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5053 Uppsatser om Digital communication - Sida 18 av 337
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..
"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..
SATS + e2 = SANT? : en studie av SATS lednings kommunikationsstrategi då träningskoncernen förvärvade den dåvarande konkurrenten e2
Aim: The aim of this essay is to study the communication strategy that the company SATS developed before taking over the company e2. The following questions are to be answered: - what was the planned communication strategy before taking over the company e2? - did SATS follow their original plan when implementing this strategy? ? Which strengths and weaknesses of the communication strategy can be identified based on opinions of the employees?Material/Method: Together with literature and document studies, a qualitative method has been used and seven personal interviews have been conducted. One informant was selected due to professional position; the other six respondents were former employees of the affected company e2.Main results: The main results from the study show that the company SATS did in fact follow their plan very accurately with only some minor changes such as an earlier started education program and exclusion of an initially planned evaluation activity. Communication about the takeover of e2 to employees was quick and clear.
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.
Biblioteket på Facebook. En studie av hur akademiska bibliotek och folkbibliotek i Sverige använder sig av Facebook.
This study investigates the use of the social network Facebook among 67 Swedish libraries; 27 academic libraries and 40 public libraries. Data is collected through an analysis of the libraries? Facebook pages and through an email survey. To analyze the data, a series of statistical analyses were performed.The results indicate that the public libraries more actively posted Facebook updates than the academic libraries and that the libraries that had a policy for use of Facebook/social media more actively posted updates than those libraries that did not have such policy. The libraries use Facebook mainly to post links and photos and to announce events, provide book recommendations, and to emphasize special occasions.
Att "gilla" ett museum : En komparativ fallstudie av tre museers externa kommunikation
The aim and purpose of this essay is to study if three museums are using Facebook strategically to promote two-way communication with their target audiences in their external communication. A qual-itative and comparative research method and has been used and communication managers from each of the three museums have been interviewed. These interviews have been transcribed and coded in order to reveal opinions and views on how that particular museum feels about social media and the use of these tools in their external communication. A number of Facebook statuses have also been collect-ed in order to discover how each of the museums is using social media in order to reach and engage their target groups. Should the results of this essay be summarized it would show that the museums are using the communication channel that they feel suits the needs of reaching a specific audience.
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.
Kommunikation och Prestation : Aspekter på förhållandet mellan teamkommunikations innehåll, frekvens och problem, och teamresultat, studerat i en militär flygsimulator för grupper
A study of communication content, frequency and problems was performed at the Swedish Air Force Air Combat Simulation Centre, FLSC. The purpose was to investigate the connection between team communication and performance variables, to study communication problems during air combat and to employ and develop the PILOT method of communication problem analysis. Ten fighter pilots and four fighter controllers engaged in simulated air combat beyond visual range in teams on two sides, Blue and Red, with four pilots and one fighter controller each. Eight such training runs lasting 15 to 25 minutes were analyzed with regard to the Blue team?s communication during launch situations, i.e.
Elektronisk signatur : Hur säkra är elektroniska signaturer ur avtalsrättslig synpunkt?
Communication between parties in an important process in their relationship can be based on a contract. This communication can for exemple be composed by a handwritten contract or an electronic contract. Contract law makes no difference between these two forms. to create more favourable requirements for commencing a contract or an ongoing contract there are possibilities to use standard agreements. Therefore a contract can be based on the will of the parties or on a standard agreement.An electronic signature shall secure that electronic transferred information has not been altered and also to identify the sender of the information.
Politisk kommunikation och IKT : En analys ur politikernas perspektiv i Västerås kommun
The purpose of this paper is to see how politicians use Internet communication in their daily work and how they use it to interact with citizens of Vasteras city. To reach my conclusions I used both theoretical methods such as literature studies and qualitative interviews with the towns 11 trustees. Accoarding to this study the politicians saw not only a lot of potentials and advantages in Internet communication but also many difficulties and obstacles. In this case the cons far exceeded the pros. One of the main reason is the bad experiences which caused by rasist attacks/threats made to politicians and also the difficulties in handling of sensitiv documents which was seen as a stress factor.
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.
Less is More - en studie om utformningen av inlägg på sociala medier
Theory has concluded that consumers evaluate advertising not only based on what the advertiser's message aims to communicate, but also how the message is communicated. As the most popular activity on the world's largest social media channels is to upload and share photos, it has become crucial for advertisers to define strategies that maximize the reach of photo posts. Two observed variations of images used in posts are graphical images and digital photographs. The aim of this study is to investigate which of these two strategies that generate most positive impact on the sender and its brand. 230 users of the Chinese Facebook and Twitter counterpart, Sina Weibo, were exposed to manipulated Sina Weibo posts after which they answered a survey.