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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Myllylä, Saara;

    This thesis navigates the complex landscape of cultural heritage digitization in Finland, focusing on standardization and preservation challenges. Examining technological advancements and industry collaborations, the research adopts a case study approach, partnering with Tietoa Oy and the Finnish Heritage Agency. The study explores the guiding principles for cultural heritage digitization, emphasizing the importance of site selection, preservation considerations, and the impact of technology development. An analysis of digitization projects, particularly the Ainola Artist Homes, reveals the evolving influence of equipment, technology, and techniques on digital model fidelity. As a contribution to the ongoing discourse, this thesis aims to provide nuanced insights into the challenges of standardization in cultural heritage digitization, offering a perspective that aligns with the ever-changing demands of the field. Tämä opinnäytetyö tarkastelee kulttuuriperinnön digitointia Suomessa, keskittyen standardointiin ja säilyttämisen haasteisiin. Tutkimus hyödyntää tapaustutkimusta yhteistyössä Tietoa Oy:n ja Museoviraston kanssa. Tutkimus syventyy kulttuuriperinnön digitoinnin ohjaaviin periaatteisiin, korostaen esinevalintaa, säilyttämisen näkökohtia ja teknologian kehityksen vaikutusta. Analyyttinen tarkastelu digitointiprojekteista, erityisesti taiteilija koti Ainola-projektista, paljastaa laitteiden, teknologian ja menetelmien kehityksen vaikutukset digitaalisten mallien laatuun. Osana jatkuvaa keskustelua tämä opinnäytetyö pyrkii tarjoamaan hienovaraisen näkemyksen standardoinnin haasteisiin kulttuuriperinnön digitalisoinnissa, tarjoten näkökulman, joka mukautuu alati muuttuviin vaatimuksiin alalla.

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    Theseus
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Theseusarrow_drop_down
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      Theseus
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    Authors: Ekola, Meri;

    The thesis presents the artistic research project that began alongside my artistic practice and was further developed in reflective collaboration with Tomi Humalisto and Nanni Vapaavuori. The approach used to conduct the research follows the practices and the processual character of artistic research. My individual work was the preliminary step for the common research. A virtual reality artwork that I created served as the catalyst for the research. Consequently, the creative process of the author and the audience’s experience were put under examination. The artistic research occurred in different steps and adopted various methods to meet the current objectives. The research was initiated from personal interest to reflect on the possibilities of experiencing light art in virtual reality. The urge to disseminate the reflection widely led to the collaboration with colleagues and to a colloquium presentation. Finally, the research resulted in a proceedings article from this presentation. The article has been submitted at the moment of writing this thesis report, and its publication has been agreed upon. The article explains the process of examining the virtual reality artwork. It connects this particular artwork to a broader context of virtual reality experiences and to the philosophical ideas of Georges Didi-Huberman. It legitimises and articulates the reflexive and discursive work done during the process. The thesis report frames the whole artistic research project shedding light on the context of light art, the character of virtual reality as an experiential medium, and the field of artistic research retroactively.

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      Theseus
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Sergeev, Yury;

    The main objective of this work was to investigate the effectiveness of various Natural Language Processing (NLP) techniques in processing and analyzing text data. The study focused on identifying and detecting toxic comments, which is becoming increasingly important in the digital age due to the massive amount of user-generated content on social media and online platforms. Robust methods are needed to monitor and filter harmful or inappropriate language to create a safer and more respectful online environment. This research aimed to contribute to this effort by efficiently identifying toxic commentary. The study utilized the Jigsaw Multilingual Toxic Comment dataset to train several models. This dataset is valuable because it contains a diverse and comprehensive collection of comments, which can simulate real-world online interactions. The research involved experimenting with various word embedding techniques, such as Word2Vec, TF-IDF, GloVe, FastText, and specialized embedding layers, to represent text data effectively. These techniques play a crucial role in translating human language into formats that can be understood and processed by machine learning models. For the classification task, a diverse set of models was employed, including both traditional machine learning algorithms like Naive Bayes, Random Forest, Logistic Regression, LinearSVM, and XGBoost, as well as advanced deep learning models such as Convolutional Neural Network (CNN), Recurrent Network (RNN), Long-short Term Memory (LSTM), Gated Recurrent Units (GRU), Bidirectional Encoder Representations from Transformers (BERT), a distilled version of BERT (DistilBert), and XLM-RoBERTa (XLM-R). This comprehensive approach was designed to assess and compare the capabilities of different models in accurately identifying toxic comments. XLM-RoBERTa was the most effective model, with an accuracy of 96% and an F1 score of 88% in detecting toxic comments. This high level of performance indicates the model's robustness and reliability in detecting toxic comments in diverse contexts. Further solidifying its practical applicability, the best-performing model was then tested on real-world data obtained from Twitter, aiming to detect inappropriate tweets in a live environment.

