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1792 Uppsatser om Affective interaction - Sida 45 av 120
Älska din nästa om du vågar! De homosexuellas syn på den heterosexuella normen
AbstractHomosexuality is surely accepted in today´s society - or isn´t it? Many things have changed, for instance laws, which are in favour for homosexuals, have been introduced, in Sweden that is. As we although know, many things are not only dependent on what laws tell us to do. The society also contains values and norms and they furthermore exist in individuals. Regarding sexuality, the norm is heterosexuality.How much does the norm affect our way of living? In what way is it encouraged? What happens to people who don´t live up to the norm? How is it to be homosexual in today´s society? These are some of the questions that we look upon in this paper.
Ljuddesign för rumsmetaforbaserade talgränssnitt
In this paper, a navigation support approach for speech-only interaction based on auditory icons for room-based designs is presented, i.e. naturally occurring sounds that have a natural mapping to the system's underlying design metaphor. In contrast to many recent investigations that have focused on multi-modal or augmented reality systems, this paper concerns a unimodal speech and sound-only system. An auditory icon based prototype system for buildings maintenance support using a room-based metaphor was developed. The design was evaluated in a comparison with earcons and no-sound designs.
Fast Service in Fast Fashion-En kvantitativ studie av kundrespons till självserviceteknik i fast fashion
The success of self-service technology in retail grocery stores cannot be ignored, and the fact is that every other grocery store in Sweden has implemented the self-scanning or self-checkout systems. The trend is that the technique is spreading into other markets with potential to increase productivity for companies and enhance the service for customers. Fast fashion is one branch that is left untouched by the development in payment processes, and despite the leading companies extensive focus on fast service, the concept of self-service technology has not yet been tested. This paper undertake a quantitative, experimental approach to the issue and examines the effect self-checkout would have on Fast fashion- customers. By presenting a scenario with and without self- checkout and afterwards asked about the respondents experience, we can provide the marketing world with new insights.
?Man blir specialist på sitt barn" : En studie kring hur sex föräldrar till barn i behov av särskilt stöd upplevt kontakten med förskolan
The purpose of this study is to increase understanding of how parents of children in need of special support have experienced their interaction with the pre-school. Our three main areas of interest were to investigate how several parents experienced their contact with the pre-school, if there were any experienced factors that had played a part in the contact with the pre-school and if we could conclude anything about how the curriculum had been followed in these cases, with assistance of the parents? experiences.Our study is qualitative and we chose to interview six parents. We both participated in all of the interviews. The theoretical base of this study is rooted in the phenomenological theory and we also used the framework factor theory to complement our analysis.One of our conclusions was that the parents expressed so many different experiences that we decide not to try compare them in general.
Att attrahera potentiella studenter: en fallstudie om svenska universitets och högskolors marknadskommunikation
The purpose of this study is to create a deeper understanding of how Swedish universities work with their marketing communication aimed at potential domestic students. The study focuses on how universities design and select channels for the marketing communication. A case study was conducted where four respondents from two Swedish universities were interviewed in order to generate empirical data. The results show that key factors for marketing communication are uniformity, honesty and trustworthiness. The results suggest that marketing communication should focus on the student?s experiences of university life and being a student, rather than marketing the university?s core service: education.
Barn och sorg
The purpose of this study is to highlight some aspects of the increased usage of tablets in preschool environments by answering the questions: what does the tablet become in the preschool environment, how much freedom does the children have over its usage.To answer these questions a series of observations were made at two different preschools. The observations were then complemented by interviews with teachers at the same preschools.This qualitative study focuses on some of the didactic questions regarding the tablets, based on a theoretical framework that is within the design-oriented perspective; which addresses the children's? autonomy, the institutional framework and affordance.Our conclusion is that the tablet?s introduction in the preschool has helped the teachers in numerous parts of their documentation, but we can also see that the children's opportunities to make choices regarding the tablet are more limited than with any other resource on the preschool. In our results we also see that when the children get access to the tablet they receive a learning experience, which among other things, strengthens their language skills and their social interaction with each other..
Lyckade spelkomponenter : Vad ligger bakom World of Warcrafts popularitet?
I denna studie så kommer jag att analysera MMORPG-spelet World of Warcraft genom att utföra en analys i hopp om att isolera spelmekanismer och element som kan anses vara välfungerande och väldesignade. Jag kommer dessutom att bryta ner World of Warcraft till dess kärnkomponenter med hjälp av Interaction Centric Framework modellen som ett komplement till denna studie. Resultaten visar att World of Warcraft använder sig av många slags egenskaper och designval som skiljer sig själv från andra spel, som att dra ner på story element och att destillera spelets kärna till en väldigt grundlig ?morot-och-piska? formel som låter spelaren kunna spela oavbrutet utan att känna något skäl att sluta spela. .
