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675 Uppsatser om Interactive fiction - Sida 32 av 45
Att skapa ett informationssystem ? en holistisk ansats
This thesis aims to discuss how an information system and its users may adapt to each other. The main discussion is how to create an information system that is adaptable without losing its organising properties. The thesis uses a holistic approach to the topic and the areas being dealt with are information architecture, interactive information retrieval and information searching. The practical work consisted of constructing a database for Autoliv?s Research and Development branch.
Passivhuset i det långa loppet : - hur påverkar brukarens kunskap energiförbrukningen?
The scope of this investigation is to decide how and to what extent the energy consumption of apassive house is affected by the users? knowledge and habits. To achieve this a literary study hasbeen made and as a complement the planning of a passive house was completed.The result of a primary study of the rules and regulations that effect passive houses in Swedenshows that the user?s influence on passive houses is a completely unregulated area. Even thoughthere is no regulation, a need for some general knowledge of the passive house concept has beenexpressed.To further investigate how the users? knowledge and habits affect the energy consumption and ifthere is a difference between different households? energy consumption , three main factors havebeen identified.
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.
Utvärdering av solcellsanläggningen på Universeum
The main aim of this master thesis was to see the process of an interactive online reference service from idea to final product. The reference service we have studied is developed and used by the Library of the National Institute for Working Life in Stockholm, Sweden and goes by the name phibi. Our goal was to review the whole realization process from the reasons why a service like this was created, how the service was introduced and implemented inside the organisation and finally what the result and consequences were for both the library staff and for the users of the service. Phibi is designed to be a tool that fosters communication between the library staff and the remote users where the users get the opportunity to be helped with their questions by the library staff although they are not physically present in the library. To understand the process we conducted a case study with 11 interviews of the library staff, the superior and the initiator to phibi.
Skönlitteratur for slukaråldern Ur ett vuxenperspektiv: Några barnbibliotekariers och grundskolelärares syn på barnlitteratur.
The aim of this master's thesis is to investigate how adults and especially children's librarians and intermediate level teachers experience children's literature. The aim is also to examine how children at the age of nine to twelve experience the literature that is written for them, according to a few master's theses written at Bibliotekshögskolan in Boras. Which criteria in children's books do the different groups consider as the most important, that the children can learn something when reading or is it the experience of the literature itself that is the most important? To fulfil the aim of this master's thesis I have interviewed three intermediate level teachers and three children's librarians and the result has been analysed using a model created by Maria Nikolajeva that shows four ways to get close to children's literature. My study is too small to be counted as a general result but it shows that both the children's librarians and the intermediate level teachers mainly ends up in the field that concerns the reading experience one can have when reading fiction.
Folkbibliotek och varumärkesskapande: om möjligheterna för folkbibliotek att skapa och stärka varumärke genom programverksamhet
The purpose of this thesis is to examine whether or not the publiclibraries under review can make use of Frans Melin?s strategicbranding platform to create or strengthen their brands by meansof their programme activities. The study addresses two issues;how are the programme activities relevant to the way librariescan work with their brands, and what potential do these librarieshave to create and/or reinforce their brands through programmeactivities?The empirical material has been obtained through qualitativeinterviews structured around Melin?s platform. This has alsobeen used to discuss and analyse the results.
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.
Ljudets funktioner i filmen 9 : En audiovisuell analys
I denna uppsats har en audiovisuell analys gjorts på de inledande minuterna till filmen 9 med ett stort fokus på ljudet. Syftet med uppsatsen var att beskriva och skapa en ökad förståelse för ljudets funktioner i filmen samt se på hur ljudet påverkade filmupplevelsen. Förhoppningen med detta var också att bidra till en bättre förståelse av filmljud och ljuddesign i helhet och vad det bidrar till berättarfunktionen i film. I uppsatsen granskades först ljud och bild för sig och slogs sedan ihop till sin helhet och analyserades utifrån en teoribildning av franska författaren Michel Chion.Ljudets viktigaste funktioner i filmen 9 var att ge en trovärdighet och äkthet, att beskriva föremål och speciellt huvudkaraktärens fysiska attribut samt att ge en respons på det som sker i bild. Vidare fyller ljudet funktioner som att beskriva rum och miljö som ger åskådaren en tydlig känsla för omgivningen filmen.
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.
Barnbiblioteksarbete ur ett genusperspektiv
The aim of this masters thesis is to investigate how childrens librarians deal with gender issues in their work when acquiring and mediating books to children, and how reviews in Bibliotekstjänsts Sambindning can be of help in this aspect. The thesis focuses on children between 6 and 12 years of age and their reading of fiction. Four interviews with childrens librarians and an examination of reviews in Sambindningen have been carried out. The reviews were examined both by finding out with what frequency gender issues are dealt with and by studying 20 childrens books from a gender perspective, comparing my judgement with the one they got in the reviews. The examination of Sambindningen showed that the reviews therein only sporadically bring up gender issues.
Bilden av tjejen i svensk ungdomslitteratur: En litteraturanalys av nio ungdomsböcker ur ett genusperspektiv.
The aim of this Masters thesis is to examine how the image of the girl and her environment in the Swedish youth literature has changed during the 1980s to the 2000s. We have focused on how the girls creates gender in fiction. The introduction chapter in this essay covers a short history over Swedish youth literature and how the Swedish youth culture has developed, followed by a description of how the girl in the real world relates to gender. The books we have chosen are written by Swedish authors and the plot partakes in Sweden with female protagonists. We decided to do a close-reading of the novels and analyse them by an analytical model, consisting of several questions.
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.
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.