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Senast inlagda
Designing a Sandbox for Smarter Health Solutions
(2025) Bergman, Wilma; On Huang, Susanne
Efficient and accurate decision making is of high importance in emergency healthcare,
particularly in the triage of traffic related incidents. However, current systems face
challenges such as overtriage and limited use of available data. As a result, the
Care@Distance team at Chalmers has developed the ASAP framework, which includes
the development of a Digital Health Sandbox (DHS). This thesis centers on the
creation of the DHS, a simulated environment designed to allow healthcare developers
to test and explore triage related algorithms using synthetic data. It further explores
how user-centered and visualization-focused design affect the usability of a digital
interface aimed at improving healthcare planning and evaluation.
Through an iterative design process grounded in User-Centered Visualization Design
(UCVD), a high-fidelity prototype was developed and evaluated with input from end
users. The prototype enables simulation visualizations of healthcare scenarios, with
a focus on traffic accidents.
The results suggest that user involvement and visualization techniques can improve
the usability and clarity of digital tools intended for healthcare development. While
the DHS remains a prototype, it offers insights into how design methodologies can
help bridge the gap between technical solutions and user needs, contributing to the
ongoing development of more effective and user adapted digital health tools.
Screen Space Global Illumination Using Radiance Cascades in 3D Video Games
(2025) Abou Dan, Ghaith; Jensen, Mati
Achieving accurate Global Illumination (GI) is essential for creating visually compelling and photorealistic imagery in computer graphics. Recent advancements in GI typically require temporal accumulation or reuse of samples in order to achieve real-time performance at a good quality. However, interactive video games may require GI solutions that respond quickly to user interaction and rapidly changing lighting conditions. We develop a lighting method for video games, specifically designed for the constraints present in the game As We Descend by Box Dragon, where the camera has limited movement and all relevant parts of the scene are on screen at all times, contains many short lasting emissive visual effects, with a budget of a few milliseconds per frame on modern hardware. To create a method for these conditions, we make use of ideas first presented by Alexander Sannikov for use in Path of Exile 2, Radiance Cascades (RC), which is an efficient data structure for representing a lightfield [Ale23]. We make use of a recent screen-space lighting technique, Visibility Bitmask Global Illumination (VBGI) [TLG23] combined with RC, by placing probes in screen-space. We detail many of the optimizations and adjustments needed to combine these techniques, and allowing them to run in real-time.
During evaluation, we go over various parameters that allow scaling the method to various performance levels, allowing it to run at down to 2ms at the lowest settings, 6 milliseconds at medium settings, and 26 milliseconds on high settings, with a
memory usage ranging from 0.03GiB to 3.9GiB depending on the settings. At this performance, it can achieve one bounce screen-space global illumination along with emissive lighting, with a radius that covers the entire screen. The method has no high-frequency noise without the use of a separate denoising pass, and does not use temporal accumulation or reuse which would otherwise lead to temporal artifacts. The method is not without issue, as there are many limitations and artifacts, and is an approximation of ground truth GI. Firstly, anything that is off-screen cannot contribute or occlude lighting, the chosen screen-space tracing method causes over-brightening of the background, and upscaling radiance data causes artifacts at especially lower settings. Worst is that the method is prone to flickering during even small movements, especially at lower settings, significantly worsening any artifacts present as artifacts become flickery.
Investigation of Ground Borne Noise Transmission by Numerical Simulation
(2025) Sajadi, Reza
Ground borne noise and vibrations from underground railway tunnels can pose significant
challenges in urban environments, negatively affecting the quality of life of nearby residents.
This thesis investigates the transmission of ground-borne vibration from underground railway
tunnels in bedrock, with a focus on the influence of fracture zones, tunnel geometry, and
model dimensionality. The aim is to improve understanding of how vibrations propagate
through stiff geological media and how the resulting vibrations at the surface are affected by
subsurface inhomogeneities.
