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8362 Uppsatser om Digital media production - Sida 1 av 558

Impressionism och Digitala Spel

Abstrakt För att utveckla och förändra spelmediet behandlar detta arbete impressionism och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för att undersöka hur de två ämnena kan sammanföras i en spelproduktion. Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur spelet fungerar och deras syn på kopplingen mellan impressionism och digitala spel. Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram: impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning, interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras samman.

Digital kommunikation i förskolan : En kvalitativ fallstudie om hur digitala medier kan anvä?ndas fö?r kommunikation mellan hem och fö?rskola

This study aims to research how digital media can be used for communication and information management between teachers at preschools and children?s homes. To get an understanding of this we have investigated which channels are being used and for what purposes. The interest has also been to explore preschool teachers and caregivers? attitudes towards digital communication in preschools.A qualitative case study of comparative nature has been conducted, where two preschools were selected because of their use and non-use of digital media for communication with caregivers.

Kunskap, Färdighet och Attityd : En undersökning om grundskolebibliotekariers syn på och arbete med digital kompetens

There is little doubt that the digital technology has played a major role in reshaping the ways in which we experience the world. In a few decades the Internet has become a vast repository for knowledge and ideas. New arenas where people may meet and fraternize have emerged, and with the help of various digital tools and websites, the production of new material has increased to an almost unfathomable level.But all is not well on the digital front. As the Internet has become a crucial part of our everyday life, certain skills in handling digital media has become very important to master. A well-developed ability to navigate through this ocean of information is needed, and knowledge in managing the risky nature of the internet is critical.

Digitala material med egenskaper: Rådande trender inom media : En analys av en framstående designtrend

This paper is to identify and analyze a new trend which we believehas taken off, based on qualitative interviews and analysis of three productions which we have been involved in during a practiceperiod of two months with a production company in Stockholm. This essay intends to define this trend as an organic formation of digital material and to identify the key characteristics which form the basis of how to create a production of this nature..

Kunskapssyn och behov av IKT-verktyg

In a world where digital media is becoming a greater part of people?s everyday and working lives it is plausible to assume that the upcoming generation of pupils expect the teaching media to adapt thereafter. It is this assumption of an increased demand that Natur & Kultur is hoping to be able to meet. This thesis has been a stage in the process of producing digital material in the subject of mathematics for high school students. Specifically the aims of this thesis have been to make a rough description of the largest competitive companies? products within the same market, explore and put together a brief theoretical foundation of contemporary research and produce concrete examples of ideas for digital applications.

Filmproduktionsprocesser : En jämförande studie om att filma analogt kontra digitalt

The art of producing films have been around for more than a century and the technology just continues to evolve. But although much has happened in 100 years, there are also processes, theories and practices that look the same now as then. I write this thesis because I want to find the differences between the analogue and the digital way of production. This study is based on a qualitative approach because my ambition is to seek the views concerning film production processes. The advantages of analogue film is that it contains more information than the digital formats and that it has a more cinematic style.

Retrospel: En studie i hur retrotrenden påverkat digitala spel

I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.

Äldre och den nya världen : En kvalitativ innehållsanalys av medieanvändande hos den äldre generationen

AbstractTitle: The old generation and the New World - A qualitative content analysis of media usage of the older generationKeywords:Digital natives, digital immigrants, diffusion of innovation, content analysisThis study has its focus on how the older generation looks at today's media society and the use of today's media. Through a method of qualitative content analysis based on questionnaires, the aim is to examine what the older generation thinks about today's media, how they use them, and whether there are differences in groups according to age and previous work.The study selected theories bases on Marc Prenskys idea of ??digital natives, digital immigrants and Everett M Rogers book on "Diffusion of Innovation". These theories take up the difference on digital natives and digital immigrants and the spread of new technological ideas takes place through communication over different channels in time among causes people in a social system.The result of the study shows that many older people are good at making use of today's media, but also that many may feel alienation of today's media society. Development has proceeded rapidly in recent years and for the older generation it's sometimes hard to keep up.The conclusion of the study is that the older generation may need more help to discover how today's media can facilitate everyday life and enrich it with more communication despite the fact that it takes place through a screen..

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..

Manusutveckling av digitala läromedelsapplikationer i matematik : En studie av samtida pedagogisk forskning och utveckling av applikationsmanus för matematikämnet i gymnasieskolan

In a world where digital media is becoming a greater part of people?s everyday and working lives it is plausible to assume that the upcoming generation of pupils expect the teaching media to adapt thereafter. It is this assumption of an increased demand that Natur & Kultur is hoping to be able to meet. This thesis has been a stage in the process of producing digital material in the subject of mathematics for high school students. Specifically the aims of this thesis have been to make a rough description of the largest competitive companies? products within the same market, explore and put together a brief theoretical foundation of contemporary research and produce concrete examples of ideas for digital applications.

Retrospel : En studie i hur retrotrenden påverkat digitala spel

I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.

Impressionism och Digitala Spel

Abstrakt För att utveckla och förändra spelmediet behandlar detta arbete impressionism och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för att undersöka hur de två ämnena kan sammanföras i en spelproduktion. Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur spelet fungerar och deras syn på kopplingen mellan impressionism och digitala spel. Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram: impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning, interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras samman.

Sociala verktyg på en digital marknadsplats : Ett ramverk för användning av sociala medier i marknadsförings- och PR-syfte

AbstractDigital media in general and social media in particular are becoming more and more important to businesses across the globe. It is an effective way to reach out to consumers and establish a good relationship with existing customers. Most companies today use digital media in order to market themselves and to establish good public relations. A lot of those companies have also realized the enormous marketing capabilities that social media provides. However, in spite of the plethora of possibilities that comes with social media it can also, in some cases, hinder the companies ? success.

Skapa ditt digitala skyltfönster : En studie om skapandet och betydelsen av dendigitala identiteten i mediebranschen

Googling their employees and job seekers are becoming more common andin that we live our lives more and more on the internet it becomes moreimportant how we act and to think about what you publish on the internet.Each time you press a key, will leave a digital footprint behind and thereforeit?s important to know how to deal with this. The purpose was to describehow a person strategically can proceed to build an identity on the internet toget benefits in the job seeking process in the media industry and to describethe importance of the digital identity in the recruitment process in a smallertown. We?ve used a qualitative approach and made eight interviews withrecruiters from the media and also people who have built a digital identity.We?ve used Bauman?s theory about consumer society, Montoya?s eight lawsof personal branding and also theories about profiling, and communicationsplanning to analyze the material.

Om papperstidningen försvann hade han fått psykos : En kvalitativ studie om tidningsdöden och unga universitetsstudenters nyhetskonsumtion

This report shows a qualitative study on how six young adults in the ages between 20-30 who are students at Linnaeus University in Kalmar percieve their news consumption habits and their use of news media on digital platforms. The aim of the study is to examine whether the six students feel the strogest connection with the press where they were raised or where they currently live, why they choose to use the media platforms they do and what meaning the use of the media bare to the students. We have seen a lack of information concerning why young people choose to consume news online instead of in printed media.The study is focused on theories concerning what affects people in their choice of media platforms and channels. This report shows that geographic nature, the quality of the content and which political ideology the daily press is founded on does not affect the respondents choice of media. Our study shows that the most important factor for the respondents is that the platform is easily accesssible and flexible.

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