigate and get an understanding of the situation where several interviews were held. The case study led to a series of design iterations where concepts where created and evaluated. The iterations concluded into a prototype implemented as a hybrid mobile application. The prototype was evaluated using remote expert sessions and a eld study at Studium, a Swedish for Immigrants center. From the study, it was clear that the situation for refugees di ered both on an individual and geographical level. Although, some general similarities were found that could be applied to most refugees. In the report, these similarities are presented as four core factors; smartphone ownership, economical limitations, weak infrastructure and cultural differences. From these factors, several design characteristics, such as cross-platforming, backward compatibility, short lessons, assessment of understanding, offline usage and sharing, universal design, etc., were identified. Some of these were implemented in the application while some were held on a conceptual level, resulting in an educational platform adapted for refugee needs.
- PostSeamScape A procedural generation system for accelerated creation of 3D landscapes(2016) Ekman, Sebastian; Hansson, Anders; Högberg, Thomas; Nylander, Anna; Ottedag, Alma; Thorén, Joakim; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)This bachelor thesis rose from the idea of speeding up game production by using procedural generation techniques. Procedural generation in the project’s scope involves the algorithmic production of data which represents a 3D environment. This bachelor thesis describes Seamscape, an application which procedurally generates landscapes in real-time consisting of terrain, water, vegetation, and rocks. The purpose of the thesis was to use procedural generation as a means to create 3D environments in real-time. Generating landscapes in real-time as opposed to beforehand allows the user to visualize a design quickly, especially for an interface with many design options. However, this project focused more on generating environments than providing freedom of design. Simultaneously, the software design takes user design possibilities into account for future development. The methods employed are heterogeneous, and apply to specific parts of the landscape. Vegetation was created using L-systems and the terrain was built with noise functions. Distribution of vegetation on the heightmap was done with a technique using ecosystems. The project invented a method to create rivers, based on a selection of studies. Additionally, the rock generation process was tailored to the project, using a low-polygonal style. The results show that procedural generation of low-polygonal environments consisting of terrain, water, vegetation, and rocks is possible in real-time. Seamscape generates environments with all these features. Future development ideas lay mainly within the domain of diversification and extending the design possibilities for the user. In conclusion, the chosen methods were suitable for procedural generation of landscapes in real-time.
- PostSkapandet av Moderately Accurate Human Space Golf Simulator(2017) Brasjö, Christoffer; Kenne, Nils; Lindevall, Jenny; Persson, Isak; Rasku, Kevin; Östebo Savén, Axel; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Fysikaliska fenomen används flitigt i spel för att skapa realism och höja underhållningsvärdet. Det är dock inte lika vanligt att de spelar en central roll i spelens gameplay. I detta projektarbete har en spelprototyp skapats samt en undersökning av fysikaliska fenomen i redan existerande spel genomförts. Detta har gjorts med syftet att undersöka implementations- och designmöjligheter för fysikaliska fenomen i spel samt att skapa en dokumentation av fysikaliska fenomen i spel. För att uppnå projektets syfte har spelprototypen Moderately Accurate Human Space Golf Simulator utvecklats och fysikaliska fenomen inom relativitetsfysik, optik, mekanik, magnetism och hållfasthetslära undersökts i de spel presenterade i rapporten. Spelprototypens gameplay går ut på att navigera en avatar i tyngdlöst tillstånd genom olika nivåer, där de olika fysikaliska fenomenen introduceras allt eftersom spelaren avancerar i spelet. Samtliga försök att implementera fenomenen har lyckats men i vissa fall har problem uppstått vid design av nivåer och därmed påverkat gameplay negativt. Resultatet av spelundersökningen är en dokumentation av fysikaliska fenomenen kopplade till de spel som undersökts samt hur de fysikaliska fenomenen har implementerats.