Sök:

Sökresultat:

13706 Uppsatser om Digital utveckling - Sida 2 av 914

Malmös digitala klyfta

Differences between groups or individuals in a society with regards to access to information and communication technologies (ICTs) are known as the digital divide. The digital divide pertains to differences in physical access to computers and the Internet as well as knowledgein using technology. Important factors affecting the digital divide are disabilities, age, gender, socioeconomical background, ethnicity and geography. The digital divide appears on several levels: internationally, nationally, regionally and locally. Individuals who, for some reason, have limited or no access to information and communication technologies risk, among other things, to experience social exclusion.

Paketering av digital musik: Intervjuer med nyckelpersoner inom digital musik i Sverige

This exploratory thesis uses qualitative research to investigate how digital music is beeing packaged. The main study consists of 11 deep interviews with key representatives of the digital music industry in Sweden. These are (record companies) EMI, SonyBMG, Universal, Warner, (DSP) InProdicon, (mobile operators) 3, TeliaSonera and (cell phone producer) SonyEricsson. Packaging is a concept of marketing that has specific implications depending on which good or service that is being packaged. Packaging occurs at different levels in the production chain.

Digitala bibliotek - framtidsvision eller morgondagens verklighet?

In the wake of the electronic revolution digital library has become one of the central themes concerning libraries. The present study takes up the question whether digital library can function in the same way as the conventional library. The question can obviously be posed from different perspectives, e.g. technological-, the user-, or the organizational perspective. The study investigates if (and how) digital library can have the same functions as the traditional library.

Digitala publikationer : Nästa steg i tidningens utveckling

Denna rapport beskriver hur dagens tekniska processer ser ut vid tillverkning av applikationer för interaktiva publikationer. En interaktiv publikation är en digitalt skapad tidning med ett extra lager av information som man kan interagera med. Exempel på interaktivitet är bildspel, video och informationsflöden i realtid som visas direkt i tidningen. Rapporten fokuserar på vad det är som ger ett mervärde till en digital interaktiv publikation och vilka funktioner det är som kan ge upphov till detta. Genom en jämförande analys mellan digitala publikationer och papperstidningar tas fyra designaspekter fram för att användas som grund för hur interaktiva element bör hanteras i framställningen av digitala publikationer. En prototyp av en interaktiv publikation har tagits fram för att visa hur designaspekterna kan tillämpas och för att visa hur information kan presenteras på ett mer interaktivt sätt. .

Digital Humaniora Pedagogik : Digitalisering av text och konsekvenser för lärande

Den här studien undersöker hur förutsättningar för lärande förändras genom digital humanities.Utgångspunkt för lärande hämtas ur designteoretiskt multimodalt perspektiv. Teoretiskutgångspunkt för att uppnå förståelse inom digital humanities är hermeneutisk teori. Studien hargenomförts med den öppna metoden litteraturanalys och analyserar antologin DigitalHumanities Pedagogy: Principles, Practices, Politics. Studien belyser digital humanities utifrånolika kunskapsskapande aktiviteter inom lärande och hur lärande kan främjas genom digitalaverktyg och inlärningsmiljöer. Studien belyser exempel på hur digital humanities ställer nyakrav på undervisning och den lärande samt att digitala öppna universitet med fri tillgång tillmaterial och undervisning, förändrar förutsättningarna för institutioner..

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.

Barns sociala samspel vid användning av digitalteknik i förskolan

The use of digital technology in preschool has been a question aboutif it will be used. By the new curriculum for preschool, it now is a question about how it will be used. My experience shows that many pedagogues are still afraid that the children will miss the interaction whit other children when they are using digital technology.The aim of the study is to see if it is social for the children to use digital technology in preschool.This study is made by inquiry, qualitative interviews and observations.My result shows that children are social active with each other while using digital technology. Turn taking and time determines who will play and what the conditions are. The thesis concludes that children perform social interaction when using digital technology.

Interaktiva, digitala lärresurser : Med underhållning kommer motivation

Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.

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.

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.

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.


Digital speldistribution - Om behovet av rekommendationer och riktlinjer inom

Digital distribution för datorspel växer för varje år. Med tiden har fler och fler webbutikermed endast digitala produkter dykt upp, samtidigt som de gamla till en allt större del harbörjat erbjuda ett digitalt sortiment. Konsumenterna har med denna utveckling ett hav avolika typer av distributionsmöjligheter att välja bland. Vissa kan för en del konsumenterkännas restriktiva, medan andra webbutiker erbjuder en typ av försäljning som påminner merom den fysiska.Syftet med denna studie är att försöka identifiera de olika typer av affärsmodeller ochdistributioner som finns i dagsläget, och om det finns behov av att införa någon typ avstandard i form av riktlinjer och rekommendationer för digital distribution.Studien visar att det skulle vara problematiskt att tillämpa riktlinjer som skulle fungera ipraktiken för alla dessa varianter av digital distribution. Men samtidigt identifieras ett antalproblem som individuellt skulle kunna åtgärdas med hjälp av några av de riktlinjer ochrekommendationer som tas fram genom bland annat kvantitativ undersökning blandspelkonsumenter och intervju med Sveriges största aktör inom området..

<- Föregående sida 2 Nästa sida ->