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1722 Uppsatser om Adobe Digital publishing Suite - Sida 15 av 115
Sannolikhetsbaseraddimensionering av geotekniskbärförmåga för pålar i grupp : En jämförelse mellan gällande normer och ensannolikhetsbaserad metod
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.
Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.
Att delta eller inte delta i sociala medier. : En kvalitativ studie om hur journalister på P4 Kalmar tänker kring publikinteraktion, sociala medier och den digitala klyftan.
The purpose of this study is to discuss how journalists think about the interaction with the audience in social media and the fact that it can make the traditional audience feel excluded. The study shows how journalists on P4 Kalmar is experiencing audience interaction in social media and describes how aware the journalists are about the digital divide. The results show that all of our interviewed journalists think that the interaction with the audience through social media works well and that there is awareness among journalists about the digital divide. The results also show that many of the interviewed journalists had not reflected on that parts of the audience can feel excluded by the interaction taking place in social media, but some of them could understand if parts of the audience felt that way. We consider our study as part of a research field on journalist?s interactivity with the audience through different types of media, but also as source of inspiration for future research on how the digital media becomes one with the community..
En studie i arbetssätt för distansstudier på högskola och universitet.
Den här rapporten undersöker distansutbildningar vid Högskolan i Kalmar, på Institutionen för kommunikation och design (IKD). Dels tas det upp hur IKD jobbar med distansstudier idag men även hur distansutbildning fungerar och hur man kan förbättra denna. Anledningen är att distansutbildningar idag är ett utvecklingsområde där det ständigt händer nya saker. Distansutbildning är kanske på väg att revolutionera sättet på vilket vi idag bedriver utbildning, både i grundskolan och upp till högskola/universitet.Uppdraget kommer från lärarna på IKD som känner att de vill förbättra sin situation. Undersökningen genomfördes med hjälp av etnografiska studier där undervisning observerades och lärare intervjuades.
"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.
In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes..
DIGITALT KOMPETENTA LÄRARSTUDENTER GENOM UTBILDNINGSVETENSKAPLIGKÄRNA?
Syftet med examensarbetet är att undersöka erfarenheterna av IKT i Utbildningsvetenskaplig kärna1 (UVK-1) hos lärarstudenterna som läser den nya lärarutbildningen som lanserades 2011. För attuppnå detta syfte ämnar jag att besvara frågan:? I vilken grad har undervisningen i Utbildningsvetenskap-1 (UVK-1) bidragit till att utvecklalärarstudenternas digitala kompetens?Som metod används en hypotetisk deduktiv ansats. Min hypotes är att genomtänkta ochgenomgående inslag av digital kompetens saknas i lärarutbildningen. Hypotesen prövas genom enanalys av resultatet från en enkätundersökning, där lärarstudenterna är informanter.
Att göra det digitala till det normala : En studie av svenska skivbolags samarbete med iTunes MusicStore och Spotify på den digitala musikförsäljningsarenan
Purpose/Aim: The purpose of this thesis is to define and analyse how Swedish record companies work with digital musical content distributors. A more narrow aim is to show how the record companies and with the digital musical content distributors iTunes Music Store and Spotify create incentives for consumer?s to use legal digital music channels through the Internet. To further circle the core of the problem following questions have been asked: How does the record companies provide iTunes Music Store and Spotify with digital content and what is done by the record companies to retain control over the material? How do the record companies view digital musical sales and what incentives are given to consumers to buy music digitally? Finally, What position of power do iTunes Music Store and Spotify have on the digital content arena?Material/Method: The data collected for this thesis is retrieved through personal interviews with representatives from three of the four major record companies Universal Music, Warner Music and EMI and their Swedish branches.Main results: The consumer?s access to digital content through iTunes Music Store and Spotify is of the utmost importance and is a prerequisite.
Förbättring av högtalares prestanda genom digital signalbehandling
Högtalare består idag ofta av flera högtalarelement, avsedda för olika frekvensområden. Signalen som driver dessa måste delas upp genom att oönskade frekvenskomponenter filtreras bort ur respektive utgående signal. Normalt görs detta med passiva komponenter i högtalarlådan. I denna rapport beskrivs arbetet med att ta fram ett digitalt system för att ersätta dessa passiva filter. Teoridelen tar metodiskt läsaren till en relevant kravspecifikation för systemet.
Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik
This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.
Teknisk användarhandbok för mindre tidningar
Målsättningen med att göra en teknisk användarhandbok för produktion av mindre tidningar är att underlätta arbetet för andra som ska skapa en tidning. Studenter i liknande projekt samt övriga personer som arbetar med tidningsproduktion ska enkelt kunna använda sig av handboken. Att stegvis kunna följa arbetsgången i produktionen är något som förhoppningsvis ska kunna hjälpa många. Rapporten inleds med en teoridel som sammanfattar de begrepp som används inom grafisk design. Den följs sedan av användarhandboken.Användarhandboken inriktar sig mest på den tekniska delen när det gäller att skapa en tidning.
Att blunda för annonser. En studie av konsumenters och annonsfinansierade företags uppfattningar om annonsblockering på webben
The majority of free content on the internet is financed by online advertising. A requirement for thismodel to work is that the visitors see the ads. The emergence of ad-blocking software has shifted thepower from the advertiser?s choice of publishing ads to the consumer?s choice of viewing ads. Weexamine the consumers? opinions regarding the use of ad-blocking software and compare them to theopinions of companies using online advertisement.
Användarkvaliteter inom söksystem : En kvantitativ studie av söksystemen på Södertörns högskola och Stockholms universitet
This essay is about testing the validity of an article written by Jonas Löwgren, called The use qualities of digital design. The study we have executed is about testing the featured qualities of digital design in the article on two search systems located in the library of Stockholm University and Södertörn University respectively to see how they are able to be applied on search systems. To acquire the information for the study, we handed out a written inquire among users of those systems. The result of this quantitative study shows us that many that five of Löwgrens qualities is likely to be present on the systems. Our conclusion is that five of these are appliable on search systems.
Dark Side of Wonderland - en kort 2D-animation med syfte att väcka intresse för en online serietidning
My objective for this project was to create a short but thrilling 2D-animation
intended as promotion for an online comic book. The purpose of the project was
to learn more about animation and graphics, to further my artistic skills and
to learn how to work in Adobe After Effects. I also wanted to learn more about
scheduling, project methods and how to handle stress. During the ten weeks of
the project I have created the story, the storyboard, the character design, the
backgrounds and the animation. The voice over was recorded with the help of a
fellow student who also made the music and the sound effects.
Ditt liv genom andras ögon : En kvalitativ studie om yngre kvinnors personliga integritet på Instagram
Since social media is used more today than just a few years ago, it is easier to share our lives to the public in just a few seconds. Social media is easily accessible on smartphones, tablets and computers which allow us users to use them whenever we want.Instagram is an example of a very popular social media today. In this paper we focus on how younger women think about their privacy when using and publishing pictures on Instagram. We have been using a qualitative research method in which ten people were interviewed. All respondents agreed that privacy is important when publishing pictures or videos on Instagram, but there were also some differences between users with public and private accounts.
Riktlinjer för skapandet av digitala arkiv
The aim of this Master?s thesis is to present guidelines for making a digital repository. To attain this, useful factors for creating an archive were examined. Also different organisations? strategies were analysed.