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947 Uppsatser om Facebook Developers - Sida 30 av 64
Hos rörmokaren finns de sämsta rören : En kvalitativ fallstudie om sociala mediers betydelse för reklam- och kommunikationsbyråer vid kriskommunikation
Problem: Companies are becoming more active in social media. They usechannels such as Facebook, to communicate and interact with theirenvironment. In connection with this, companies must also be prepared todeal with crises in social media. Previous research shows no clear guidelineson how companies can work in social media to prevent crises.Purpose: The purpose of this qualitative study is to examine how companiesin the communications industry can work with Facebook to prevent crises.We hope that our study can provide new perspectives and guidance on howcompanies can work with emergency communication for prevention.Methodology: We used a qualitative research to arrive at our results. Thismeant we got an insight into the complex world that companies are workingin.
Kommunikationsstrategi
The value of a company's employees is considered to be higher and more important for a business success than ever. Losing employees is not only a loss of valuable knowledge, it also implies a significant cost related to the recruitment of new employees. To attract potential personnel, it is important for the companies to understand how to communicate with talents. Choosing a communication medium for a job advertisement is not easy when new options constantly arise. Despite the development of new communication mediums and channels, such as social mediums, the traditional communication medias still remain available.
Personlig image och stress på sociala medier : En kvalitativ studie om sociala mediers emotionella effekter på stockholmare i åldrarna 20-30
Studien syftar till att undersöka den ökade pressen på den personliga imagen på de sociala medieplattformarna Facebook och Instagram och studera hur stockholmare i åldrarna 20-30 uppfattar eventuella effekter av detta. Undersökningen har sin utgångspunkt i två vetenskapliga discipliner; medie- och kommunikationsvetenskap och psykologi och är baserad på fyra kvalitativa informantintervjuer och två fokusgruppintervjuer om fyra respektive fem gruppdeltagare. Datamaterialet har därefter transkriberats för att senare sammanställas med hjälp av ett kvalitativt analysschema. Tillämpad analysmetod är hermeneutisk meningstolkning som går ut på att analysera de separata delarna som skapar förutsättning för att förstå helheten. Analysschemat är därför uppdelat på fyra huvudteman: användarfrekvens, user gratifications, den personliga imagen på sociala medier samt psykologiska effekter av deltagandet på sociala medier.
Inledning till spelutveckling för AndroidSpelutveckling för Android med Java och OpenGL ES
This thesis deals with the problems you face as a new game developer for the mobile platform Android when developing a 3D game and presents solutions to these problems. It also explores which optimizations should be made to increase performance and how well suited for game development the Android platform is. A simple 3D game for version 2.2 of Android was developed to examine this. The conclusion was that a good game structure for Android separates logic and rendering by running these separately in different threads. Solutions to rendering and updating of game logic were presented and optimizations were implemented for performance, although fewer optimizations were needed than was anticipated.
Utvärdering av den nationella söktjänsten LIBRIS
LIBRIS is a national library search engine offering information about 6 million books, articles, dissertations and other materials held by Swedish university libraries, research libraries and public libraries. In December 2007 a new version of LIBRIS was launched, developed with focus on usability, simplicity and accessibility. This thesis examines how the new LIBRIS is used, what is working well and what could be improved and also what the users think of LIBRIS. The following report is based partly on a study of usability and partly on a series of tests where librarians, scientists, students and developers have executed a number of tasks while thinking aloud. The users also participated in an interview.
Finns det någon list med digitala tavlor? : En kvalitativ studie av översiktstavlor inom agila projekt och förutsättningar för digitala sådana
This paper is about the use of task boards in agile system development projects. The main focus is on how digitalized versions of the task board can be of assistance during the development process. Our investigation is based on qualitative studies, with system developers of various backgrounds and professional roles, along with studies of relevant literature. The main results are that a digitized version of the task board can increase awareness for the team and be of major importance if it is accessible through the web. On the other hand negative effects of the digitalization can emerge as well.
?Jag bara utgår ifrån att dom finns på Facebook? : En kvalitativ studie om hur Falu Energi & Vatten bör kommunicera med unga vuxna
The aim of this study is to investigate which communication strategies and channels the mu- nicipal company Falu Energi & Vatten should use in order to become more efficient in com- municating with citizens between 18 to 29 years old. The company is owned by the munici- pality of Falun and manages community services in electricity, district heating, fresh water, sewerage, metropolitan area network and waste disposal. The following theories have been used in the study: convergence culture, digital natives, information overload, communication strategies and uses & gratifications theory. The methods used in the study are 4 focus group interviews and one informant interview. The members of the focus groups where within the age range 18-29 years and lived in the city of Falun.