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      Theseus
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    Authors: Malinina, Polina;

    This research-type thesis aims to explore the Generative AI technology and its application to the workflow of an IT specialist, the possibilities of integration of Generative AI tools to the business processes, define the scenarios of the technology development and influence on the IT field for the next five years. The research is conducted using qualitative methods. By comparing information collected through systematic literature review and semi-structured interviews with IT specialists, thesis aims to realistically evaluate Generative AI potential and define risks associated with the technology that cannot be overlooked. The report begins with an introduction chapter that defines research aims and objectives as well as the key concepts explored in the study. The introduction is followed by literature review that outlines possibilities and limitations of Generative AI, ways of its application to the IT specialist workflow, impact of the technology on the employee productivity, opportunities and risks related to integration of Generative AI tools into the business processes. The next chapter defines and justifies the interview method, outlines the research focus group and implementation steps. It is followed by the summary of the interview participant’s insights and experiences. In the discussion chapter gathered information is efficiently analyzed to answer the research questions. The report is closed by a list of Generative AI tools and their application to various IT roles, recommendations for individual specialists and businesses regarding Generative AI, as well as formulated scenarios of this technology future development and influence on the field of IT. The study concludes that Generative AI is the technology that will stay and become a new norm in the IT specialist workflow. Currently ChatGPT and GitHub Copilot are the tools that will be the most beneficial for the IT specialist, while other role-specific tools may be not yet developed enough to be useful for senior specialists. Generative AI is expected to transform standard IT roles, automate, and simplify development processes. Albeit its benefits for individual specialists, this technology is not recommended to be integrated on the business level for now, since there is no sufficient law regulation of AI, which makes the tools not safe in terms of potential confidential information leakage, issues related to copyright and output bias of the current Generative AI models. The research also formulates negative, neutral, and positive Generative AI evolvement scenarios that cover changes that the technology may cause on the IT industry in the next five years.

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      Theseus
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Kuoppamaa, Salla;

    This thesis is observing and analyzing a contemporary painting practice happening in the post internet era. Post internet is a definition of the wholesome global culture environment of today, risen after the moment of common internet access and entitled to the standard existence of the internet everywhere and for everyone. Post internet is a layer in the culture and on a constant emergence affecting the society. The theoretical framework of this thesis is discussing the nature of post internet and showcasing examples of contemporary painting that have physical and traditional mediums: observing influences of post internet in contemporary, physical painting. Throughout the artwork examples are pointed influences of the post internet era; influences that can be analyzed within the subject matters, visual styles and processes. The examples chosen for the theoretical analysis are interesting for supporting the continuum and development of contemporary, physical painting. Thesis also includes a report of an artistic part of the thesis: a series of works consisting of two oil paintings and two mixed media sculptures. The artworks are introduced with artwork statements reflecting the post internet era.

