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766 Uppsatser om Interactive environments - Sida 27 av 52

Patienters upplevelser av bemötande vid postoperativ smärta - efter knä eller höftledsarthroplastikPatients experiences of nursing interaction in the context of postoperative pain - after knee or hiparthroplasty

Elective joint surgery increases for every year and the operations are associated with postoperative pain. Postoperative pain is a well known phenomenon and pain physiology and analgesics are well known by caregivers, but the significance of the interaction between patient and caregiver is not illuminated. There are still patients experiencing unnecessary postoperative pain. Among patients in elective surgery, 25% runs a risk for underestimated pain. The aim of the study was to describe patient?s experiences of nursing interaction in the context of postoperative pain during hospitalisation after going through knee- or hiparthropasty.

Barns delaktighet i användningen av media och IKT i förskolan

Today's children characterized and named according to Palfrey and Gasser for digital natives. Children are shaped by the use of media and ICT (Information- and Communication Technology) in a natural way. If their participation in environments where the media and ICT is common, it leads to other conditionsthan the previous generations. The purpose of this study was to understand and describe what teachers say and do to create involvement in children's use of media and ICT tools. The former media education development works carried out at preschools in Piteå municipality was the starting point and inspiration for the study. Study was based on a qualitative approach. Qualitative interviews and participant observations were carried out at one preschool in Piteå.

Flexibla aktörer, interna rum : Filmproducenter, personliga nätverk och mötesplatser inom filmbranschen

I denna uppsats studeras hur kontakter mellan filmproducenter och manusförfattare, regissörer och finansiärer skapas och fördjupas samt i vilka konkreta fysiska rum sådana kontakter kan ske. Djupintervjuer har gjorts med tre Stockholmsbaserade filmproducenter och två andra nyckelpersoner i samma stad. Dessa intervjuer har sedan analyserats dels hermeneutiskt, dels genom diskursanalys. Resultaten visar att kontakter ofta skapas dels genom personliga nätverk, dels i själva arbetet med filmprojekt. Mötesplatserna är ofta temporära och interna, även om vissa typer av miljöer som kontor, lägenheter och restauranger återkommer.

"Man vill ju se bra ut" : En kvalitativ studie om ungdomars syn på sociala medier

This thesis examines young people's thoughts about their presence on social media. With asocial constructive approach the study focused on how young people think and act on socialmedia in relation to constructions of gender and normality. The analysis is based on fourgroup interviews with 13-year old boys and girls. The theoretical approach is based partly onsocial constructionism where discourses and ideas of normality are identified and analyzed.Erving Goffman's theory of social interaction was central to illustrate how young peoplepresents themselves based on the prevailing discourses. It is clear that they adjust theirrepresentations of themselves depending on the context.

Den medeltida stadshamnen : Om strandområdets topografi och funktion i tre Öresundsstäder

This essay focuses on the function and development of city harbors during the middle ages in the Scanian part of Öresund. The purpose of the survey is to take a closer look at topography, development and activities on the shores in three coastal cities along the west coast of Scania. The cities that has been part of the survey are: Skanör ? Falsterbo, Malmoe and Landskrona, three cities that follows each other chronologically and that show both similarities and differences in appearance, function and urbanization.The cities of Skanör ? Falsterbo and Malmoe were important market places for the medieval Scania market with the herring fishery in focus. The cities? birth has to be looked upon in relation to these activities.

Svansbitning hos grisar, arv eller miljö?

Tail-biting in pigs is an animal welfare issue and in Sweden during 2002 the producers lost tree million Swedish crowns because of tail biting. This economic loss depends on the pigs which are discarded at slaughter because of tail biting. Tail biting can be separated into two stages, "pre-injury" and "injury". The aim of this study is to investigate if tail biting depends on environment or genetic background.A lot of research on the environments effects on the behaviour of pigs but not so much on the genetic effects has been performed. The frequency of tail biting in pig farms influence among others of environment enrichment, ventilation, gender and breed of the pig.

Patienters upplevelser av bemötande vid postoperativ smärta - efter knä eller höftledsarthroplastik Patients experiences of nursing interaction in the context of postoperative pain - after knee or hiparthroplasty

Elective joint surgery increases for every year and the operations are associated with postoperative pain. Postoperative pain is a well known phenomenon and pain physiology and analgesics are well known by caregivers, but the significance of the interaction between patient and caregiver is not illuminated. There are still patients experiencing unnecessary postoperative pain. Among patients in elective surgery, 25% runs a risk for underestimated pain. The aim of the study was to describe patient?s experiences of nursing interaction in the context of postoperative pain during hospitalisation after going through knee- or hiparthropasty.

Berättande i datorbaserade rollspel - en empirisk och teoretisk designstudie om datorspel

VD:n för spelindustrins intresseorganisation (Interactive Digital Software Association) förutspår i den årliga State of the Industry rapporten för åren 2000 ? 2001, att spelindustrin snart kan nå 70 procent av världens hushåll, vilket gör spelmaskinen, näst intill, lika vanlig som videon. I denna dag börjar många spelutbildningar växa fram i hela landet, så som i Karlshamn, Visby och Kramfors. Trots denna tillväxt finns det nästan ingen akademisk forskning i ämnet speldesign. Detta gör att hjulet i många fall tvingas återuppfinnas om och om igen. I detta kandidatarbete är huvuddiskussionen hur man designar ett spel innehållande både spelfrihet och en färdig berättelse, vilket är en konflikt i sig. Vi försöker identifiera kärnan av ett spels design genom att samarbeta med både användare och designers av digital underhållning och sätta detta i relation till de studier av spel vi gjort.

