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2010 Uppsatser om Digital story - Sida 4 av 134

Att upptäcka det oväntade : En studie av begreppet serendipitet och dess förekomst på det digitala folkbiblioteket

The purpose of this study is to examine if digital public libraries are serendipitous environments. Serendipity in this instance is defined as finding something unexpected and valuable, while searching for something else.A survey was conducted at two Swedish digital public libraries, where the patrons were asked to fill in a questionnaire online. The questions were based on the work on serendipitous digital environments by Lori McCay-Peet, as well as considerations of human factors that could possibly influence serendipity.The result indicate that a majority of patrons experience serendipity at the digital library, although it?s still more common to do so at the physical library or on other web sites. The result also confirms the importance of taking human factors into account when studying serendipity.

Vi gör det för barnets bästa : En intervjustudie om samverkan mellan förskola och socialtjänst

The purpose of this study is to examine if digital public libraries are serendipitous environments. Serendipity in this instance is defined as finding something unexpected and valuable, while searching for something else.A survey was conducted at two Swedish digital public libraries, where the patrons were asked to fill in a questionnaire online. The questions were based on the work on serendipitous digital environments by Lori McCay-Peet, as well as considerations of human factors that could possibly influence serendipity.The result indicate that a majority of patrons experience serendipity at the digital library, although it?s still more common to do so at the physical library or on other web sites. The result also confirms the importance of taking human factors into account when studying serendipity.

Never ending story ? Storytelling som en varumärkesstrategi

We were accepted to the field study Dignity and therefore chose to write our thesis in connection with it. Our subject is the oasis of Siwa in Egypt. The society has long been isolated, and therefore, the city has been able to preserve their handicraft methods and values. We chose to study the Ecological and Handicraft Development Center, which is a newly opened center for craft production. We wanted to see how the centre could use storytelling as a marketing strategy.

Analys av fyra svenska företags kundtidningar : Kundrelation och varumärke byggs när redaktionellt material anpassas för både tryck och webb

This paper aims to clarify how four customer magazines and digital versions of the magazines are being used by their target group. It focuses on the Ikea customer magazine specifically. After the analysis the conclusion is that out of the four companies customer magazines only one, Ikeas Live magazine, fully re-used the editorial content from the printed magazines on their digital platform. The interviewees were six readers of Ikeas customer magazine Live and two experts from a Stockholm based content firm. After the conducted interviews it became clear that none of the interviewees read the digital version of Ikeas magazine Live.

Online?: En kvalitativ studie av digitala affärsrelationer

Internet and digital technology has changed the way we live our lives. As individuals we've found new ways to communicate, educate and experience. But what's the effect on B2B marketing? Previous research presents transactional benefits such as lower costs and easier access to information, but there is limited research done on more complex and long term relationships as well as on modern digital tools. The purpose of this thesis is to investigate whether a deeper long term B2B relationship can be created and nurtured using digital tools for communication, and if so, how these tools and processes can be described and understood.


Vad innebär begreppet digital kompetens? : En studie som jämför vilken mening digital kompetens har mellan statlig förvalt-ningsmyndighet och kommersiell förvaltningsorganisation

Syftet med denna studie var att jämföra vilken mening digital kompetens har mellan två parter: statlig förvaltningsmyndighet, Arbetsförmedlingen, och en kommersiell förvaltningsorganisation, Manpower AB. Varje part var sedd utifrån tre perspektiv: rekryterare/arbetsförmedlare/jobbcoacher, arbetande, arbetssökande. De 24 deltagarna - med 12 deltagare från varje part - har genom intervjuer svarat på frågor som är relaterade till begreppet ?digital?, ?kompetens? och uttrycket ?digital kompetens.? Deras svar skapade tre huvudkategorier; mål, ansvar och personliga villkor i resultatet. Utifrån perspektivet mål framvisas vilken roll organisationerna har i relation till individen och vilken roll individen har i relation till organisationerna.

"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel

Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.

