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79 Uppsatser om Hypertext and interactivity - Sida 2 av 6
Sharing is Caring : En studie om viral marknadsföring i ideella organisationer.
The increased use of social media in recent years has attracted the attention of different kinds of nonprofit organisations. The purpose of this study is to identify a foundation for viral strategies for nonprofit organisations as well as to understand the current interactivity between the organisation and its followers in social media. Following that we have chosen the research question: In what ways can nonprofit organisations develop viral marketing in social media? The study has a qualitative research methodology with empirical findings as base. We have throughout the research process strived for an inductive nature in the study though there are deductive elements.
Den nya musikbranschen på AllEars.se : Det demokratiska mötet mellan skivbolag och artister på Internet
AbstractTitle: The New Type of Music Industry at AllEars.se (Den nya musikbranschen på AllEars.se)Number of pages: 49 (53 including enclosures)Author: Viktor BackemarTutor: Else NygrenCourse: Media och Communication Studies CPeriod: Fall 2007University: Division of Media and Communication, Department of Information Science, Uppsala University.Purpose: The purpose of this paper is to compare AllEars´ own view of the website AllEars.se to an observed view of the same site. The comparison is based on theories regarding the Internet in today?s society, convergence, communities and collective intelligence, interactivity and participation, and business in today?s society.Method: Since the paper has a purpose to compare two views of the same website there are two main methods in use. AllEars´ own view has been created via an interview with the company?s CEO, a press release that was released in connection with the launch of the website and texts found on the website.
Uppmärkning av skönlitterära verk ? en jämförelse mellan användningen av Text Encoding Initiative och Hypertext Markup Language
The aim of this thesis is to study and compare to what extent Hypertext Markup Language (HTML) and Text Encoding Initiative (TEI) support bibliographic description, metadata and mark-up of textual segments. The projects in the study comprise the Norwegian The Writings of Henrik Ibsen (Henrik Ibsens Skrifter) which applies the use of TEI, and Vitterhet society?s The collected works of CJL Almqvist (Vitterhetssamfundets CJL Almqvist Samlade Verk), which applies the use of HTML. The study showed that the Ibsen project provides its text with bibliographic description and metadata to a greater extent than the Almqvist project. The Almqvist project?s texts are provided with certain information about titles, authors and also information about source material and the electronic edition.
Digital signage i butikshyllan - Kan interaktivitet skapa ytterligare en dimension av påverkan vid köpbeslutet
Interactive media is constantly increasing in our surroundings and with the innovation of touch-screens, two-way communication with screens has become part of our daily life. Still, this well known way of process information is not often seen in the in-store environment of grocery retailing. Here, interactive media is an unestablished field where empirical studies are invisible within the academic world. The lack of knowledge in which effect interactive digital signage has is one of the barriers of investing in this marketing solution in-store. The main purpose of this study is to examine and describe the effects of interactive digital signage at shelf within grocery retailing.
Bibliotekariers uppfattningar om Bibliotek 2.0 ? En fenomenografisk undersökning
In the library community there is a continuous discussion about enhancing user interactivity on library websites, according to the principles of Web 2.0, called Library 2.0. The purpose of this thesis is to study how librarians conceive Library 2.0. The focus is on the study of the librarians? conceptions of user interactivity on the website, and if the librarians conceive that their professional role is affected by Library 2.0. The study is implemented methodologically by interviewing six librarians and using phenomenography as an approach.
Radio som ger eko på webben : En analys av Sveriges Radios nyhetsproduktion i flera kanaler
Studien undersöker Sveriges Radios nyhetspublicering på nätet och jämför med Ekots nyhetssändningar i etern. Syftet är att undersöka eventuella skillnader i nyhetsurvalet, samt hur webbinnehållet påverkas av flerkanalspubliceringen och webbens möjligheter till ständig publicering och uppdatering, möjlighet att använda sig av bildobjekt och grafik samt hypertext och interaktivitet. Undersökningen ramas in av de teoretiska begreppen konvergens och divergens, samt teorier om hur kanalernas produktionsförhållanden påverkar nyhetsinnehållet. En kombination av kvantitativ och kvalitativ innehållsanalys har använts, där de båda kanalerna undersöktes under två dagar, 23 och 24 april 2012. Det visade sig att webbens nyhetsrapportering till viss del bestod av nyheter som inte fanns med i Ekosändningarna.
Omröstningar på nätet ? när publiken själv får delta : En studie av dagspressens innehåll
When the Internet was established in the early 1990`s the daily press got a new market to act on. Contacts with readers was strengthened through the internet and as the years went by interactivity became increasingly important ? both for editorial and audience. One of the most common and most accessible forms of interaction is polls. This paper has examined within what contexts the newspapers are using polls ? in other words in what values of news criteria?s do the articles connected to a vote belong to.
