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313 Uppsatser om Adobe flash player - Sida 16 av 21

Same same but different : En kritisk diskursanalys av hur Aftonbladet konstruerar och reproducerar fo?resta?llningar om genus och genusordning genom sin bevakning av Lotta Schelin och Zlatan Ibrahimovic.

The aim with this thesis was to investigate how the Swedish newspaper Aftonbladet construct and reproduce imaginations of gender and gender order. An important premise for our work is the agenda theory, which states that media has great impact on what is on their audience mind. We chose to investigate how Aftonbladet wrote about two Swedish footballers, Lotta Schelin and Zlatan Ibrahimovic, during a European championship with each players national team. By using a method of critical discourse analysis based on Teun van Dijks idea and with gender glasses, we analysed eight articles and two chronicles regarding each player.Our results show that Aftonbladet construct and reproduce gender and gender order by its different ways of portraying Lotta Schelin and Zlatan Ibrahimovic. Articles regarding Lotta Schelin tend to be more audience oriented, focus more on her and her teammates emotions and more often focus on things outside her profession as a footballer.

Programvaruutveckling med visuell programmering i en pedagogisk tillämpning

In visual programming the developer specifies her code, using visual tools. Within the range of visual programming languages lay icon-based languages, form-based languages, and diagram languages.Mediator is a multimedia authoring tool that allows the user to create interactive CD-ROM presentations, dynamic HTML pages and Flash projects, without any coding or scripting. The user can create interactivity in her project, using event driven and icon-based visual programming, through a ?drag and drop? user interface. This report intends to determine some of the qualifications of a tool of this kind, as well as its limitations.The report is based on a case study, in which a smaller software application was to be updated using Mediator 9.

Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077

This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.

Jämförande studie av chroma keying och compositing i Blender och After Effects

Inom film- och tv-produktion finns ett behov av att kunna plocka ut motiv från en filmsekvens och placera dem över en ny bakgrund. Tekniken kallas ?chroma keying?, och att med hjälp av chroma keying lägga ihop flera bilder till en kallas för ?compositing?. After Effects är ett kommersiellt standardverktyg inom industrin för motion graphics (rörlig grafik) och visuella effekter. Blender, ett program släppt som öppen källkod (fri), innehåller verktyg för att uföra chroma keying och compositing.

Den nya vågen : En undersökning av den moderna nationalismen i Europa med fokus på Österrikiska frihetspartiet.

The aim of this study is to provide an investigation of an ?old? political phenomenon that over the recent years has enjoyed a considerable revival across Europe. This study about nationalism is mainly based on empirical second hand source material from literature and articles providing us with both a historical as well as a contemporary insight in this ideology. This study shows us the complexity and the difficulties that the academia is facing regarding nationalism due to the dynamic nature of the ideology, in the sense that it simply means different things to different peoples in different cultures across different points in time. The study is conducted by using a phenomenological, qualitative and inductive method of gathering and interpreting information.  A handful of books have formed the foundation through the gathering of relevant empirical information, along with articles from both scientific publications as well as the mainstream media. The data have been studied and laid out to make key points regarding nationalism and the theory behind it clear for the reader.

Lovemates3D: en 3D chat

Detta examensarbete syftade till att utveckla en tredimensionell virtuell miljö, där användare kan konversera och umgås med folk från hela världen. Miljön skall vara åtkomlig via en webbplats och vara kopplad till Lovemates, en chat utvecklad i Macromedia Flash 5.0. Examensarbetet bestod av följande delar: • Undersöka vilket webbläsarplugin som var lämpligt att använda till en sådan applikation. • Utveckla Lovemates3D med hjälp av valt plugin. Uppgiften löstes genom att söka på Internet efter tänkbara webbläsarplugin, jämföra dess för- och nackdelar med varandra och välja ett av dessa som plattform vid utveckling av Lovemates3D.

Ansvar eller lönsamhet - En studie av Svenska Spel och Systembolaget

This paper examines Systembolaget and Svenska Spel, two Swedish state-owned enterprises, both functioning as monopolies. Systembolaget is the state owned monopoly for marketing of alcoholic beverages. Svenska Spel is the state owned gaming operator. Svenska Spel's task is to provide citizens with gaming products. Both companies are expected to market their products and services while taking caution and minimize damages, but are also supposed to deliver various degrees of economic revenue.

