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766 Uppsatser om Interactive environments - Sida 14 av 52

Funktion och upplevelse : faktorer för en god boendemiljö applicerade på en plats i Tierp

This thesis is a study of residential environments and a design concept for a proposed housing area in Tierp. The industrial era created a need for the central planning of housing. The confined environments that arised in cities during the 19th century, together with modernistic and democratic ideas, led to regulations in planning and housing. Though the overall goal has been the same: to create a good standard in living, the ideas of how to achieve that have varied. The starting point for following generations has been to attend to the insufficiencies of the earlier planning periods.

Upplyst trapphus

The purpose of this thesis was to increase the understanding and discuss safety aspects in two stairwells on Nyforsgatan in Eskilstuna, where the buildings were built during the years 1965-1975. I have presented a proposal for improvement through lighting. I have through different methods, such as surveys, interviews, literature studies and observations, come to a conclusion: that there are opportunities for improvement through better lighting that allows orientation in space and creates a nice atmosphere which will remove the feeling of not being safe, e.g. dark corners and shadows. It has been an exciting process to gather enough of facts to rely on and to develop the lighting design for the environments.

Vad sägs om läxa? : En diskursanalys om läxans roll i hem och skola

This paper addresses the role of homework within the home and school environments using a qualitatively approach inspired by discourse analysis method and theory. The paper considers three newspaper articles to identify current attitudes and understanding regarding homework?s role. The paper?s structure brings results and analysis together allowing the discussion to be continuously extended and deepened.

Nyhetsgrafikens utveckling

This bachelor thesis examines and discusses the question: "How can graphics for newscasts be adapted to follow technological developments in various media and increase its informative quality?" The work was performed on Swedish Television's own graphic department, SVT design in order to examine how news graphics need to be developed to follow the technological changes in media. The production resulted in a news graphics concept divided into three parts. Two of the sections show examples of how graphics can be adapted according to platform and the third section shows examples of news graphics that are produced at SVT Design by me. The bachelor thesis focuses on the development of technology in the media and examines areas such as interactive solutions, news graphics and the traditional television media..

Den interaktiva tavlan : som ett medierande redskap för lärande

The interactive whiteboard (IWB) is to be found in many classrooms in Sweden, and its number is growing rapidly. There is a lack of research of the use of the IWB in Sweden. The Swedish National Agency for Education refers to English research where the investment in the IWB in school is huge. In this study I will investigate how the IWB can be used as a mediating tool in the learning process. My study examines how interaction pattern appears when the teacher teaches with the IWB as a tool.

Drömkök åt alla : Världens mest prisbelönta webbkampanj

Målet med uppsatsen var att se hur man producerar fram en reklamkampanj, framför allt hur man gör det för första gången samt hur retoriken kan bidra till ett lyckat koncept. Vilka förutsättningar krävs? Arbetar man på ett annorlunda sätt? Vilka medel använder man för att få en framgångsrik reklam? Detta har undersökts genom att intervjua personer som varit med och producerat den prisbelönta och världskända reklamkampanjen från IKEA  ?Drömkök åt alla? ur ett retoriskt perspektiv. Resultatet visar på en resa rätt i tiden  i hur man med ny teknik får fram något helt unikt..

En illustrativ tolkning av Carl-Einar Häckner i form av en webbmiljö

This project is a study in how to represent the Swedish magician and variety artist Carl-Einar Häckner in a web-based environment. With a starting point focusing on illustration I wanted to produce a web environment that would function as a prototype for a webpage. My personal aim was to explore and gain new experiences from working in a digital interactive environment. I wanted to use animation and illustration to create an atmosphere and communicate emotions, and in the end find out a way of how to integrate that with a more text based content. The project is a personal project based on my interpretation of the work of Carl-Einar Häckner and an effort to translate Häckners expression and the emotions he evokes in his variety shows into image..

Nyhetsgrafikens utveckling

This bachelor thesis examines and discusses the question: "How can graphics for newscasts be adapted to follow technological developments in various media and increase its informative quality?" The work was performed on Swedish Television's own graphic department, SVT design in order to examine how news graphics need to be developed to follow the technological changes in media. The production resulted in a news graphics concept divided into three parts. Two of the sections show examples of how graphics can be adapted according to platform and the third section shows examples of news graphics that are produced at SVT Design by me. The bachelor thesis focuses on the development of technology in the media and examines areas such as interactive solutions, news graphics and the traditional television media..

