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5067 Uppsatser om Interactive experience - Sida 29 av 338

Dags för IT-boom i hotellbranschen?: Om hur svenska förstaklasshotell med hjälp av IT kan förbättra service för sina gäster

This thesis seeks to investigate how Swedish first class hotels by use of IT can improve customer service and thereby increase the share of loyal guests. The authors have conducted a qualitative study predominantly consisting of an interview-based case study at one of Stockholm?s largest independent hotels. To get a broader and more generalized picture of the hotel industry four smaller studies at other hotels in Stockholm were also conducted. The findings suggest that the use of IT can improve the communication between the hotel and its guests and make possible a continuing relationship between visits that strengthens guest commitment.

Män, förlossningsrädsla och Auroraverksamhet

Research has shown fear of childbirth to be as common among men as women, but the phenomenon has not been as studied among men. Some men have trouble talking about their fear and therefore don?t get the support that they need. Where to go to get help is not so obvious for these men. The name mostly used for this clinic is Aurora.

Vårdpersonals upplevelse av att vårda patientermed diagnosen afasi efter stroke : En litteraturstudie

Background: Stroke is one of the leading causes for longlasting sequelae, among themloss in cognitive function, like aphasia. Aphasia effects the patients ability to understandand express themselves in speaking and writing. To be able to reach a good level of care,the careproviders and patients ought to have the same goals and values. This requires agood communication between the careproviders and patients. Which can be problematicfor the caregivers when they don't feel secure in their way of getting close to these patients.Aim: The purpose of this study was to illuminate caregivers experience of caring forpatients with the diagnosis aphasia following stroke.Method: This is a literature study where nine studies, with qualitative design, has beenanalyzed and compiled.

Plats och minne

Place as a concept, and memory as a phenomenon is researched through literature studies. The essay investigates how we think about place and how we experience and relate to it. Memory is discussed both as personal memory and collective memory. Place is a strong source of memory. When we return to a place, we recognize not only the place itself, but also the things we did there, the people we met and the thoughts passing through our mind when we last were there. Pieces of ourselves are stored in the memories awaken when we revisit a place.

Models of Service Marketing - A Study on the Marketing Functions of Project Workers in Knowledge-Intensive Companies

The purpose of my study is to question the model service marketing triangle and propose an alternative ways of looking at service marketing. The study is based on a deep, qualitative research. In the research of the material an abductive approach has been used. The primary information sources are interviews with project workers, which are being analyzed together with the theoretical background in part argumentations in the course of the thesis. In the last chapter they are unified.

En liten insats med stor betydelse

A QUALITATIVE STUDY ON THE EXPERIENCE OF ESCORT SERVICE UNDER THE ACT (SFS 1993:387) SUPPORT AND SERVICE FOR THE DISABLED The purpose of this study was to examine the experiences of escort service under the Act (SFS 1993:387) concerning Support and Service for the disabled (LSS) for self-determination, participation and equality of living conditions. In the results of this study appears that the escort service fulfills its role in breaking the isolation of persons with disabilities. It gives a picture of the escort service is much more than to break the isolation of people with disabilities. The aspects that emerges is that escort service gives persons with disabilities the opportunity to develop their independence, increase their self-esteem and broaden their frames of reference through increased participation in community life. All users report that they experience autonomy in the choice and order of activities within their grant initiatives.

Om vägen till självförsörjning : En intervjustudie om eget företagande och integration

With a starting point in a project for reinforcing small scale business among immigrants in Sweden, carried out within Swedish for immigrants (sfi), the aim for this thesis is to examine the project from the view and experiences of the participants. Interviews with participants in the project have been inspired by the teoretical and methodological views of Grounded Theory.The interviews show that some participants want to start their own business, but almost as many don?t have that dream. The former group all have experience of being self-employed. They are aware of the difficulties but are nevertheless determined to proceed their dream.

Vuxna personers upplevelser av att leva med funktionsnedsättningen ADHD : - en självbiografistudie

Background·ADHD  is a syndrome characterized by attention deficits, difficulty of concentration, restlessness and lack of control. The number of persons diagnosed with ADBD have increased over the past few years. One reason for the increase is believed to be that the knowledge has increased in recent years and more persons can be diagnosed . As a nurse it is important to know about ADHD and how it affects the persons with it.Aim. The purpose of this autobiography study was to describe the experience of adult persons living with the disability ADHD.Method.