Dealing with Dragons - parodi eller travesti på de klassiska sagorna?
Uppsatsen är en närläsning av Patricia C. Wredes bok Dealing with Dragons och undersöker huruvida boken i fråga är en parodi eller travesti på de klassiska sagorna, t.ex. Törnrosa och Askungen. Jag tar också reda på om det går att läsa boken på olika sätt beroende på hur stor förkunskap man har om de gamla sagorna. Gérard Genette har skrivit boken Palimpsestes: La littérature au second degré, och jag har med hjälp av en svensk översättning använt mig av hans teorier om hypotext - hypertext, parodi, travesti och transformation.
Biblioteken och 2.0. En idéanalys av synen på den sociala webben i några skandinaviska bibliotekstidningar.
In this thesis we have examined opinions of the social web in Scandinavian Library journals. Our interest lies in aspects about the social web, and above all about Library 2.0. The central question is how this new technology, a growing digitalization, and a social web that focuses on interactivity and participation affects opinions about libraries. We have investigated opinions about Library 2.0, with respect to three different dimensions: The role of the library in society, power/hierarchy and knowledge. The method used in this thesis is idea analysis using these dimensions as analytical instrument.
Datorn, en genväg eller ett hinder till dialog?
We are living in a society where the digital technology is a tool that integrates into our life and changes our daily life and the way we communicate. The easy access to information and the opportunity to communication change the schools organization and demands new ways of teaching with and in contact with the surrounding world. That is why it is interesting to know how teachers can create an education environment with support of digital tools that fulfills a meaning for themselves, the pupils and the goals of the curriculum. This study is about how six teachers in one elementary school creates an education environment with support of digital tools and how they think the affect the pupils cooperation, communication and participation.The theoretical frame for this study is built in a sociocultural perspective, where people learn and develop through participation in social practices. To get the understanding of how teachers are thinking about the challenges and possibilities that digital tools have in the education environment, I choose a qualitative research method.
Allt löser sig, bara vi finns på Facebook. : En kvantitativ studie om hur svenska Facebookanvändare i åldrarna 16-25 interagerar med företag på den sociala nätverkssajten.
Because social media is personal and reaches users directly, it has become an important means of communication for companies trying to reach out to their audience (Nygren & Wadbring, 2013). Especially the possibility of interactivity has been discussed as social media's big advantage. But how much two-way communication is actually possible on social media? This is a quantitative study that focuses on how Swedish Facebook users in the ages of 16-25 interact with companies on the social network. The aim was to contribute with increased information and knowledge about how the users mentioned above interact with the companies as well as how the users perceive the companies communication and presence on Facebook.
Företag på Facebook : Hur de sprider information och interagerar med sina medlemmar
Social media on the Web has become more common over the last decade and in recent years it has grown immensely. The social media with the highest amount of members is Facebook, where not only private persons are found - companies started to establish their profiles on the network in 2006. However, little is known about how these companies succeed and reach their audience with information dissemination and interact with them. The aim of this study is to contribute with information to local companies on how they can manage to maintain their activity with different approaches and strategies. This study examines how three different local companies chooses to spread information and maintain relationships with their members on Facebook.
Det berättade spelet : En analys utifrån de narrativa aspekterna tid, historia och diskurs i datorspelet Final Fantasy IX
Med utgångspunkt från att det finns en antydan till en berättelse i datorspelet Final Fantasy IX argumenterar denna uppsats för att spelet innehar en narrativ struktur. Diskussionen förs genom att undersöka om vi kan uppfatta spelet som en text; om det är möjligt att applicera Gérard Genettes teorier om berättelsers hastighet samt om det är möjligt att urskilja en dubbel kronologi i spelet. Som teoretisk bakgrund används datorspelsforskning, textteori, narratologi samt termer hämtade från ny medieforskning, vars ändamål är att undersöka om vi kan utläsa en berättelse i Final Fantasy IX..
Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext
For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game?s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined..
Det vidgade textbegreppet : i teori och praktik
This work is about the expanded conception of text and takes off in the use of this expression in the high school curriculum. The work begins with a theory chapter, where a few different definitions of text are the basis for reasoning about factors which can have contributed to an expansion of the conception. Hereby other important expressions, related to the expanded conception of text, as hypertext, multimedia and intermediality, are brought up. Further, is examined empirically how the expanded conception of text is interpreted, rhetorically and practically, by a few teachers in the High School. Finally, covered scientist?s theories are discussed and compared with the concluded empiric data.The study shows however, that the expanded conception of text in the curriculum has not become a conception for the teachers who were interviewed.