Cleanbox - Flashbaserad Produktpresentation

Cleanboxen som den kallas är en flashbaserad2 produktpresentation. Simply Quality är ett företag som gör analyser och mäter renhet hos olika föremål på partikelnivå. Ett exempel på detta kan vara att ett företag som tillverkar bildelar skickar en del efter produktion för att få en analys på hur mycket partiklar/smuts som sitter kvar efter tillverkning. Vårt arbete var att ta fram en produktpresentation för deras mobila labb som säljs till företag som vill kunna göra sina analyser på plats. Behovet var att på något sätt kunna presentera Cleanboxen visuellt för sina kunder..

Vinnarna: Åtta framgångsrika HR-chefer om identitet, strategi, och framtid i en skeptisk omgivning

The purpose of this essay is to examine Swedish HR-managers who have either received, or been nominated for, the award ?HR-manager of the Year?. We investigate the managers? personalities, how they think about their own role and HR?s function in the organization, all in an environment that can be characterized by some skepticism towards HR. We find the HR-managers to be ?winners?; strong individuals that are confident, communicative, and driven.

Att skapa en multisensorisk sinnesupplevelse : En marknadsföringsstrategi för detaljhandelsföretag

Uppsatsens syfte är att analysera och diskutera varför och på vilka sätt ett detaljhandelsföretag bör erbjuda kunden en multisensorisk varumärkesupplevelse. Uppsatsen kommer att ge företag ökad förståelse för Sinnesmarknadsföring och vad det får för konsekvenser vid utformandet av servicelandskapet.Vi har använt oss av både en kvantitativ och en kvalitativ metod. Den kvantitativa metoden innebar ett experiment där vi undersökte doft- och ljudets påverkan på kundbeteendet. Experimentet utfördes på en utvald yta på EM Kalmar Severins i samband med den specifika produktgruppen soffa. Den kvalitativa undersökningen genomfördes med observationer, 15 kundintervjuer samt en intervju med varuhuschefen..

Ensamkommande flyktingbarn och deras sociala ålder

This study analyses social age as a phenomenon and if unaccompanied refugee children has a social age that, according to the Swedish culture, do not correspond with their biological age and if so is, the reason for that. Furthermore, our study has discussed the potential consequences of the effects for the unaccompanied refugee children and the social age when interacting with Swedish society. According to our study, the social age is effected by other factors besides cultural norms, values and role expectations that a society has on a specific biological age. The results in this study shows that social age is a vital component to someone?s identity.

Utveckling av poleringsmodul

The company Sound Precision has developed a new Line Array loudspeaker system (VHA-40). When using this system, their customers need computer aid to get the best possible sound-quality and control of sound levels for the whole audience. The aim of this thesis is to develop a truly useful sound quality simulator for the VHA-40. The system will help the sound engineers to position the loudspeakers for optimal sound by simulating loudspeaker configurations and visualizing the resulting sound quality and quantity. To solve this a human-centered design (HCD) approach is taken to implement a system that is truly useful for the users, meaning that they will use it more and hence deliver better sound for the audience.

Granulatmatad prototypmaskin

The company Sound Precision has developed a new Line Array loudspeaker system (VHA-40). When using this system, their customers need computer aid to get the best possible sound-quality and control of sound levels for the whole audience. The aim of this thesis is to develop a truly useful sound quality simulator for the VHA-40. The system will help the sound engineers to position the loudspeakers for optimal sound by simulating loudspeaker configurations and visualizing the resulting sound quality and quantity. To solve this a human-centered design (HCD) approach is taken to implement a system that is truly useful for the users, meaning that they will use it more and hence deliver better sound for the audience.

Nya gränssnitt mellan människa och hav: interaktiva teknologier för ett marint upplevelsecenter.

This thesis project explores technologies that enable people to experience the world through animals' senses in order to spark interest in and awareness about the marine environment and its inhabitants. The project is carried out as part of a planned ocean themed science center. The purpose is to explore how a greater understanding of the marine environment can be achieved using interactive technologies. The thesis is based on a theoretical framework consisting of academic works on experience, learning in a museum context and sensory perception. Our proposed designs are a series of, primarily, wearable devices that translate sensory experiences and principles from the marine world to humans.

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