A series of numerical simulations were carried out using COMSOL Multiphysics in both 2D
and 3D, analyzing single and twin tunnel configurations under various conditions. Special
attention was given to the presence of vertical fracture zones, which were modeled as weakened
regions within the rock mass. The effect of tunnel depth and structural layout was also
examined. In addition, a parametric study was conducted to determine which material
properties of the fracture zones affect the most the wave propagation.
Simulation results showed that when vibration travels from the source through the fracture
zone, attenuation increases significantly at the ground surface beyond the fractures, especially
at mid-to-high frequencies (250-800 Hz). Tunnel depth and geometry were also found to
influence surface vibration levels, with deeper tunnels and certain twin tunnel configurations
reducing amplitudes. Both 2D and 3D simulations exhibited similar trends in how frequency
influenced the results. However, the 3D model, by incorporating the third spatial dimension,
provided a more realistic representation and captured greater spatial detail in how the effects
varied across the environment.
The findings were compared with site measurements conducted above an operational railway
tunnel. The measurements confirmed key simulation trends, including the dominant
frequency range and the general decay of vibration levels with distance.
Not in education employment or training: architecturally adressing social iIsolation
(2025) Fahrman, Per Karl
How can architects address the needs of inactive NEETs? “NEET” is a
sociological classification of young people aged 16-29 that are Not in Education,
Employment or Training and have been so for at least six months. In my thesis, I
focus specifically on the subgroup “inactive NEETs”: young people who for various
reasons, often connected to mental health issues, are not even applying for jobs or
education. Many of them still live at home with their parents.
Through phenomenological research I try to understand and represent the lived experience
of this group of individuals. Through this research I encounter themes of social anxiety,
apathy towards society, fear of exploitative work and experience of childhood bullying to
name a few examples. There is also a high prevalence of neurodevelopmental disorders
such as Autism and ADHD among inactive NEETs.
After concluding my research I start a process of thematic analysis and synthesis around
central themes of purpose and “being of need to others”. A case study is conducted of
an organisation in Umeå that works exclusively with treating inactive NEETs. I encounter
clues that pique an interest in Animal-Assisted Interventions: the use of animals to improve
mental and physical health seems like a novel approach for architectural experimentation.
The themes are synthesized with programs and a speculative architectural proposal is
developed: a combined cat shelter, cat-café, internet café and co-living space run as a
social enterprise.
Planning for Flourishing Neighborhoods; Promoting Holistic Well-Being Through a Systemic Approach to Adapting Daily Environments; Tested in Kvillestaden
(2025) Deitert, Mika
The multitude of global crises, such as environmental degradation, growing social
inequalities, and geopolitical instability, threatens human lives and demands drastic
changes to lived environments. Further, health experts emphasize the need for spatial
planning to become key actors in preventative health as urban environments
significantly restrict human health and well-being. Addressing these challenges,
however, confronts planners with a wicked problem. Contemporary development
often fails to address the systemic nature of these challenges — labeled “green and
healthy” transformations risk perpetuating exclusionary patterns, rather than
achieving equitable and meaningful improvements to the lived experience of urban
inhabitants.
Drawing from a holistic understanding of well-being in the form of “flourishing,” this
thesis aims to generate new insights into how planners can actively shape
neighborhoods that promote healthier, happier, and more fulfilling ways of living, while
enhancing social and ecological justice, using Kvillestaden as a case study.
The thesis’s theoretical work formulates flourishing as the central target for the
sustainable development of lived environments and proposes a corresponding
planning framework by drawing from planning concepts and references in health
promotion. The practical work explores how to translate the concept of flourishing into
holistic, equitable, and meaningful health impacts within a local context through a
community-sensitive approach, using methods such as participatory design and
prototyping.
This thesis contributes to the discourse on sustainable development and preventative
health by showing that external and permanent spatial changes alone fall short in
holistically promoting well-being, as well as reaching the audiences whose conditions
for well-being are most inhibited. Instead, it highlights that planning must provide
approaches and processes that support ongoing, citizen-led environmental
adaptation. Finally, the work also reveals the limits of spatial planning in fostering
flourishing neighborhoods if not supported by political and legislative efforts.