Att se sitt barn med nya ögon: en narrativ studie om föräldrars upplevelse och meningsskapande när deras barn får diagnosen autistiskt syndrom

Based on phenomenological hermeneutics and narrative theory the study explored how parents experience and create meaning when the child receives the diagnosis of autistic disorder. Interviews were conducted with eight parents and the analysis concerned both contents and form in their stories. The resulting aspects of the contents is presented in seven areas: stories about the time before the diagnosis, seeking help, receiving the diagnosis, the meaning of the diagnosis, coping, living with autism and stories about the future. The six resulting aspects of form included: chronology of the stories, creating order out of chaos, cultural norms, rewriting the story about the child, aspects of metaphors and changing perspective. The conclusion of the study is that the diagnosis serves as a way for the parents to transform experiences into a meaningful whole.

Bildernas byggstenar : En studie om pixlar och vektorers egenskaper i form av digitala material

With a new digital world that runs parallel with our physical one, we are also facing a new type of architecture and new materials that this new architecture is built on. In this thesis I examine pixels and vectors, two of the digital materials used to create pictures. By approaching them as digital materials, I have mapped their different qualities, when and where one or the other is more or less applicable and the reason behind it. My main research question asked was the following: Are the (digital) materials challenged outside their primary fields of application, and in that case, in which way? With this question in mind, I carried out a semiotic picture analysis on four pictures, later on dividing them into four different categories, based on their different qualities and their ability to deliver information.

Unga, nyinflyttade IT-guider : - ett socialt och symboliskt kapital för digital delaktighet

Many reports in recent years are suggesting that young people should be involved in the development of the digital society. The Swedish government's Digidel campaign launched in 2011 involved adolescents to train elderly people. This thesis builds on the campaign with its major aim being to investigate how young people think about digital society and their own knowledge and skills to promote digital inclusion.The research questions were set to examine how adolescents look upon the competencies needed in today's digital society, what specific skills and capital the adolescents suggest that they have which can promote digital inclusion and how projects in this direction are perceived by the participants. The theoretical framework is based on theories about social capital. It encompasses Bourdieu's theories about symbolic capital and people's habitus, Putnam's theories about social capital and the power of the organization and Gidden's vision about how people are organizing themselves in the modern world.

Styr genus valet av Cover Story? : En fortsatt studie på projektet Cover Story, där genusaspekten kommer upp till ytan på ett intressant sätt.

Cover Story is a project, which students at Lillholms - and Ekholms School worked in during spring and fall of 2009. Several school subjects were integrated in project; social studies, art and Swedish, to empower the students to create, implement and design a magazine. The purpose of the project was to give the students the opportunity to fantasize about the future and their dreams by creating their very own Cover Story. During the project I realized that the student?s selection of magazine genre had a direct relation to the gender of the students themselves.

Branding för distansarbetande kreatörer : Förbättra din nätnärvaro

In the fragmented network economy of toady remote work for creative designers becomes mor eand more prevalent. This is good for a number of reasons. Mainly, creative designers can find work inside and outside of their region irrespective of where they choose to live. However, competing for jobs in a global market is harder, and the online presence of the creatives becomes their main shopping window. We have conducted a study, interviewing digital creatives in Västerbotten.

Jakten på berättelsen : en modell för att testa berättelsers potential tillämpad på valfilmerna vid Riksdagsvalet 2010

In 2010 Swedish political parties used commercials broadcasted on TV for the first time in order to gain votes in a general election. In connection with the election the parties were criticized for not succeeding to formulate a story to the voters that conveyed how they wanted to change Sweden. In this paper I use central concepts from rhetoric, storytelling, postmodernism and psychology to formulate three demands each on the narrator, the story and its reception. Using the resulting image of what distinguishes a good narrator, a good story and a good reception as a starting point, I investigate to what extent the critique was justified. My findings indicate that the degree to which the commercials fulfill these demands vary greatly.

Besjälad pedagogik : Utifrån en lärares livsberättelse

The aim of this essay is to bring up and mediate a teacher?s life story and professional history to take part of her experience of an animated pedagogy. As a tool I use the life story method, which is a qualitative interview method which purpose is to put the narrative person?s life history in the centre.One of the goals for an animated pedagogy is to learn how to be. Animated pedagogy is about making teaching living and making it meaningful and exciting.

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