Sökresultat:
766 Uppsatser om Interactive environments - Sida 26 av 52
Att gilla eller inte gilla, det är frågan : Hur användare förhåller sig till sidor på Facebook
The development of the Internet has led to a new platform for Web pages, Web 2.0. An interactive environment where users generate content. Facebook, which is one of the most popular social media sites, has opened up new opportunities for companies to communicate directly with individuals. Facebook has encouraged this by offering the technology and the possibility by developing the feature pages.The purpose of this study was to examine how Swedish Facebook users relate to company's presence on Facebook through pages. The study also intended to find out how Swedish Facebook users think that companies should behave on their Facebook page.
INTERAKTIV KULTURFÖRMEDLING VIA BIBLIOTEKETS WEBBPLATS: En kvantitativ studie av svenska folkbiblioteks webbplatser
The purpose of this master´s thesis is to examine how the cultural exchange function of Swedish libraries may be perceived on their websites. A further intention is to examine how the library websites are used at the present. Two quantitative web-based surveys have been sent out to a great number of Swedish public libraries. The first survey was directed to the webmasters of the libraries, in order to review the different services offered by the Swedish library websites of today. The second survey was conducted with library directors, in order to visualise what services they consider ought to be present on their own library website.
Resan mot Web 2.0 : En studie om var populära resmåls webbplatser befinner sig i webbutvecklingen i relation till Web 2.0
This essay is inspired by an earlier essay written in 2012 by Sanna Johansson and Erika Winther. In their essay they examined Sweden?s municipalities? tourist websites and graded these based on a number of Web 2.0 criterias. In this essay we examine tourist websites belonging to the 15 most popular tourist destinations in Sweden, Norway, Denmark, England, Scotland, Northern Ireland, Wales and Ireland. The purpose of this study is to give a general overview of how far these countries? tourist websites have come in terms of web development, in relation to Web 2.0.
Kompetenskort via nätbaserad inlärning - utvärdering av ett vårdutvecklingsprojekt
Intensivvårds- och Anestesikliniken på ett sjukhus i södra Sverige införde år 2005
respektive 2007 ett vårdutvecklingsprojekt, Tool for interactive learning and daily
assistance (TILDA), inom ramen för nätbaserat lärande. Via TILDA kan
medarbetare erhålla kompetenskort för medicinteknisk apparatur. Syftet med
aktuell studie var att kartlägga olika faktorer som påverkar varför sjuksköterskor
tar respektive inte tar medicintekniska kompetenskort via TILDA samt att
undersöka sjuksköterskornas inställning till att arbeta med medicintekniska
kompetenskort via TILDA. Studien var en deskriptiv tvärsnittstudie och
mätinstrumenten var enkäter. Dataanalys utfördes med hjälp av statistik
programmet SPSS och kvalitativ innehållsanalys.
The artistic planner and the planning artist in participatory practices in urban development
A brush of paint on a grey compound wall can mean so much more than simply an addition of colour. It can meanan appropriation of public space, a shared public space enclosed by a wall now ?owned? by someone. It can meanan arisen conflict leading to debate about the right to use public space.The Wall Project is a Mumbai based beautification project that uses paint and outdoor walls to brighten uptheir city. The Urban Typhoon workshop is an activity set up in self-evolving neighbourhoods where municipalinterference is scarce.
Heuristisk Utvärdering av Tidningsställ : Att utvärdera icke-interaktiva gränssnitt
Syftet med projektet är att utveckla heuristiker lämpade för utvärdering av ett tidningsställ samt att testa dessa heuristiker genom att utföra en heuristisk utvärdering på två tidningsställ. Skapandet av nya heuristiker skedde iterativt i olika steg och granskades av utomstående personer under processen. Efter flera omskrivningar testades heuristikerna och deras relevansvärde i ett mindre test av tre försökspersoner. Efter att de nya heuristikerna färdigställts återstod det att utföra en formell heuristisk utvärdering av de båda tidningsställen utifrån de färdigställda heuristikerna. Den heuristiska utvärderingen som utfördes skedde i enlighet med Nielsens metod och även i enlighet med Baker et al.