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      Theseus
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Piibemaa, Teini;

    This thesis is intended to answer a question why feminist erotic art is important. Erotic art encompasses a diverse range of artistic expressions that delve into human sexuality, desire, and sensuality. It explores the intricacies of intimacy, pleasure, and the human body through various mediums such as paintings, sculptures, photographs, literature, and performances. Throughout history, different cultures have depicted sexual acts, nudity, and desire in their art, challenging societal norms and conventions surrounding sexuality. Erotic art evokes a wide array of emotions, from arousal and excitement to introspection and contemplation. It celebrates the beauty of the human form while delving into themes of passion, intimacy, and the exploration of desires. Though at times controversial, erotic art sparks meaningful conversations about the multifaceted nature of human experiences and the diverse expressions of sexuality.

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    Authors: Kosola, Vilma;

    The aim of this thesis was to explain the principles of expressive art methods and art collectives and discussed how they are conceptionally similar and how they can be utilised for personal and communal development. The study discussed how working in a project environment and simultaneously forming a creative collective are related and can affect each other. In the first part of the thesis, base theories and methods are explained. Research and discussions were used to examine if and how the author’s personal experiences relate to others working in the creative field. Many similarities in how creative communities are established and how they function regardless of location were found. Arguments were made for the benefits of these collective ways of thinking and working. The second part contains art works the author exhibited during the process of forming the Collective Sandbox. There are seven personal works that related in some capacity to the communal conversations that were had at the time of working on said exhibitions. These works as well as the process of forming a community were relevant for the artist’s development in creative thinking. The thesis argues that collective creativity would benefit humans both as individuals and as communities.

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    Authors: Kyllönen, Mia;

    The purpose of this bachelor’s thesis was to examine anger and how society and culture places limitations to the expression of it depending on who is the one expressing it. The way society views and interprets displays of anger is also depending on who’s the one displaying it as well as the consequences of those actions. Emphasis is on the role of the sex assigned at birth regarding these limitations and consequences. The thesis is a research on anger as an emotion, societal expectations regarding anger and how anger has been and is visible in the art world. I also discuss examples of contemporary feminine-presenting artists whose works can be viewed as angry or have been condemned because of their anger. Genderroles are being examined as well since they have their effect on everything said. The final part of the thesis is a reflection on the subject through artistic process, which consists of six bodies of work. Besides that the feedback of the exhibition and the research itself are also under the reflection. The works were exhibited in the Raw Degree Show of the Fine Art study path of Tampere University of Applied Sciences during 11.3. – 26.3.2023 in Gallery Himmelblau, Tampere.

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    Authors: Hauer, Katharina;

    Choice is an important factor in video games. Narrative driven games continuously offer choices to the player in different ways. Through narrative decisions, gameplay style and character creation players get encouraged to make an array of choices. These choices increase the replay value of games. This study aimed to deconstruct the structure of narrative driven games to properly examine how replay value can be increased by choice. Choices come in many forms; some offer more value to the player than others. Case studies of the three games: Detroit: Become Human (2018), Disco Elysium (2019) and Monster Prom (2018), examined how choice is implemented. A quantitative survey was conducted in Spring 2022 to research the likes and dislikes of players in a wide range of age groups. The survey provided valuable information on the importance of choice to the player, and discovered which types of choice are more popular. It also showcased the likelihood of replay value from the players depending on the choices available in a video game. Future research about replay value benefits companies and consumers alike. By adding replay value the consumer will be rewarded and the company can increase the satisfaction of its customers.

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    Authors: Stefanescu, Camelia;

    In the present work, an artistic mediation project has been carried out with a group of adolescents with functional diversity, using the Service-Learning methodology as a basis. Through this methodology, it has been possible to put into practice the knowledge and skills acquired during a university career in community service. This work aims to address social inclusion, one of the contemporary problems of our society, from an artistic perspective. For this, a series of artistic workshops have been carried out with the chosen group, in which it has been possible to see how art has acted as therapy for adolescents, developing their social and communication skills, the expression of their feelings and emotions, etc., and, as a mediator in the environment in which they live. Finally, after the workshops, artistic work was performed in collaboration with the students to make social inclusion more visible and real. Throughout this work, we will be able to see the development of the project, from an investigation of the social inclusion of people with functional diversity and the means to deal with this problem, to the implementation of an inclusive project, through the art of seven adolescents with special educational needs.