Bilden av kvinnliga och manliga elitfotbollspelare i Aftonbladet och Dagens Nyheter : ? en kvantitativ och diskursiv analys av fotbollsVM 2002 och 2003

Author: Camilla AnderssonTitle: The depiction of female and male elite soccer players in Aftonbladet and Dagens Nyheter ?  A quantitative and discursive analysis of the World Cup 2002 and 2003Level of education: CSubject: Media and Communication Studies Umeå University: Department of Culture and Media Studies Term: Spring 2004 Pages: 70 The purpose of this essay is that from a gender theoretical and critical discourse analysis perspective  study how the image of the Swedish football national teams and players in the 2002 World Cup (men) and 2003 (women) were constructed in the media coverage. I analyze articles published in Dagens Nyheter, Swedens biggest morningpaper and Aftonbladet, biggest eveningpaper. The method is based on a quantitative content analysis, and critical discourse analysis in which I use van Dijk's analytical approach. Issues :1. What constructed the World Cup in 2002 and 2003  players and teams, from a gender theoretical perspective in the mediatexts?2.

Every game player is a potential game designer?

Studien är gjord för att öppna upp för användarmedverkan i designprocessen inom spelutveckling i försök att minska det antal avbrutna projekt som föreligger idag. Spelutveckling involverar för närvarande användaren sparsamt i utvecklings- processen. För att öka graden av involvering valde vi att kombinera participativ design och personas till en processbaserad arbetsmodell att undersöka. Vi beslutade oss för användning av personas eftersom fysisk användarinvolvering ej var möjlig i de inledande faserna av utvecklingsprocessen. Grunden till arbetsmodellen lades genom en litteraturstudie som sedan diskuterades i ett antal expertintervjuer.

Skillnaden i perception mellan hockeyspelare på professionell kontra icke professionell nivå

Purpose: The purposes of the current study were to investigate whether there were any differences in the perceptual ability between professional and non-professional ice-hockey players and whether professional players are better at distinguishing, paying attention to and concentrating on what is important during intense physical activity. Method: Twenty male ice-hockey players (10 from both the Swedish first and third divisions) participated in the study. Wingate test were used for physiological measurements while three psychological tests were presented in front of the participants. Stroop, Flanker and Fast counting tests were used to measure perceptual and coping abilities during intense physical activity and the differences between the two groups. Results: Fast counting and Flanker word 2 tests showed a significant difference between the two groups, whereby the professional groups was faster and more accurate than the non-professional group in answering.

I jakt på tillämpning : Om F.O.V. Fabrics möjligheter att understödja kommersialiseringen av algbatteriforskning

The purpose of this essay is to explore the actor network of a high technology company in the textile industry called F.O.V. Fabrics. The background for doing this is a recent project, which we choose to call the Salt & Paper Battery Group, aiming to commercialize a newly discovered technology ? a battery based on cellulose from an alga. We start by examining a range of network theories in order to eventually shape a framework of our own.

Utveckling av Flashapplikation - "Avatarskapare"

This report describes the development of an application in collaboration with Designingenjörerna AB. The company has worked for a long time with a community platform and they required an application where users can create their own unique profile representations, called Avatar Creator. An Avatar Creator is computer based application, which makes it possible to create a virtual character. The problem area behind this is that, large websites require a lot of administrative work when people upload profile pictures on different community pages. They can contain abusive material or pictures of other people rather than those who created the profile.The questions in this report are, how can an Avatar Creator help user to get a unique profile of himself? What are the advantages and disadvantages of an Avatar Creator? How to create a user-friendly application?To understand how an Avatar Creator works and get ideas to create an application, exiting Avatar Creators were reviewed on the Web.Collaborative work with Designingenjörerna AB was done to pin down the requirements for the Avatar creator application.

Mot överstatlighet? : Den framtida inriktningen på EU:s utrikes- och säkerhetspolitik. En jämförande fallstudie om Frankrike och Danmark

The aim of this paper is to explain how the European Union?s common strategy for theCommon Foreign- and Security Policy (CFSP) will change with the implementation of the Treaty of Lisbon. A comparative case study and qualitative method is used. On the basis of Smith?s theory of institutionalization we will analyze two member states: France and Denmark.

Spelarens Värld : en fenomenologisk studie av hur individer som spelar Counter-Strike upplever sin nutida värld

The purpose with this qualitative interview study was to try to describe, through a phenomenological viewpoint, the meaning that Counter-Strike players put on there contemporary world. We started to explore this Game World with field research studies on the world?s biggest Game exhibition Dreamhack in the city of Jönköping. This helped us to develop our main question for this study.The thirteen participants of the interview were selectively chosen from a Game Café in the city of Karlstad. They were interviewed with five questions that dealt with their experiences of playing Counter-Strike and their experience of time perception in their world.

Utvärdering och jämförelse av olika fälttester för fotbollsspelare

Different field tests are currently used in a wide extent in different levels of soccer teams. To be able to assess the players? physiological status the tests must have high validity, reliability and external validity. Many different tests have been developt, but currently only five of these tests are most commonly used: Yo-Yo intermittent recovery test (YIRT), Yo-Yo intermittent endurance test (YIET), Multi-sprint-test, Beep-test and Cooper-test. Presently there is no definitive conclusion regarding which of these tests is most suitable for soccer players.

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