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5067 Uppsatser om Interactive experience - Sida 5 av 338

Den interaktiva IR-forskningens genomslag i söktjänsterna på webben

The theoretical focus in this master is information retrieval (IR), and especially the part of IR that includes interactivity. This research is by some researchers called IIR. Our principal aim was to examine if search engines on the WWW are taking advantage of research results from IIR research. A way to do this is to look at the application of special features, in this case query expansion (QE) and relevance feedback (RF). Both these methods aim for a better matching of documents and the searchers information need.

Could you tell us your story?

The purpose of this study has been to examine how elderly people in today?s society look upon themselves and experience their own aging. We have inquired answers to the following main questions: What main events during the life course are emphasized in the elderly?s stories about their lives, and in what way has it affected their experience of growing old? In what way have social relationships, interests and the experience of health changed during the life course? How do the elderly experience their own aging, and what emotions are expressed in the speech surrounding their life course? The results of the study have been analyzed and interpreted with the help of the life course theory, Erikson?s psychosocial development theory and the continuity theory. The results show that elderly people of today don?t feel their age.

CINEMA TO ATTRACT: TRAILERN : ETT ÅSKÅDLIGGÖRANDE AV TRAILERNS MARKNAD, HISTORIA OCH FUNKTION

The aim of this paper is to examine the American movie trailer particularly its history, marketing and functions, presented as an historical overview from the serials of the early 1910s to the trailers of today. A trailer from each decade of the twentieth- and twenty-first centuries is selected which represent typical trends and shows how trailers historically functioned, including their formal, generic differences.The introduction focuses on the market in which the trailer operates, and raises the issue of the entertainment value of art or marketing, how the film industry works and to role of advertising. The second part of the introduction focuses on the development of film stars, and their importance in trailer campaigns. This brings in the question of the growth of Hollywood and new media forms/technologies. The manner in which new media also create a new type of audience is considered, which demonstrates how the trailers capture audience attention in new ways.The second part of the paper focuses on the history of the trailer and examines typical structures, of the different periods.The third part analyses how different trailers operate, and how the trailer industry stands at the beginning of a new era, the so-called Post-interactive era, which is discussed with regard to Spider-Man 2 and The Da Vinci Code..

MyMusic ? e-shop för musik i Flash

This is the end report of my final exam at Medieteknik. It covers the planning, work process and review of a Flash based web application that I set out to do. The goal was to create a user friendly, interactive e-shop with embedded functionality for playing music, displaying rich media content and researching possible payment solutions, to enable buying music files online. The project involved creating the user interface, the programmatic functionality of a Flash client (an SWF file). Also, setting up an Apache HTTP Server and establishing a working ?bridge? between the Flash client and the web server with Flash Remoting components and AMFPHP.

Den uppkopplade enkätundersökningen : En studie av informationsvisualiseringen i Mentimeter

A new phenomenon on the Internet is the online audience response. Mentimeter is a web-based tool where you can create online polls. The users can then cast a vote and the result is shown in real time. We want to test the information visualization in Mentimeter and we base our hypothesis, that a better graph design is possible, on the work of Edward Tufte and Stephen Few. Edward Tufte is an emeritus at Yale University, where he held courses in statistical evidence and information design and has created theories about how visual information should be designed.

User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll

Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster.

Ungdomars upplevelse av astma - en litteraturstudieAdolescents experience of asthma - a literature review

Background: Asthma is an illness that many adolescents have today. The symtom can prevent them to live like contemporaries and the development phase they experience makes asthma difficult to get control of. Aim: The aim of this study was to describe adolescent?s experience of living with asthma. Method: The literature review was performed by reviewing nine scientific articles.

A Collaborative VolumeViewer

This study has been carried out as a part of the EC funded project, SMARTDOC IST-2000-28137, with the objective of developing application components that provide highly interactive visualization and collaboration functionalities. The low-level components from the graphics library AVS OpenViz 2.0 are used as the development basis. The application components can be inserted into electronic documents that allow embedded controls such as web documents or Microsoft Word or PowerPoint documents. Instead of displaying results as static images, a SMARTDOC component provides the ability to visualize data and interact with it inside the document. Although the principal goal of the SMARTDOC project is to create components in a number of different application domains this study concentrates on developing a medical imaging application component in collaboration with the project partners AETmed and professor Alan Jackson at the University of Manchester.