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Myllylä, Saara;

    This thesis navigates the complex landscape of cultural heritage digitization in Finland, focusing on standardization and preservation challenges. Examining technological advancements and industry collaborations, the research adopts a case study approach, partnering with Tietoa Oy and the Finnish Heritage Agency. The study explores the guiding principles for cultural heritage digitization, emphasizing the importance of site selection, preservation considerations, and the impact of technology development. An analysis of digitization projects, particularly the Ainola Artist Homes, reveals the evolving influence of equipment, technology, and techniques on digital model fidelity. As a contribution to the ongoing discourse, this thesis aims to provide nuanced insights into the challenges of standardization in cultural heritage digitization, offering a perspective that aligns with the ever-changing demands of the field. Tämä opinnäytetyö tarkastelee kulttuuriperinnön digitointia Suomessa, keskittyen standardointiin ja säilyttämisen haasteisiin. Tutkimus hyödyntää tapaustutkimusta yhteistyössä Tietoa Oy:n ja Museoviraston kanssa. Tutkimus syventyy kulttuuriperinnön digitoinnin ohjaaviin periaatteisiin, korostaen esinevalintaa, säilyttämisen näkökohtia ja teknologian kehityksen vaikutusta. Analyyttinen tarkastelu digitointiprojekteista, erityisesti taiteilija koti Ainola-projektista, paljastaa laitteiden, teknologian ja menetelmien kehityksen vaikutukset digitaalisten mallien laatuun. Osana jatkuvaa keskustelua tämä opinnäytetyö pyrkii tarjoamaan hienovaraisen näkemyksen standardoinnin haasteisiin kulttuuriperinnön digitalisoinnissa, tarjoten näkökulman, joka mukautuu alati muuttuviin vaatimuksiin alalla.

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    Authors: Ekola, Meri;

    The thesis presents the artistic research project that began alongside my artistic practice and was further developed in reflective collaboration with Tomi Humalisto and Nanni Vapaavuori. The approach used to conduct the research follows the practices and the processual character of artistic research. My individual work was the preliminary step for the common research. A virtual reality artwork that I created served as the catalyst for the research. Consequently, the creative process of the author and the audience’s experience were put under examination. The artistic research occurred in different steps and adopted various methods to meet the current objectives. The research was initiated from personal interest to reflect on the possibilities of experiencing light art in virtual reality. The urge to disseminate the reflection widely led to the collaboration with colleagues and to a colloquium presentation. Finally, the research resulted in a proceedings article from this presentation. The article has been submitted at the moment of writing this thesis report, and its publication has been agreed upon. The article explains the process of examining the virtual reality artwork. It connects this particular artwork to a broader context of virtual reality experiences and to the philosophical ideas of Georges Didi-Huberman. It legitimises and articulates the reflexive and discursive work done during the process. The thesis report frames the whole artistic research project shedding light on the context of light art, the character of virtual reality as an experiential medium, and the field of artistic research retroactively.

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    Authors: Sergeev, Yury;

    The main objective of this work was to investigate the effectiveness of various Natural Language Processing (NLP) techniques in processing and analyzing text data. The study focused on identifying and detecting toxic comments, which is becoming increasingly important in the digital age due to the massive amount of user-generated content on social media and online platforms. Robust methods are needed to monitor and filter harmful or inappropriate language to create a safer and more respectful online environment. This research aimed to contribute to this effort by efficiently identifying toxic commentary. The study utilized the Jigsaw Multilingual Toxic Comment dataset to train several models. This dataset is valuable because it contains a diverse and comprehensive collection of comments, which can simulate real-world online interactions. The research involved experimenting with various word embedding techniques, such as Word2Vec, TF-IDF, GloVe, FastText, and specialized embedding layers, to represent text data effectively. These techniques play a crucial role in translating human language into formats that can be understood and processed by machine learning models. For the classification task, a diverse set of models was employed, including both traditional machine learning algorithms like Naive Bayes, Random Forest, Logistic Regression, LinearSVM, and XGBoost, as well as advanced deep learning models such as Convolutional Neural Network (CNN), Recurrent Network (RNN), Long-short Term Memory (LSTM), Gated Recurrent Units (GRU), Bidirectional Encoder Representations from Transformers (BERT), a distilled version of BERT (DistilBert), and XLM-RoBERTa (XLM-R). This comprehensive approach was designed to assess and compare the capabilities of different models in accurately identifying toxic comments. XLM-RoBERTa was the most effective model, with an accuracy of 96% and an F1 score of 88% in detecting toxic comments. This high level of performance indicates the model's robustness and reliability in detecting toxic comments in diverse contexts. Further solidifying its practical applicability, the best-performing model was then tested on real-world data obtained from Twitter, aiming to detect inappropriate tweets in a live environment.

