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3248 Uppsatser om Digital identity - Sida 58 av 217

Hivprevention - en rätt(vis) fördelning av statsanslaget? : Diskurser om homo-, bisexuella och andra män som har sex med män

The purpose of this study is to explore how different discourses about risk linked to HIV prevention is likely to affect the decisions on the distribution of state funding for preventive activities aimed at 'men who have sex with men' (MSM). This by making qualitative interviews with principals that have an impact on this decision. Using a discourse analytic approach, based on both theoretical and methodological foundations, I investigate the discursive constructions of risk of HIV linked to certain groups and behaviors. MSM is found in the material placed into two different formations of groups, on one hand by the behavior on the other hand on the basis of identity. The identity position is organized discursively from a ?victim? position while MSM provides an "operator" position.

Utvärdering av digital flygbildstolkning & automatisk beståndsindelning för det praktiska skogsbruket :

To be able to plan different treatments, accurate data is required. The collection of data is often expensive and that?s why the aim is to lower the inventory costs without loosing the accuracy of the data. Holmen Skog has in its strive to lower the costs, decided to evaluate two different methods for forest delineation, computer aided forest delineation and digital stereo view. This study?s purpose is to evaluate these two methods in regard to usability for a beginner and how good the delineation gets.

Ett omöjligt uppdrag? Konstruktioner av läraryrket i Lärarförbundets facktidning

This study sets out to investigate how the roll of the teacher is constructed in the Swedish Teachers? Unions trade publication. Based on the theory of social constructionism we have used the method of critical discourse analysis to establish dominant trends and patterns in how the roll of teacher is constructed in editorials in Swedish Lärarnas Tidning. We have established that the conflict between a modernist school tradition and a postmodern society has resulted in a dominant, traditional teacher discourse which is being simultaneously challenged by both a market-orientated discourse and a professionalization discourse. Furthermore, we attempt to highlight how these ?ideal? constructions can create problems in terms of identity construction for teachers.

Populärmusik i TV-reklam : En kvalitativ undersökning av musiken som betydelsebärande teckensystem

This paper examines a popular music song (Heartbeats by Jose Gonzalez) as a sign system in television advertising. The study was conducted through qualitative questionnaires in connection to an audio-visual method of analysis called Masking. The method facilitates the analysis of isolated parts in the audio-visual spectrum by masking/hiding parts of the audio-visual totality.The survey had seven respondents where a hermeneutic epistemological approach was used. For the analysis Cooper's theory of brand identity (Practical and Symbolic Attitudes to Buying Brands) was used together with an interaction model for music in audio-visual advertising called "Modes of music-image interaction?.

Rebranding in the service sector

Thesis purpose: This thesis will through a case study of a recently rebranded bank ?Jyske Bank?, seek to research deeper within the field of service sector rebranding. The internal communication used in connection to the rebranding, will be analyzed in order to investigate what initiatives Jyske Bank?s organizational leaders launched to implement the rebranding and furthermore whether the initiatives have worked. The research questions are: - What are the critical initiatives behind the re-branding process, and have these initiatives been successful?- Furthermore, to determine the success: To what extend does the intended image, created by the organizational leaders of Jyske bank, in relation to the rebranding, correlate with the identity held by the organizational members? Methodology: This thesis employs a mix of quantitative questionnaires and qualitative semi structured interviews.Theoretical perspectives: Corporate rebranding framework (Daly & Moloney, 2004) and a conceptualization of the employee branding process (Miles & Mangold, 2005)Empirical data: The empirical data was collected from in depth interviews with management and questionnaires from employees.

Dialogens betydelse för företag : Hur företag bör agera och uppträda när de marknadsför sig i sociala medier

The purpose of my study is to give a good picture of what social media really is and how companies can make use of it, in their marketing strategy. It gets more important for every day that companies fully understand how social media works and how to act in the new digital channels. To be an updated marketer today, you need to fully understand social media and how it can be implemented in the company marketing strategy. This study gives you a snapshot over todays situation in the area of social media marketing.I have interviewed four different persons, who I believe have a great competence and are highly qualified for this kind of study. All of the interviewed persons work with social media marketing at a daily basis.

Biblioteks- och informationsvetenskapens överordnade identitet : ämnets betydelse för studentens yrkesinriktning

Library and information science (LIS), being a research area characterized by theoretical discord and definition disarray, provides an interesting field of inquiry. Its content, boundaries, scope and superior identity are not clearly stated. This Master s thesis focuses on a thus far unexplored perspective on the discipline: a conceivable statistic and causes- and- effect relationship between the LIS students appreciated identification with the superior identity of the discipline, and the chosen vocational direction within the field. This relationship is examined through testing a working hypothesis on the results of a major quantitative questionnaire survey. The theory behind our research derives mainly from Thomas Kuhn and Richard Whitley.

