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675 Uppsatser om Interactive fiction - Sida 26 av 45

Sveriges kommuners turisthemsidor : En studie om var Sveriges kommuner befinner sig i webbutvecklingen i relation till web 2.0

This c-level essay examines Sweden?s municipalities? tourist sites in web development in relation to web 2.0. The study?s main purpose is to give a general overview of how Swedish municipalities use the web as a communication channel for their tourism information. The study also examines differences between large and small municipalities, because smaller enterprises have different conditions than larger enterprisers.

Sit, Eat, Drink, Talk, Laugh ? Dining and Mixed Media

Sit, Eat, Drink, Talk, Laugh ? Dining and Mixed Media, is an exploratory study of qualities in everyday life and challenges people to enjoy the qualities of mundanity. Seeking inspiration in ethnographic studies, field work was conducted in domestic settings, returning an extensive body of material to work from. The study challenges people to absorb the moment, reflect and enjoy, rather than pacing through a lifetime, with a constant focus on the future instead of the present. This work takes a starting point in food and dining as a social activity, where interactive sound and a reference to online social media is explored through two interventions.

Mångkultur i litteratur och i skola : Hur arbetar lärare med barn- och ungdomslitteratursom skildrar mångkultur?

Abstract Our society is becoming increasingly multicultural and so are our schools. This study raises the question of how teachers are working to promote multi-culture and how they can create an understanding of the diversity in the classroom. One way is to use the literature. Literature is already well integrated by many teachers and widely used by pupils. By making use of literature related to multi-culture, pupils can get a deeper understanding of our society.

Nike Retail Tour iBook : Interaktiv e-boksdesign med Apple iBooks Author

Denna rapport redovisar utvecklingen av en interaktiv e-bok med Apples program iBooks Author. E-boken, omna?mnd som Retail Tour iBook, a?r avsedd fo?r anva?ndande pa? Apples iPads och har skapats pa? uppdrag av fo?retaget River Cresco AB fo?r deras kund Nike. Den interaktiva e-boken besta?lldes av Nike fo?r att anva?ndas vid ett a?terkommande internt mo?te som behandlar a?terfo?rsa?ljningen av Nike-produkter i Stockholm.

Varför bestiga berg?

This essay will focus on the people using and are involved in, and have a large interest in the horror film genre. The purpose of this essay is to find what urge these people to continuously watch horror movies and how they believe to be acknowledge by the society in a modern sense. Our study is mainly based on two separate interviews and therefore, mainly from the users perspective. This essay is also complemented by earlier research on this topic. In context of stigma, violence debate, exclusion we found that the users truly can be found in a rare type of alternative sphere, besides the public sphere.

Orealistiska ljud i film, nödvändigt eller inte?

I dagens filmer existerar det en hög grad av orealistiska ljud. Inte bara i orealistiska filmer som i t.ex. science fiction-genren, utan även i ?vanliga? filmer som reflekterar vår vardag som den vi lever i. I detta arbete har fenomenet orealistiska ljud i filmer undersökts utifrån syftet att komma fram till huruvida de är viktiga för berättandet/dramaturgin eller ej.

Eldens hemlighet : om att arbeta med skönlitteratur i andraspråksundervisning

The purpose of this essay is to investigate Swedish as a second language acquisition in a group of students with diverse culturul backgrounds. my intension is to find out if a dialogical posture in teaching with focus on the students earlier knowledge,experianses, thoughts and feelings, will contribute to a teaching enviroment where the students can express them selves and listen to each other. the teachers task is to help the students to explore their own thinking.According to the theoretical base of the essay, sucessfull second language asquisition occours in a meaningsfull context through dialogue and interaction between students and teacher as well as between student and student.I have used a qualitative method consisting in participating as a teacher in this group of second language learners during four lessons, observing, taking notes and writing diary. The teaching material used during the lessons was a book (fiction but based on a true story) and the dialogue in the group proceeded from the story we read together..

"Om jag kunde drömma, skulle jag drömma om dig" : En genusstudie av Stephenie Meyers Twilight-karaktärer

One task of school is to counteract traditional gender patterns. Literature is an actor which can affect people?s perceptions of what is feminine and what is masculine. It can therefore be worth looking at the works of fiction that are available for pupils in school. A book that is popular among children and adolescents is Twilight (2007).

Multimedia eller inte multimedia, det är frågan.