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    Authors: Malinina, Polina;

    This research-type thesis aims to explore the Generative AI technology and its application to the workflow of an IT specialist, the possibilities of integration of Generative AI tools to the business processes, define the scenarios of the technology development and influence on the IT field for the next five years. The research is conducted using qualitative methods. By comparing information collected through systematic literature review and semi-structured interviews with IT specialists, thesis aims to realistically evaluate Generative AI potential and define risks associated with the technology that cannot be overlooked. The report begins with an introduction chapter that defines research aims and objectives as well as the key concepts explored in the study. The introduction is followed by literature review that outlines possibilities and limitations of Generative AI, ways of its application to the IT specialist workflow, impact of the technology on the employee productivity, opportunities and risks related to integration of Generative AI tools into the business processes. The next chapter defines and justifies the interview method, outlines the research focus group and implementation steps. It is followed by the summary of the interview participant’s insights and experiences. In the discussion chapter gathered information is efficiently analyzed to answer the research questions. The report is closed by a list of Generative AI tools and their application to various IT roles, recommendations for individual specialists and businesses regarding Generative AI, as well as formulated scenarios of this technology future development and influence on the field of IT. The study concludes that Generative AI is the technology that will stay and become a new norm in the IT specialist workflow. Currently ChatGPT and GitHub Copilot are the tools that will be the most beneficial for the IT specialist, while other role-specific tools may be not yet developed enough to be useful for senior specialists. Generative AI is expected to transform standard IT roles, automate, and simplify development processes. Albeit its benefits for individual specialists, this technology is not recommended to be integrated on the business level for now, since there is no sufficient law regulation of AI, which makes the tools not safe in terms of potential confidential information leakage, issues related to copyright and output bias of the current Generative AI models. The research also formulates negative, neutral, and positive Generative AI evolvement scenarios that cover changes that the technology may cause on the IT industry in the next five years.

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    Authors: Kuoppamaa, Salla;

    This thesis is observing and analyzing a contemporary painting practice happening in the post internet era. Post internet is a definition of the wholesome global culture environment of today, risen after the moment of common internet access and entitled to the standard existence of the internet everywhere and for everyone. Post internet is a layer in the culture and on a constant emergence affecting the society. The theoretical framework of this thesis is discussing the nature of post internet and showcasing examples of contemporary painting that have physical and traditional mediums: observing influences of post internet in contemporary, physical painting. Throughout the artwork examples are pointed influences of the post internet era; influences that can be analyzed within the subject matters, visual styles and processes. The examples chosen for the theoretical analysis are interesting for supporting the continuum and development of contemporary, physical painting. Thesis also includes a report of an artistic part of the thesis: a series of works consisting of two oil paintings and two mixed media sculptures. The artworks are introduced with artwork statements reflecting the post internet era.

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    Authors: Piibemaa, Teini;

    This thesis is intended to answer a question why feminist erotic art is important. Erotic art encompasses a diverse range of artistic expressions that delve into human sexuality, desire, and sensuality. It explores the intricacies of intimacy, pleasure, and the human body through various mediums such as paintings, sculptures, photographs, literature, and performances. Throughout history, different cultures have depicted sexual acts, nudity, and desire in their art, challenging societal norms and conventions surrounding sexuality. Erotic art evokes a wide array of emotions, from arousal and excitement to introspection and contemplation. It celebrates the beauty of the human form while delving into themes of passion, intimacy, and the exploration of desires. Though at times controversial, erotic art sparks meaningful conversations about the multifaceted nature of human experiences and the diverse expressions of sexuality.