Design av interaktionsmoment för spelarmotivation
The game industry is growing by every year but for some reason the research surrounding it hasn't caught up with its rapid expansion. This study aims at expanding the knowledge surrounding one of those areas, player motivations. An empirical model has been used to identify which interaction has the highest impact on player motivation in story-driven roleplaying-games. By conducting semi-structured interviews with eight different game developers using the GameFlow model to explore the use of interactions to sustain the motivation of the player a new criteria has been identified. This additional criteria was: Alive, and it was shown to have a high impact on motivation in story-driven roleplaying-games.
Datorn i undervisningen - Distraktion eller hjälpmedel?
En dator till varje elev blir allt vanligare i den svenska skolan. Att alla elever ska ha en egen
dator är idag något som politiker, skolledare och lärare tycker är en självklarhet. Argumenten
för detta har sin grund i politik på EU nivå men vi finner även starka teknikdeterministiska,
ekonomiska och pedagogiska skäl till att alla elever ska ha en egen dator i skolan. Men är det
alltid bra med datorn i undervisningen? Lärare och rapporter vittnar om att datorn ofta
används till något helt annat än till skolarbete som exempelvis Twitter, Facebook, Youtube
eller olika former av datorspel.
Första avstampet för att konstruera en digital stadskarta för personer med nedsatt syn
The physical map that has been used until now can in the modern days be replaced with digital maps available in smart phones and tablets. One disadvantage of both is that the digital maps require the user to have a fully functional sight. The problem with the research done so far is that it provides little explanation as to why developers have decided to design the maps in a specific way. This thesis has been designed to address this problem.In order to provide the knowledge needed, a literature study was done to construct interview questions to an employee from SG Access AB. These answers and the literature study were used to construct interview questions to members and employees from Synskadades Riksförbund (SRF).
Starkare varumärke genom användande av sociala medier : En kvalitativ fallstudie av Volkswagen Sverige
Problem-definition: How companies work with social media to strengthen their brand equity and what other purposes might lay behind this usage.Purpose: How Volkswagen Sweden use social media in order to strengthen their brand equity.Method: Qualitative case- study of Volkswagen Sweden where a number of respondents will be interviewed with the help of a semi structured interview guide.Theories: A number of theories in the field of brand equity and communication theory will be used in this paper, some of these theories are, Post-model, Social technographics ladder, brand equity and word of mouth.Empiric: A semi-structured interview guide will be shaped from theory and answered through interviews with people who have knowledge within the field.Conclusions: Extracted from the results the research members has identified a number of important factors that business should consider when they work with social media or planning to. They have also answered how business can strengthen their brand equity with social media..
Musikwebb ? En evaluering av webbtjänstens återvinningseffektivitet
The aim of this thesis was to evaluate the music downloading service Musikwebb regarding its indexing and retrieval effectiveness. This was done by performing various kinds of search in the system. The outcome of these searches were then analysed according to the criteria specificity, precision, recall, exclusivity and authority control. The study showed that Musikwebb had several flaws regarding its retrieval effectiveness. The most prominent cases were the criteria exclusivity and specificity.
Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.
Ungdomars riskförståelse angående damm (brott)
Requirements engineering is a widespread topic in the research field of informatics. However, there is little research regarding lack of requirements documentation and how it is perceived. The same applies for how requirements engineering in retrospect can be implemented. This is a debated issue on blogs and forums but it has not been reflected in the research area.Therefore, this study concerns research questions regarding how the developers, testers and requirements analyst experience the lack of requirements documentation and how requirements engineering in retrospect can be implemented.To answer these questions, data collection has been conducted through qualitative interviews with individuals affected by this problem in their everyday work.This study has provided an explanation of how the problem is perceived and what the consequences are, both direct and indirect. The impacts are divided into three categories and are presented as, emotional consequences, system implications and consequences regarding re source consumption.
En semiotisk, retorisk och kvalitativ undersökning av genusperspektivet i Sveriges största livsstilsmagasin för kvinnor - Amelia.
Webb 2.0 och sociala medier har bidragit till nya sätt att integrera på webben. Transformeringen från webb 1.0 till webb 2.0 har lett till att även sociala medier och Twitter och sociala medier kommit att bli ett arbetsredskap för journalister. Det är lätt att förbise att journalisterna inte enbart är sändare av information utan även mottagare. Uppsatsen undersöker hur journalister använder sig av Twitter och sociala medier som verktyg för informationshämtning och vad det ger för effekt på journalistikens innehåll. Genom att knyta an till tidigare forskning av Michael Gullikssons rapport Elektroniska källor i dagspressjournalistik: tekniktillgång, teknikanvändning och attityder vid tre redaktioner 1993 och 1996, jämförs användningen av Twitter och Facebook på en landsortstidning, Söderhamns-Kuriren, med en rikstäckande nyhetstidning, Dagens Nyheter. Kvalitativa intervjuer har genomförts skriftligt med tre journalister vardera på respektive nyhetsredaktion. Uppsatsens resultat visar att journalisterna använder sociala medier som arbetsverktyg i allt större utsträckning.