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1779 Uppsatser om Creative and Collaborative Meeting Environments - Sida 1 av 119

Den kreativa staden: en fallstudie om en stads kreativa näringar

The purpose with this thesis was to describe the importance of the creative industries for a town. We thought that towns could design a strategy to attract creative industries and creative people to establish their business in the town. During the study some important topics, such as a town brand, a town image and a town identity has been identified as factors that can influence and attract people and creative industries. Towns can use these topics in their marketing of the town. The method that we used was a case study: we conducted interviews to collect information about the chosen case study, the town of Skellefteå.

En Kommunikations Illustration : Interaktionen mellan deltagare i ledarlösa samarbeten

Purpose: The objective of this study is to illustrate how participants in leaderless based projects communicate with each other. Several studies have focused on technology-supported projects, such as open source projects, with an established project manager and goal. There is a lack, to the best of our knowledge, in studies that deal with the communication pattern in a leaderless computer supported collaborative project.Method: We have chosen to use a quantitative method where we systematically group several messages according to their content. This method was used in a similar study to illustrate the communication between participants involved in an open source project. We have taken the same Kripendorff based method and adapted it to our study by adding more descriptive variables.Theoretical perspectives: Manuel Castell discusses the aspects of a new communication power that is rooted in the individual as part of a larger creative audience.

Värdet av skapande i förskolan : En studie om pedagogers förhållande till skapande verksamhet i Stockholm och i Tornedalen

The purpose of this study was to investigate how preschool pedagogues in Stockholm and in Tornedalen speak about and relate to creative activities. By qualitative interviews in two geographically distant areas, one minority culture and one majority culture, I have collected information from six pedagogues, three in each area. Values in, and the significance of culture in creative activities have been the main focus. From this study I conclude that all pedagogues agreed upon the creative activity having an extensive role in the preschool work. The role of the individual pedagogue within the creative activity is multiple and dependent on where, when and how the activity is carried out.

Särskild planering för elever med fallenhet för matematik? : Eller för alla elever?

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

Kreativ design som ett sätt att lösa komplexa problem : Ett snapshot av designprocessen vid utveckling av en trailer för ett fiktivt tv-spel

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

A Collaborative VolumeViewer

This study has been carried out as a part of the EC funded project, SMARTDOC IST-2000-28137, with the objective of developing application components that provide highly interactive visualization and collaboration functionalities. The low-level components from the graphics library AVS OpenViz 2.0 are used as the development basis. The application components can be inserted into electronic documents that allow embedded controls such as web documents or Microsoft Word or PowerPoint documents. Instead of displaying results as static images, a SMARTDOC component provides the ability to visualize data and interact with it inside the document. Although the principal goal of the SMARTDOC project is to create components in a number of different application domains this study concentrates on developing a medical imaging application component in collaboration with the project partners AETmed and professor Alan Jackson at the University of Manchester.

Mötesplatser för samarbete : En studie om fysiska och virtuella mötesplatser för att främja utveckling av innovationer

This study focus on how physical and virtual meeting places may promote collaboration between firms and academia for the development of innovations. A case study was conducted on a meeting place that aims to support collaboration for the development of innovations in eHealth between different actors in the Linnaeus region. Data was collected through 6 interviews, whereas 3 with scientists and 3 with entrepreneurs. The data was analyzed based on a theoretical framework based on different perspectives on collaboration and networks, meetings and interaction and, physical and virtual meeting places.The results show that the purpose for collaboration is to be included in a network with other actors in the same area, gain increased knowledge of the subject area and to acquire new external contacts. Furthermore, in order to support collaboration, physical meeting places have to organize effective and interesting meetings.

Makten att göra sin röst hörd - synsätt i mötet mellan teater och skola

Abstract In the following text we analyse different perspectives in a meeting between a theatre and a visiting school class from grade six in the Swedish Primary School, in order to investigate the conditions for children?s participation and for making children?s own voices heard in professional theatres. Though it is common for Swedish theatre artists to try to understand and interpret children?s perspectives, it is rare for children to be given the opportunity to show their own perspectives in professional theatres in Sweden (Davet 2011 p. 18).

Kreativitet : i marknadsföringsföretaget Liljedal Communication AB

Liljedal Communication AB is a marketing company with twelve employees in Örebro. In the marketing business is it extra important to work creatively to reach the target market with a message.Creativity is defined as the creation of new ideas where the idea is adequate, useful and feasible. Organisational creativity is created by individuals in the right environment for using their creativity. In this paper we present theories about creative individuals and the situation that affects their creativity. Furthermore theories are presented about different strategies that aim to increase creativity.