?Jag vet att de bara låtsaslyssnar på vad jag säger.? Ungdomars upplevelse av delaktighet i barnavårdsutredningar.

The purpose of this study was to explore young people's participation and experience of participation in child protection investigations. The study was conducted using qualitative methodology and is based on interviews with four adolescents aged 13-19 years old who have experience of child protection investigations. Our chosen method has made it possible for us get a deeper understanding of young people's own experiences of participation. In order to analyze the material we have used Shiers (2001) model of children's participation, symbolic interactionism, and some concepts relating to shame and pride.The results show that all adolescents have had the opportunity to be heard during the investigations, but it is different to what degree they feel that someone has listened to them.Two of the young people have been involved in their investigation, been listened to and have had impact on the decisions taken. The results indicate that it does not seem to be the external factors, such as how many meetings they have had, or what quality it was on the information, that matters if the social worker did not manage to convey to the young people that what they told was of any importance.

Barn till alkoholister som vuxna

The purpose of our essay is to describe and analyse the experience of adults growing up with alcohol abusing parents and how their adult lives have been affected by this. The essay consists of both theoretical and empirical studies and we have used a qualitative method. We used a semi structured interview where we interviewed eight persons. We used symbolic interaction to analyse the collected data. The result is to a large extent consistent with previous research.

Hur man fångar elevers intresse för ämnet biologi

From interviews with biology teachers and pupils, some important factors are presented that motivates and interests pupils in biology. Some of these are varied education, commitment of the teacher, narrative skill and individually reachable goals. Other important factors are practical application and connection to daily life, as well as actuality of the subject and pupils experience of the use of learning.Circumstance around teacher and pupils will influence which factors that has the most impact. It´s up to each teacher to make a decision which factors to be used based on his or her own qualities and depending on the group they will teach.Teachers and pupils agreed about factors that will cause an interesting lesson. The pupils emphasize that variation is the most important factor.

Alternate Reality Games : Framtidens Marknadsföringsform

An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.

Hur kan en applikation anpassas till Windows Phone? : En studie som visar utvecklingsprocessen för en smartphone-applikation.

The most common types of smartphones in Sweden are iPhone and Android. Development in the IT feld is constantly changing and Windows Phone is a new operating system that has been introduced on the Swedish market in 2010. However, Windows Phone user interface is quite different from iPhone and Android.The numbers of applications for smartphones are increasing, and users are making greater demands on better  usability. Users want the application to be easy to understand and fast to bring into play.  If the application contains a bug or has other user problems, it can ruin the entire experience. If the user does not have a good experience of the application, the user will quickly stop using the application.Companies that do not have any mobile applications would probably begin with an iPhone application.

Hur låter Facebook? : Vad kan man göra för att öka kvalitén på ljuddesignen i spel för sociala medier?

Ljuddesign i spel för sociala medier lider många gånger av en uppenbar kvalitetsbrist och detta arbete syftar till att undersöka hur ljudets funktion i framförallt Facebookspel kan förbättras utifrån de begränsningar formatet presenterar. Bakgrundsdelen avhandlar ljuddesign från ett historiskt perspektiv samt hur det traditionellt sett används idag. Även ämnet sociala medier som helhet tas upp och kombination av dessa två områden, ljuddesign och sociala medier, avhandlas. Som ett led till detta genomfördes en enkätundersökning för att undersöka spelarnas upplevelse av ljudet och deras åsikter kring detta. Det praktiska arbetet genomfördes i samarbete med Muskedunder Interactive och involverade att skapa ljud åt ett av deras befintliga Facebookspel, Hello Adventure, samt ljud ett nyutvecklat iPhonespel, Yummy Bear, som i arbetet användes som jämförelse till Hello Adventure..

Livslångt och lustfyllt? : En utvärdering av konstpedagogiskt lärande

SummaryIt is inspiring to see museum visitors evolve and develop through art exhibitions. Great potential lay in facilitating the learning experience by art exhibitions, and the possibility of designing exhibitions that make visitors attracted to learn. The purpose of the present work is to study the means of creating favorable conditions for lifelong and enjoyable learning in art exhibitions. The concept of learning has multiple definitions, and several have been used effectively in various ways in preceding works. The underlying principle of this work is that visitors learn by actively processing information in their own minds and through experiences. The term lifelong learning is often associated with employability and adaptability.

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