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17933 Uppsatser om Digital design material - Sida 8 av 1196
Att aktivera deltagande : Design av ett crossmediakoncept
In this thesis we present the procedures and outcomes of adopting two roles in a study: the role of a researcher and the role of a designer. The subject is crossmedia design. Crossmedia is a growing and changing trend for media producers of today its design is of great importance. The purpose is to create a concept from scratch that stands out from the crowd and engage people with the use of cross media as the approach. We also aim to investigate if a cross media designer can rely on previous research made within this subject or if the scene has changed.In order to test and to fully understand the process of the subject, we designed a crossmedia concept, based upon previous and related research.
Framtagning av en modern hammock.
Denna rapport är ett examensarbete inom maskinteknik på c-nivå (15hp). Då författaren ansåg att dagens hammockar inte utvecklats speciellt mycket sedan de blev populära i Sverige på 60-talet, valde han att ägna detta arbete åt att försöka ta fram en mer modern sådan. Projektet har huvudsakligen handlat om produktutveckling och design där mycket tid spenderats på att lösa alla de olika problem som de satta kraven på nya funktioner bidragit till. Arbetet startade med en omfattande förstudie. Därefter vidareutvecklades de olika idéer som framkom under förstudien ytterligare.
Strategiskt arbete med digital tjänsteutveckling : En kvalitativ fallstudie om företags utmaningar och möjligheter
The postindustrial market increasingly demands service infused products to add more value to the customer in order to be competitive. Much research regarding digitalized services indicates that companies have to be innovative in order to compete on the market. However, companies within different industries face different challenges with digital service development. This study has been conducted because there are little known about the opportunities and the challenges different industries faces with a globalized market. Our research question is what the challenges are and what opportunities does strategic digital service development entails for companies.
Digital doggy bag : iPhone applikation som tar med dina mat- och dryckupplevelser
In this project an iPhone application for storing food and drink experiences was developed with focus on an easy interaction design. The already existing market of similar applications were studied and evaluated to extract their positive and negative features. Interviews with experts within the food and drink business where made in the pre study to get a good perception of how to divide and categorize the sections in the application. To optimize the usability, workshops with potential users with different technical experiences where continuously held during the development of the design.During the development two variants of development environments where evaluated. The final result of the application was developed in the environment that made the best impression and seemed to be the best alternative.The resulting product has a thought out design meant to be easy to understand, even for the first time users.
Berättande i datorbaserade rollspel : en empirisk och teoretisk designstudie om datorspel
VD:n för spelindustrins intresseorganisation (Interactive Digital Software Association) förutspår i den årliga State of the Industry rapporten för åren 2000 ? 2001, att spelindustrin snart kan nå 70 procent av världens hushåll, vilket gör spelmaskinen, näst intill, lika vanlig som videon. I denna dag börjar många spelutbildningar växa fram i hela landet, så som i Karlshamn, Visby och Kramfors. Trots denna tillväxt finns det nästan ingen akademisk forskning i ämnet speldesign. Detta gör att hjulet i många fall tvingas återuppfinnas om och om igen.
Digital delaktighet : folkbibliotekens undervisande roll i kampanjen Digidel
In this thesis the pragmatic pedagogy as formulatad by John Dewey is applied to theswedish national campaign Digidel and its work to spread the digital participation among thegeneral public. The purpose of the thesis is to visualize and problematize that differentunderstandings of a problem, lead to different solutions, as lifted in John Dewey´s pedagogy, thatconstitutes the thesis' theoretical framework. The term digital participation is used by the Digidelcampaign, where public libraries take active part to spread digital participation througheducational efforts. By qualitative interviews with four librarians this thesis examines howunderstandings of the term may vary and in turn lead to differenent educational goals, designsand executions. The result shows that basic computer- and Internetskills are seen as either equelto or prerequisites for digital participation and that the digital participant is seen as either apassive recipient or an active participant.
Grafiskt tilltal i offentliga miljöer
Graphic design is an integrated part of the public spaces we move through in our daily lives. This thesis explores the emotional aspects of graphic design, with a focus on environmental graphics for the public space. The goal is to find ways in which the emotional aspects of a design solution can be varied without compromising the practical aspects, i.e. affect the conveyance of information. This
goal is pursued through an analysis of historical and contemporary literature as well as by design practise.
IKT användning och digital kompetens : En studie om sju lärares IKT användning i historieundervisningen.