Vaka över barnen - En studie kring barns och pedagogers tankar om tillsyn av den fria leken.

This survey is about pre-school teacher?s supervision over children?s play. In an earlier study children expressed that they had places they called their own. In those places where they were in charge the adults were not welcome unless they were invited by the children. This aroused our interest to do a survey about children?s influence over their playing time.

Användarupplevelse inom mobila applikationer : En kvalitativ utvärdering av en befintlig utvärderingsmetodiks funktionalitet i en mobil kontext

Choosing the right user experience evaluation method can be difficult, choosing the right one for mobile user experience can be even more so. One major cause is that mobile usage is context dependent. Another contributing factor is that there is not one widely adopted theory or framework for user experience due to its complexity.The purpose of this study was to evaluate an existing method artifact in its feasibility for evaluating mobile applications. The chosen method, AttrakDiff2 is a self-reporting semantic differential questionnaire to evaluate the user experience of an interactive product, based on its hedonic and pragmatic qualities.A study was conducted where the participants assessed one mobile and one web application, which were later rated with AttrakDiff2. The completion of the questionnaire was conducted as a think-aloud session subsequently followed by an interview.The results suggest that the participants experience was affected more by the evaluated application style than the different platforms.

Ska vi gå hem till dig, eller hem till mig? Om sexuellt kontaktskapande i nöjesetablissemangsmiljö i Malmö och Lund

Places like nightclubs or pubs are frequently visited in order to find partners for love, sex and relationships. This study examins behavioral patterns and trends among young adults in these environments. A computer-based questionnaire has been implemented on entertainment establishments - two studentclubs, one youth club and three nightclubs - in Malmoe and Lund in southern Sweden. The emprical material contains at most 149 answers, and at least 109. Sex, love and relationships are less important than expected, but are still some of few big reasons for visiting nightclubs.

Drömjournalen : En studie av vårdmedarbetares upplevelser av samtida och framtida vårdkommunikation

The effectiveness of communication in the Swedish healthcare system context has long been the subject of debate. Issues stemming from usability, accessability and interpretation affect the lives of patients, and yet the vocal groups in the healthcare communication debate are patients and administrators, not healthcare professionals. With the advent of eHealth services and new demands being put forth on the ability of healthcare professionals' to handle increasingly numerous and innovative systems, it is of more importance than ever to understand the healthcare professionals' work context. This article is based on interviews with five healthcare professionals concerning their views on electronic health records (EHR), eHealth services, trends in healthcare services development in Sweden, as well as their views on the future of eHealth solutions and health information technology (HIT). Analysis of collected information shows an apprehension among healthcare professionals towards electronic communication, as well as a dissatisfaction with the usability of modern healthcare systems.

Arbetshälsa en helhet - En kvalitativ studie om delaktighet

Background/Literature: Workplace environment has a significant influence on the livelihood of many in today?s world. In Sweden one million employees feel the effects of ill-health due to a dissatisfactory workplace environment. Consequently there has been a recent focus on the promotion of health in the workplace with an emphasis on physical activities. However scientific research has shown that psychological and social aspects need to be addressed in addition to the physical aspects.

Huvudburna displayer

Test har utförts för att jämföra två huvudburna displayer (HMD), Penny Interactive Glasses och Sony Glastron, med traditionella displaymetoder för att presentera information i stridsfordon. Testen innehöll ett antal scenarion kring två olika aktiviteter. Testen har utförts i en simulerad miljö bestående av ett antal datorer, en mock-up av ett fordon och en projektor. Testresultat har utvärderas med Nasa TLX, vilket är ett program för uppskattning av arbetsbörda. Enkla test utfördes för att se hur ljusnivån påverkade användandet av HMD utomhus och om enkla filterlösningar var tillräckliga för att lösa problemen. Fokus i testen låg på en HMD från Penny som hade några intressanta hands-free lösningar för att styra applikationer. En bedömning gjordes av hur väl dessa lösningar fungerade och vad, om något, som behövde förbättras för att detta skulle vara praktiskt användbart. Förutom att göra en bedömning av om HMD:er är en lösning som faktiskt underlättar arbetet i ett stridsfordon har vi också försökt komma fram till några förslag på hur de skulle kunna förbättras inom områden så som passform och användarvänlighet. Vi kom fram till att HMD-lösningar potentiellt kan fungera bättre än nuvarande lösningar om de används på rätt sätt.

Corporate Brand Positioning

PURPOSE: To investigate to what extent product brand positioning models can be used to analyzecorporate brand positioning;METHODOLOGY: The phenomenon is observed from a positivist epistemological position within a primarilyinductive research design. The research strategy is defined as qualitative, while the method of ethnographiccontent analysis is implemented to analyze primary data;THEORETICAL PERSPECTIVE: Product and brand positioning literature; Product brand positioning rhombus;EMPIRICAL DATA: Ethnographic content analysis of brand commercials;CONCLUSION: As shown by the extensive literature review product brands (PB) and corporate brands (CB) coexistin corporate environments. One of key insights of this study shows that product brand positioning(PBP) and corporate brand positioning (CBP) processes can also co-exist in the same corporate environment.Moreover, PBs can be built based on the CB, making the investment in CB a long term return on investment.The study also observes that PBP messages include the ?against whom? attribute, highlighting differentiationin the competitive environment; when on the corporate level, this evolves, and in some cases becomes quitethe contrary, when the concept of ?from whom? or ?by whom? is stressed more than the differentiation amongother CBs in the competitive environment. This stresses the importance of including brand identity elementsin CBP..

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