Social E-handel?: - Hur närvaro av andra besökare påverkar utvärderingen av en webbsida
Internet - and the website - has developed into an essential key for the relationship between enterprises and its customers. Today, a website might be the first or only impression a customer gets of a company. With this in mind we have focused our study on customer evaluations on websites. Social presence and its impact on people have so far mostly been given attention in the research of behavior in physical environments. However, in the electronic marketplace this has so far been overlooked, which is why our aim is to study how the presence of visitors impacts other visitors on the same website.
Interaktiva radiotjänster : - en applikation för mobila Androidenheter
The increase in sales of the so called smart phones has meant that there has also been a requirement to determine new applications for which they are suitable. One of the largest platforms for smart phones is Android and the task of this thesis is to develop an application for a company that wishes to create interactive radio for the Internet. In addition to ordinary radio features, the company would like the application to be able to present images and a small web page called Canvas. The overall aim ,of this thesis, is to build a fully functional media player that is compatible with the majority of the commonly used Android based mobile units. To fulfill the overall aim, nine explicit goals were targeted.
Ett medium som alla andra?: Folkbibliotekens marknadsföring av TV-spel mot ungdomar
This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay?s theoretical framework is based on Philip Kotler and his co-authors? marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development.
Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Mångkulturen ur skilda perspektiv : En studie av gymnasieelevers sociala miljö och dess påverkan av synen på det mångkulturella samhället
The aim of this research is to evaluate whether the social environment of Swedish high school students affects their views on the multicultural society. The research material was collected through the use of two focus groups containing high school students from two different schools, one group is used to a multicultural social environment while the other group is used to a less multicultural social environment. With the researcher acting as a moderator in the focus groups, the students discussed different questions regarding multiculturalism, gender equality and religion. The theory that this research is based on suggests that the social environment and the social capital affects the students views on the multicultural society. The results of the research were evaluated and connected to the theory.
Lärares användning av den interaktiva tavlan i klassrummet
Den interaktiva tavlan, som är en dyr investering, återfinns i allt fler klassrum i Sverige. Forskning har gjorts på flera håll i världen angående olika aspekter av tavlans användning och vilka konsekvenser dessa kan få. I Sverige har det ännu inte gjorts så mycket inom det här forskningsområdet. Genom observationer och spontana intervjuer har jag velat ta reda på hur lärare i en svensk skola använder tavlan och hur de ser på behovet av utbildning på området. De olika användningssätten har jag kategoriserat som Användning av tavlan som Whiteboard, Användning av tavlan som datorskärm och Användning av tavlan som interaktiv tavla, där den andra kategorin var vanligast.
Digitizing the Parthenon using 3D Scanning : Managing Huge Datasets
Digitizing objects and environments from real world has become an important part of creating realistic computer graphics. Through the use of structured lighting and laser time-of-flight measurements the capturing of geometric models is now a common process. The result are visualizations where viewers gain new possibilities for both visual and intellectual experiences. This thesis presents the reconstruction of the Parthenon temple and its environment in Athens, Greece by using a 3D laser-scanning technique. In order to reconstruct a realistic model using 3D scanning techniques there are various phases in which the acquired datasets have to be processed.
Självbestämmande eller anpassning? : en studie om fritidsaktiviteter för personer med utvecklingsstörning boende på gruppbostad
The aim of our study was to investigate how much self-determination persons with intellectual disabilities living in group-homes have when it comes to recreational activities. We studied what the recreational activities looked like, if there was any self-determination concerning recreational activities and which factors influenced self-determination for persons with intellectual disabilities. We used qualitative interviews with persons with intellectual disabilities, next of kin and personnel at group-homes. The result has been analyzed from earlier research, central concepts as self-determination and recreational activities and the theory of empowerment. The most important results that emerged in our study were; that recreational activities for persons with intellectual disabilities varied substantially, that there is a large number of to recreational activities available and no one seemed directly displeased with their recreational activities.
Det viktiga mötet: En studie av intern interaktion i företagsinkubatorer
Entrepreneurship is considered essential for the Swedish economy, as well as globally. Accordingly,massive efforts are put into creating environments that successfully can support new ventures. The business incubator is a prominent part of these efforts and is important especially for the knowledge shared within its internal network. The aim of this study is to further explore how different activitieswithin the incubator can influence the interaction, and thereby the construction of social capital,among the incubatees. Using a qualitative case study of three incubators, and the framework of theincubator model, it is concluded that three distinguishing components within the framework influence the interaction, namely infrastructure, mediation and business support.