Romer och utbildning : En arena för särskillnad, paradoxer och stigmatisering.

This thesis analyses how romanies look upon schooling and how they reflect upon the possibility of getting an education. Many inquiries relating to romanies have been published in Sweden but very few are based on fieldwork among romanies. The aim of this thesis is therefore to through fieldwork focus on how romanies themselves look upon their educational situation.The main questions for this study are: How is the image of romanies as a problem constructed in school? How are romanies separated from other students? How is the interplay between romanies and school representatives formed? How do romanies look upon the possibility of getting an education and does their perception differ from the usual official apprehension?An important conclusion concerns how social workers and teachers continuously categorize romanies as different. The group is constantly differentiated from other ethnic groups and is often the target of integration projects.

Erfarenhetsöverföring inom markarenan med stöd av simulatorteknik. : En studie av StriSimPC.

One of the main tasks of the Swedish Armed Forces over the past few years has been International assignments, which increased the importance of the Lessons Learned process. Methods of simulator training with computers have become more frequent and the technical ability to collect digital data from sensors has been developed as well. This work demonstrates how the experience of Lessons Learned can be communicated with the computer simulator StriSimPC and how modern technology in future support experiences from the Lessons Learned process at the tactical level in the Army.Currently knowledge sharing consists of several processes and strategies in the Swedish Armed Forces. This is done by written reports, oral presentations and different practical exercises.This case study shows the functions of the simulator StriSimPC, methods of training and how it is used today. The study also describes the future opportunities, where digital metadata acquired from the modern combat vehicles could contribute sharing of experience in the Lessons Learned process.The summarized conclusions indicate that StriSimPC can combine the two strategies for personalization and codification of knowledge transfer to reach a higher level of learning.

Olika men ändå lika : funktionshindrade ungdomars syn på sig själva och sitt handikapp

This is an essay about how disabled young people look upon themselves and their handicap. The purpose of the essay was to illustrate how the identy and self-image of young disabled persons is formed during their youth, and also how they experience their handicap during this time in life when you compare yourself with friends and other significant persons.My questions were:1. In what ways is the identity and self-image affected by being handicapped?2. Which experiencies do handicapped young people have when it comes to how other people treats them?3.

Liv med motgångar : en resandpojks berättelse

This is a life story about a man, Victor, and his life. He was born into a family of travellers, this has been a very important part of his upbringing, socializing and how society has viewed him.The purpose of this essay is to discuss how a society's values, and the changes in these values, are manifested in a life story. A person?s identity is created in the situations one is in and in the relationships with ones social contacts. A person has not just one, but several different identities that coexist and are highlighted depending on the situations in which we find ourselves.

Bibliotekariers resonemang kring arbetet med läsecirklar sett ur ett professionsperspektiv

The purpose of this study is to examine what view librarians have on reading promotion for adults, in particular reading circles, and in which way earlier experiences, education and competence form this view. To what extent, if any, do perceptions of professional identity influence the interest to carry out some kind of reading circles for adults?Our study is based on qualitative interviews with librarians, both those in charge of reading circles in libraries and those who are not. As theoretical starting point we have used Andrew Abbott's work on theory of professions and Jofrid Karner Smidt's thesis on literary preferences and different kinds of mediation of literature. For our analysis we will also use earlier studies on the subject to place our study in a wider context.Our conclusions show that the librarians in our study have an ambivalent view on their profession and professional identity.


InstaGratification : En kvalitativ studie om identitetsskapande på Instagram

Syftet med denna uppsats har varit att beskriva och analysera hur 60-talister samt 90-talister använder sig av Instagram samt hur de ser på online-identitet. De frågeställningar som vi utgått från är: ?Hur liknar samt skiljer sig användandet av Instagram mellan människor födda på 1960-talet mot de födda på 1990-talet??, ?Om och i så fall hur skiljer användarna mellan sin online-identitet och de personer de är i det verkliga livet??, och ?Hur liknar samt skiljer sig skapandet av en online-identitet mellan 1960-talister respektive 1990-talister?? Vi valde att använda oss av semistrukturerade intervjuer. Till teorin valde vi att utgå ifrån ?Youth, identity, and digital media? av David Buckingham, ?Modernitet och självidentitet? av Anthony Giddens, ?Jaget och maskerna? av Erving Goffman, ?Mediekultur, mediesamhälle? av Jostein Gripsrud, ?A networked self? av Zizi Papacharissi samt ?Life on the screen? av Sherry Turkle. Resultatet pekar på att det inte är så stor skillnad i identitetsskapande mellan generationerna, vi såg snarare fler likheter.

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.

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