Is it possible, and suitable, to use multimedia in classic literature studies at Swedish upper secondary school? What alternatives are there?  Is there any foundation in the curriculum for an expanded conception of text as in multimedia?  Will the conception literacy support use of multimedia in classic literature studies, and in what ways? How do we generally look upon the definition text, is it only printed letters, or something more? To get an answer to the questions we decided to examine a number of theories, Gardner?s theory about the different intelligences, the conception literacy and the expanded text concept. In these three theories we took our starting-point for the following work. The main subjects became two interactive sights on Internet and one CD-ROM, all containing classic literature. Our previous knowledge in this subject field was very meager.  This work has given us an opportunity to discover some of the multimedia that is available, and the result we have come to is that multimedia absolutely belongs in studies of classic literature as well as in other subjects.

Högstadieelever, bloggar och genus

Today's young people find themselves in an intense media traffic where many messages have a commercial nature. Some such messages are for example different types of advertising in various media and advertising often plays on the uncertainty that may be common in adoles-cence. New interactive media like blogs on the Internet has been established in recent years. Mixed types of media content, advertising with different messages, appear in blogs. Therefore, I am interested in how blogs on the Internet can influence young people's creation of their identity.

Att finna balans : balansen mellan fakta och fiction

Denna uppsats är en stilistisk undersökning av Kerstin Ekmans roman Rövarna i Skuleskogen (1988) genomförd med hjälp av systemisk-funktionell lingvistik och dess analysmodeller. Uppsatsens fokus är tudelat: dels undersöks hur Ekman presenterar en bild av döden och hur den varieras, dels studeras hur Ekman använder dialogen för att förmedla att huvudkaraktären blir mer och mer mänsklig. Detta görs genom en transitivitetsanalys och en interpersonell analys. Uppsatsen visar att döden i Rövarna i Skuleskogen tidvis presenteras som ett fenomen med många mänskliga drag: han är av manligt kön, kan utföra fysiska handlingar och vara mentalt, men inte verbalt, aktiv. Det finns en korrelation mellan dödens frekvens, aktivitet och personifiering. I dialogen märks framför allt karaktärernas inbördes maktrelation tydligt, och resultaten visar att huvudkaraktären Skord tillåts vara mer dominant närmare slutet av romanen..

Smart design för auktionsapplikationer på smartklockor : Att uppnå användbarhet på smartklockeapplikationer

This study concerns design thinking and how to achieve usability when designing applicationsfor smart watches. The study's focus is on interaction and design for online auctionapplications such as Ebay and Tradera. After studying usability and design for devices withsmall screens, guidelines and design principles for interactive systems, we developed apaperprototype for an auction application. The prototype was used for testing our intervieweeswhile observing and asking questions. After collecting the data we analyzed the responses andfeedback on our prototype and combined the results to previous studies.

Optimera för användarmedverkan - Designlösningar med spelmekanik för interaktiva funktioner. Optimize for User Participation - Design Solutions with Game Mechanics for Interactive Functions

I denna uppsats underso?ker vi hur principer fo?r spelmekanik pa?verkar anva?ndares bena?genhet att bidra med inneha?ll pa? interaktiva webbplatser. Genom en empirisk studie av kvalitativ art ja?mfo?r vi tva? versioner av en testsajt, med spelmekanik implementerat i den ena versionen. Vi kommer fram till att spelmekanik fo?r att motivera anva?ndare att skapa inneha?ll kan designas utefter tre huvudsakliga delar; regler/struktur, ma?l och delma?l samt vinster. Regler och struktur a?r vad som a?r mo?jligt eller tilla?tet att producera samt kvalitetskrav pa? inneha?llet.

Expanderande universum : Den amerikanska serieindustrins superhjälteuniversum och islam.

This study examines how the American comic book industry?s output is addressing the issue of Islam and in which manner the portrayal of Islam in the great American comic book universes have changed since 2001. The comic books are examined from the postcolonial perspective as formulated by Chandra Mohanty and the power and resistance-perspective as formulated by Michel Foucault. Examination of the comic books reveals far greater focus on universal values, orthopraxy and inclusive perspectives than it does on dogmatic teachings, orthodoxy and sectarianism while at the same time partly relying on generalizations and archetypes concerning Islam. To change the power balance requires what I call intervention from the objective, that is to say that ambiguity regarding Muslim characters has to be eliminated by the narrative.

Intelli-lamp, ett intelligent ljussystem som kommunicerar trådlöst

Interactive Institute?s Power Studio i Eskilstuna har ett projekt som heter AWARE. AWARE är ett designorienterat forskningsprojekt som syftar till att öka människors medvetenhet om hur elenergi används i vardagen, speciellt i hemmen. Målet är att uppmärksamma människor om deras elanvändning samt ge de ett medel att kunna kontrollera och göra deras elanvändning mer effektiv.Som en del i AWARE ska en intelligent bärbar armatur som är batteridriven tas fram som ska få människor att tänka på att elenergi inte är något konstant och outtömligt. Det ska finnas visuella effekter som på ett bra sätt kan väcka dessa tankar.

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