Det virtuella kontoret : En litteraturstudie i möjligheter och utmaningar med att använda 3D kollaborativa virtuella miljöer inom distribuerad systemutveckling

Distributed system development is a common occurrence in today?s technological and global world. Because the consequences of its geographically distributed nature it creates barriers between people that affects their communication and collaboration efforts in the distributed context. Despite a lot of technological breakthroughs over the last decades and the occurrence of video-conference applications and other tools for communication and collaboration, cultural and geographical issues have so far not yet been completely resolved. In this study I have made a literature study over distributed system development to form a set of central factors that affects the distributed development process.

?Daddy?, from Vision to Video

?A designer rarely works alone?. The first sentence of Jonas Löwgren and Erik Stolterman's chapter on design as a social process made me curious. What if a designer worked alone? What are the actual differences between working on a project alone and as part of a group? How would it influence the creative process? What would be different when coming up with ideas, meeting with clients and setting deadlines? Does the influence of another designer stifle the individual creativity or does it actually nurish it? This paper is written to answer these and other questions as well as take you through the creative process of the production of ?Daddy? - the music video..

Smarta receptförslag : algoritmutvärdering och implementationsförslag

I den här rapporten utvärderas ett antal olika collaborative filtering algoritmer för att ta reda på vilken av dess som lämpar sig bäst för att implementera åt PlanEatSmile i en PHP/MySQL-miljö. Målet är att hitta en algoritm som klarar av att skapa rekommendationer i realtid och med hög precision. Därtill är det viktigt att algoritmen ska kunna skapa rekommendationer åt nya användare (cold-start-problemet) samt att algoritmen ska skala väl när sajten växer.De algoritmer som undersöks är user-based collaborative filtering, item-based collaborative filtering och tendencies collaborative filtering. Samtliga algoritmer undersöks i två versioner. En version som utgår ifrån receptbetyget och en version som omvandlar receptbetygen till  ingrediensbetyg.Algoritmerna testas på data insamlat genom en enkät för att avgöra deras precision.

Collaborative Filtering för att välja spelnivåer

Fler och fler spel öppnas upp för användargenererat innehåll, vilket ofta resulterar i större mängder material än vad en ensam spelare kan utnyttja. Den unika spelare vill ta del av det som passar just dennes smak.Studien genomfördes med designforskning som metodval och med hjälp av denna metod skapades en artefakt. Med hjälp av den utvecklade artefakten, ett plattformspel som är både enkelt att förstå och spela, kunde en datamängd samlas in ifrån olika spelare. Data byggdes upp av att användarna efter varje slutförd nivå, explicit fick lämna sitt betyg på nivån i en skala mellan 1 och 5.Genom att introducera collaborative filtering och där låta användarens tidigare betyg jämföras med övriga användare kan en predicering av kommande betyg ges. Vid jämförelser av olika collaborative filtering-algoritmer kunde den mest lämpliga upptäckas och senare även användas.Resultaten visar att mer precisa uppskattningar av kommande betyg kan göras av collaborative filteringen än genom att använda nivåns medelbetyg och resultaten leder därför till slutsatsen att collaborative filtering kan ge skräddarsydda spelupplevelser för en unik användare och således förhöja dennes spelupplevelse..

Framgång i det kreativa företaget

From a management point of view, enabling organizational creativity is often referred to as reducing immediate control, increasing autonomy and enhancing the access to slack resources. At the same time, the business environment of today is fiercer than it was only a decade ago, and this renders a quest for more efficient approaches to competitively run a business. This paper aims to examine creative industries and more specifically try to identify a set of elements that are common for successful companies. As this industry has not been subject to any considerable array of studies, this thesis seeks to establish a structure for how to take both organizational models and leadership theories into account when developing an understanding for the process, organization and leadership of the creative business. By studying six separate creative companies, our findings suggest that conventional theories on organizational creativity do not adequately account for all factors that contribute to these companies' creative success.

Bildskapande : En undersökning i hur pedagogerna på en förskoleavdelning ser på och bemöter barns bildskapande

This report describes a study of how educationalists, from one preschool group, approach to and respond to children ?s creative activity in preschool. To answer the survey ?s purpose I used four research questions, which is the following:-What function do the educationalists give the creative activity in the working?-How do they see the importance of thecreative activity for thechild and its development?-How doeducationalists considerthat theyrespond to the child's creative activity?-Is thereany norms surrounding creative activity in preschool?The theoretical base of the study is rooted in the sociocultural perspective, where creative activity and visual arts can be seen as mediating cultural tools. The method is a qualitative interview of five preschooleducationalists.

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