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    Authors: Kosola, Vilma;

    The aim of this thesis was to explain the principles of expressive art methods and art collectives and discussed how they are conceptionally similar and how they can be utilised for personal and communal development. The study discussed how working in a project environment and simultaneously forming a creative collective are related and can affect each other. In the first part of the thesis, base theories and methods are explained. Research and discussions were used to examine if and how the author’s personal experiences relate to others working in the creative field. Many similarities in how creative communities are established and how they function regardless of location were found. Arguments were made for the benefits of these collective ways of thinking and working. The second part contains art works the author exhibited during the process of forming the Collective Sandbox. There are seven personal works that related in some capacity to the communal conversations that were had at the time of working on said exhibitions. These works as well as the process of forming a community were relevant for the artist’s development in creative thinking. The thesis argues that collective creativity would benefit humans both as individuals and as communities.

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    Theseus
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      Theseus
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    Authors: Kyllönen, Mia;

    The purpose of this bachelor’s thesis was to examine anger and how society and culture places limitations to the expression of it depending on who is the one expressing it. The way society views and interprets displays of anger is also depending on who’s the one displaying it as well as the consequences of those actions. Emphasis is on the role of the sex assigned at birth regarding these limitations and consequences. The thesis is a research on anger as an emotion, societal expectations regarding anger and how anger has been and is visible in the art world. I also discuss examples of contemporary feminine-presenting artists whose works can be viewed as angry or have been condemned because of their anger. Genderroles are being examined as well since they have their effect on everything said. The final part of the thesis is a reflection on the subject through artistic process, which consists of six bodies of work. Besides that the feedback of the exhibition and the research itself are also under the reflection. The works were exhibited in the Raw Degree Show of the Fine Art study path of Tampere University of Applied Sciences during 11.3. – 26.3.2023 in Gallery Himmelblau, Tampere.

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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
      Theseus
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    Authors: Hauer, Katharina;

    Choice is an important factor in video games. Narrative driven games continuously offer choices to the player in different ways. Through narrative decisions, gameplay style and character creation players get encouraged to make an array of choices. These choices increase the replay value of games. This study aimed to deconstruct the structure of narrative driven games to properly examine how replay value can be increased by choice. Choices come in many forms; some offer more value to the player than others. Case studies of the three games: Detroit: Become Human (2018), Disco Elysium (2019) and Monster Prom (2018), examined how choice is implemented. A quantitative survey was conducted in Spring 2022 to research the likes and dislikes of players in a wide range of age groups. The survey provided valuable information on the importance of choice to the player, and discovered which types of choice are more popular. It also showcased the likelihood of replay value from the players depending on the choices available in a video game. Future research about replay value benefits companies and consumers alike. By adding replay value the consumer will be rewarded and the company can increase the satisfaction of its customers.

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    Authors: Stefanescu, Camelia;

    In the present work, an artistic mediation project has been carried out with a group of adolescents with functional diversity, using the Service-Learning methodology as a basis. Through this methodology, it has been possible to put into practice the knowledge and skills acquired during a university career in community service. This work aims to address social inclusion, one of the contemporary problems of our society, from an artistic perspective. For this, a series of artistic workshops have been carried out with the chosen group, in which it has been possible to see how art has acted as therapy for adolescents, developing their social and communication skills, the expression of their feelings and emotions, etc., and, as a mediator in the environment in which they live. Finally, after the workshops, artistic work was performed in collaboration with the students to make social inclusion more visible and real. Throughout this work, we will be able to see the development of the project, from an investigation of the social inclusion of people with functional diversity and the means to deal with this problem, to the implementation of an inclusive project, through the art of seven adolescents with special educational needs.

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