En contentbyrås webbplats : En rapport om utveckling och redesign av en contentbyrås webbplats med fokus på användbarhet
Denna rapport redovisar den process som utvecklingen av OTWs nya webbplats har inneburit. Jag har arbetet med att skapa en ny design av deras nuvarande webbplats där syftet har varit att skapa en webbplats där man presenterar sig själva på ett bra sätt och ställer mindre krav på redaktionellt innehåll samtidigt som man följer konventioner för branschen och målgruppen. I utvecklingen av webbplatsen anpassar jag mig efter rådande designprinciper och riktlinjer för användbarhet så att webbplatsen ska bli så lätt att använda som möjligt. Utvecklingen av prototypen har skett i mjukvaruprogrammet Axure RP. Resultatet av projektet är två interaktiva digitala prototyper i form av en mobil version samt en desktopversion.
Användbarheten i Business Intelligens-system : Utvecklingen av användbarheten och funktionaliteten i ett webbaserat BI-system
The purpose of this study is to evaluate an existing user interface. The company in question has a web-based user interface (available through logging in via their website), but they are interested in making the process of using the interface more convenient and the interface more accessible, so that users without a background in computing can properly manage the interface. At the same time they want to apply additional functionalities in order create and to manage increased traffic on the company?s website. For this reason it is important to take into account the issues involved in human-computer interaction (HCI) as well as aspects of cognitive psychology in order to make the tool and the web interface more usable, more motivational, and therefore more efficient and professional.
Hur påverkas beteende/känslor och fysiologiska faktorer på människa och häst vid interaktion mellan parterna? :
The aim of these two studies was to investigate the possible physiological, behavioural and emotional changes that appear after human-horse interactions and also to find an explanation to why they occur. One aspect that is discussed is whether the wellbeing of humans can be coupled to interacting with horses and of how the animals respond to the interaction. The first study was performed on 9 horses and their owners, both parts being subjects to registrations during 4 different interaction treatments. The second study was performed on 6 horses with registrations only being performed on the horses during 2 different treatments.
Nine horses underwent 3 different treatments all performed by their owners (H = stroking of the horses forehead, B = brushing and M = stimulation of the withers) in addition to a control round (K). Each treatment lasted for 4 minutes but observations were performed until after 45 minutes from start.
Nätverk i nätverk : en nätverksansats i den nya ekonomin
Society and technology develop together in interaction processes. Because of the development of information technology, the Industrial society has been left behind in favor of a society where information is the key production factor, i.e. the Information society. In the Information society, social functions and processes are organized in networks. These networks integrate geographically separate markets to parts of a complex global economic system.
INVOXICATED. En interaktiv lek med ljud
Invoxicated is an interactive play sculpture where children can explore the wonderful and playful opportunities of sound. Talk into one end of the sculpture, and the sound will travel through the sculpture and come out in the other end. On its way, the sound gets distorted by a number of sound effects. By bending the sculpture?s body, and pressing the sculpture?s buttons, the sound effects gets altered in real time.
Att utvärdera AdApt, ett multimodalt konverserande dialogsystem, med PARADISE
This master?s thesis presents experiences from an evaluation of AdApt, a multi- modal, conversational dialogue system, using PARADISE, PARAdigm for Dialogue System Evaluation, a general framework for evaluation. The purpose of this master?s thesis was to assess PARADISE as an evaluation tool for such a system. An experimental study with 26 subjects was performed.
Repor i fasaden : En studie om korrupion
The purpose of this thesis is, through both a quantitative and qualitative study, to map out how the interaction appears between the established parties and the radical right-wing party, the Sweden Democrat?s (SD) and their core issue ? immigration in the Swedish parliament. By applying analytical dimensions on the parliamentary protocols regarding the immigration issue between the years of 2010-2012 this study will get an insight on how the argumentation concerning immigration has developed since their entrance into the Swedish parliament in 2010. The result shows that SD, through the rejection treatment of the established parties, fulfilled the three conditions which accordingly to the study's theoretical framework are crucial for the party's future success. In the established parties? reception of SD regarding immigration, SD is, to a large extent, left unchallenged as the established parties rather focus on integration instead of challenge SD in the immigration issue.
Implementation av ett interface till Emotiv Epoc
The eld of Brain-computer interfaces (BCI) concerns linking together an external device with the brain of a human or an animal. By doing this the conventional use of a mouse or keyboard can be circumvented, which can greatly benefit people with different types of diseases that cause paralysis or other loss of motor control, such as Amyotrophic lateral sclerosis (ALS). A BCI can also be used for cognitive training of either healthy or mentally impaired subjects to increase cognitive capabilities.In this thesis an implementation of an interface is made against such a device, the Emotiv EPOC Headset. The result is meant to be a stable basis for further study using the device. An in-depth study of the history of EEG and its current use in clinical work and research in the topics of BCI as well as Human-computer interaction (HCI) is presented.