ICT and digital artifacts is an important resource in the society, especially in schools. That is why we have chosen to study if and how teachers uses ICT and other digital technology in their education in the history subject. We think that both subjects are important because history is a subject that has to do with the past, the present and the future.We made qualitative interviews with seven teachers from three different schools. We have analyzed if the teachers sees ICT as a burden or a resource in their education and also in which extend they have digital literacy. We have chosen to discuss different authors view on ICT in the education and digital literacy.
Gapet: En studie om gapet mellan leverantörer och köpare av digital skyltning
The aim of this study is to describe the market for Digital Signage in Sweden and give the reader an increased insight and understanding of the problems that suppliers and buyers of Digital Signage may encounter. The study is abductive and based on a number of qualitative interviews with representatives from potential buyers, an existing user, a supplier and a number of companies with insight into Digital Signage. Our findings show that the companies in this study have not yet reached the stage of being ready to invest in a system for Digital Signage, since the effects on for instance increased sales and potential savings on marketing communication have not yet been clearly proven. Furthermore the study shows that it is important that a supplier has a fundamental understanding of the business model of the buyer. In addition to this, service, support and IT-related issues are of great importance for the potential buyers.
Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler
The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.
Surfplatta i förskolan : en fenomenologisk studie utifrån intervjuer med åtta förskolepedagoger
The purpose of the study is to highlight educators' preferences and attitudes towards tablet in preschool by describing the use of this digital tool in the preschool educational activities. The use of tablet in preschool is in the study looked upon as a phenomenon. The description of the phenomenon is built on the analysis and interpretation of educators' statements about it. The research questions focus on the following aspects: educators' attitudes towards the tablet and its use in pre-school educational activities, the tablet's current area of use, the culture surrounding the use of this digital tool and the educators? statements about advantages and disadvantages of tablet's use in preschool.
Digital Materia
Med tankar från pedagogen Montessori och filosoferna Platon och Baudrillard har
detta arbete behandlat frågor om datorn och dess betydelse för en grafiker.
Frågeställningen formulerades efter hand och lydde tillslut: ?Hur kan materia
te sig i digital form??
Forskningen resulterade i en hypotes för hur digital materia skulle födas i
datorn: genom att blanda två uppsättningar av data, såsom två genuppsättningar
tillsammans skapar en ny organism. Under produktionen utvecklades därmed en
metod för hur en grafiker ska kunna skapa tillsammans med en dator. Syftet är
att ge andra grafiker ett nytt sätt att se på digital grafik.
Data Propagation and Self-Configuring Directory Services in a Distributed Environment
The Swedish field of digital X-ray imaging has since several years relied heavily on distributed information systems and digital storage containers. To ensure accurate and safe radiological reporting, Swedish software-firm eCare AB delivers a system called Feedback?the first and only quality assurance IT support product of its kind. This thesis covers several aspects of the design and implementation of future versions of this software platform. The focus lies on distributed directory services and models for secure and robust data propagation in TCP/IP networks.
?Vi sitter i kl?m fr?n alla h?ll och kanter. Det ?r v?r vardag.? En kvalitativ studie om chefers digitala mognad i offentlig sektor
This study examines how managers in the public sector experience and manage their digital maturity in the context of digital transformation. The study is based on qualitative interviews with twelve managers and three developers in a municipality in western Sweden and is analyzed based on a theoretical framework that combines individuals digital maturity (DIMI model) with organizational conditions. The results show that managers' digital maturity is influenced by both individual and organizational factors. At the individual level, the importance of digital competence, self-efficacy, and willingness to participate in and lead change are emphasized. At the same time, organizational conditions such as coordination, resources, technical support and clear governance are required.
??Integrerad video och digital grafik med fokus på postproduktion
I detta examensarbete beskrivs kombinationen av video och digital grafik vid filmproduktion. Jag kommer att förklara filmproduktionens olika stadier med fokus på postproduktionen. Jag behandlar frågor som förklarar vad postproduktion är, hur det går till samt olika tekniker inom den digitala postproduktionen för att kombinera video och digital teknik. Målet med arbetet är att undersöka och beskriva det digitala arbetssättet inom modern filmproduktion genom att förklara metoder och tekniska lösningar generellt samt i ljuset av ett mindre videoprojekt.Nyckelord: examensarbete, postproduktion, redigering, digital postproduktion, keying, keyframing, tracking, mask, matte, färgkorrigering, video..