Filmberättandets kraft : om att vara pedagog och konstnärlig ledare i skolan

This essay follows a Media Teacher in her work as a coordinator and an artistic leader for a European project called Legalopoli concerning laws and ethics in a senior level school for 13-16 year-olds in Mora, Sweden. The students write film stories about how their characters have to make choices in ethical dilemma situations. Then the learners create interactive computer games together through practical film work. At the same time we can see how the educator also gets into difficult ethical situations, when she is working with the students. This forces her to self-reflection.

Shoppertainment : "Going shopping is the new going to church" - Mackereth S.

Over the past 20 years, retailers have embraced new international trends, which created a strong economic growth. Experiences are one of the trends that will be a significant part of future retail. The purpose of this thesis is to find components that can provide a positive experience in a clothing store to the customer. We have used a qualitative method with an inductive approach and the empirical data is collected through interviews. Literature we have chosen focus on how an experience is created in clothing stores.

Utformning av vägen och dess omgivning : med fokus på bilförarens upplevelser

This thesis focuses on the driver?s experience of the road and its surroundings. ?The view from the road? takes place every day and a high-quality ?road experience? is therefore a question of importance. Since cars made their breakthrough in the 1920-30, the approach to ?the driver experience? has varied notably.

Bio min bio: En fördjupning kring kunders reaktioner till ett erbjudande ur ett upplevelseperspektiv

In the end of the 20th century, there was an increased interest in creating customer experiences, especially in the service sector. At the same time, the number of visits to the Swedish cinemas is decreasing due to new distribution channels on the market. This study aims to deepen the knowledge of customer reactions towards offerings with an experience approach, by studying similar reactions in cinema visitors. Furthermore, the study examines the contagiousness of the emotions elicited by the experience. The study approaches the problem by using a quantitative method by conducting a survey of cinema visitors.

Teater som forum för elevers sociala och konstnärliga utveckling : Ett relationellt perspektiv, en inkluderande verksamhet och interaktiva processer i teater på gymnasienivå

AbstractMaterial collected or created through observations, discussions and interviews with a group of students studying theatre in the fist year of upper secondary school formed the base for this paper. The students that took part in the observations showed a variety of motivations for the studies in theatre, but the major aim was to obtain qualifications for further studies at university. Special focus was put on a student with dyslexia attending the course in theatre from the perspective to strengthen general learning abilities. The training and teaching in acting skills as performed in the theatre studio provided the arena for the observations. The aim was to investigate if an interactive process as defined by Lev Vygotskij and the acting method created by Constantin Stanislavski would create social and artistic development among the students in the study.

Great design experiences don?t happen by accident - En kvalitativ studie om design av upplevelser i Surface-computing system

Användarupplevelser är en gren inom användbarhetsområdet som på senare år kommit att studeras alltmer. Orsaken till detta är att ny teknik medför andra krav på produkter än att produkter som sådana ska vara lätthanterliga. Produkten kan likväl ha som syfte att vara rolig att använda sig av.Studiens syfte var att studera användarupplevelser beträffande Surface-computing teknologi.Företaget Interactive Institutes innovativa Surface-computing produkt Virtual Autopsy Table fick exemplifiera Surface-computing teknologi i publika miljöer. Genom att använda denna uppmärksammade produkt som underlag är syftet att undersöka vilka designmoment som kan anses vara kritiska för upplevelsebaserad design. Studiens frågeställning blev:Vilka riktlinjer kan tas fram för att vägleda en designprocess att bli mer fokuserad påanvändarupplevelser vad gäller Surface-computing system?Med utgångspunkt från studiens datamaterial, så var en del av studiens syfte att ta fram riktlinjer.

Mötet mellan sjuksköterskan och den misshandlade kvinnan

Background:Nurses can meet women who have been victims of abuse anywhere in the healthcare. Healthcare providers have a responsibility to these women, and it requires a broad range of skills to identify the women and thus be able to help them. It is important to see all patients as unique individuals and provide good care to maintain their specific needs. This paper was done to increase the understanding of nurses' experiences in the encounter with the battered woman.Aim:The aim of this study was to illustrate how nurses experience the encounter with the battered woman.Method:Literature review with both qualitative and quantitative studies. Nine articles were chosen to be read, reviewed and analyzed.Results:Three themes and ten subthemes appeared.

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