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675 Uppsatser om Interactive fiction - Sida 6 av 45

Digital signage i butikshyllan - Kan interaktivitet skapa ytterligare en dimension av påverkan vid köpbeslutet

Interactive media is constantly increasing in our surroundings and with the innovation of touch-screens, two-way communication with screens has become part of our daily life. Still, this well known way of process information is not often seen in the in-store environment of grocery retailing. Here, interactive media is an unestablished field where empirical studies are invisible within the academic world. The lack of knowledge in which effect interactive digital signage has is one of the barriers of investing in this marketing solution in-store. The main purpose of this study is to examine and describe the effects of interactive digital signage at shelf within grocery retailing.

?Faktaböcker får man bara läsa när man forskar?. En studie i barns självvalda läsning

The aim of this Master?s thesis is to investigate the factors of children?s voluntarily reading in their spare time. We also want to know if the children choose non-fiction books for their voluntarily reading. The method as well as the empirical basis of this study is qualitative, with interviews of twenty-eight children in ages between 9 and 12 years. We conducted nine interviews with 3?4 children in each group.

Skandalsmittad. En fallstudie om hur branschskandaler påverkar stategier för bevarande av legitimitet i välfungerande organisationer.

The aim of this Master?s thesis is to investigate the factors of children?s voluntarily reading in their spare time. We also want to know if the children choose non-fiction books for their voluntarily reading. The method as well as the empirical basis of this study is qualitative, with interviews of twenty-eight children in ages between 9 and 12 years. We conducted nine interviews with 3?4 children in each group.

Läsa skönlitteratur i skolan : Hur pedagoger motiverar och stimulerar alla elever

AbstractThe purpose with this study is to find out how pedagogues, who teach in the early years of primary school, motivate and stimulate all pupils so they want to read a lot of fiction. The research also includes finding out more about why the pedagogues work as they do. The research starts with a study of current literature which deals with how teachers should work with motivation and stimulation in school. To find out how the pedagogues work in school I have made qualitative interviews with four pedagogues who work in the early years of primary school. The result shows that all of the pedagogues motivate and stimulate pupils in similar ways.

Tre aktörer-en marknad. Jämförande fallstudie av en offentlig, en privat och en ideell organisation som arbetar med budget och skuldrådgivning.

The aim of this Master?s thesis is to investigate the factors of children?s voluntarily reading in their spare time. We also want to know if the children choose non-fiction books for their voluntarily reading. The method as well as the empirical basis of this study is qualitative, with interviews of twenty-eight children in ages between 9 and 12 years. We conducted nine interviews with 3?4 children in each group.

Samveerkan mellan Försäkringskassan och Arbetsförmedlingen. En fallstudie om samverkan kring arbetslivsintroduktionen i Göteborgs centrum.

The aim of this Master?s thesis is to investigate the factors of children?s voluntarily reading in their spare time. We also want to know if the children choose non-fiction books for their voluntarily reading. The method as well as the empirical basis of this study is qualitative, with interviews of twenty-eight children in ages between 9 and 12 years. We conducted nine interviews with 3?4 children in each group.

Skönlitteratur på skärm: En explorativ undersökning om e-boken och dess konsekvenser för litteratursamhället

This thesis should be regarded as an integrated research synthesis. The purpose has been to analyse how the literary sociologist Lars Furulands model the literary process correlates in relation to todays book market for fiction. The central problem has been: In what different ways can some of the main actors featuring in Furulands model of the literary process use, produce or provide copyright protected works of fiction which are electronically distributed? Three questions have been considered to penetrate this problem: In what different ways can to judge from some projects which have been carried through at common public libraries electronic works of fiction be provided to their presumed readers? What reasons could there be as it appears in a number of texts that four Swedish authors have chosen to disseminate their works of fiction by the aid of the Internet? Which main functions may, according to current research, be supported by electronic media in connection with editing and retail of fiction? During this study a picture of two quite disconnected processes of publication has materialized. These processes seem to proceed parallelly to each other, without any close contact, in a traditional respectively an electronic circuit.

Miljökrav i kommunala upphandlingar. En jämförande studie om hur miljökrav ställs i Partille, Alingsås och Lerum

The aim of this Master?s thesis is to investigate the factors of children?s voluntarily reading in their spare time. We also want to know if the children choose non-fiction books for their voluntarily reading. The method as well as the empirical basis of this study is qualitative, with interviews of twenty-eight children in ages between 9 and 12 years. We conducted nine interviews with 3?4 children in each group.

Opera i Stockholm, Stadsgårdskajen

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

Science fiction i spelutveckling

Detta kandidatarbete undersöker science fiction, en av de större och vanligast använda genrerna inom medier såsom spel, film och litteratur, genom att studera dess undergrupper, de så kallade subgenrerna. Dessa är specialiserade versioner av genren i fråga och använder den inom vissa förutsatta ramar, exempelvis hur samhället ser ut eller vilken typ av teknologi det huvudsakliga fokuset kretsar runt. Genom att studera hur subgenrer är beskrivna i The Encyclopedia of Science Fiction kan man avgöra att de består av sex punkter: plats, tidsperiod, karaktärer, teknologi, narrativ och visuell estetik. Dessa punkter har använts som ramverk för att utveckla en ny subgenre; Mystech, där scenarier utspelar sig i vad som kan ses som en typisk fantasyvärld med magi och monster, men där dessa egentligen bara är teknologi majoriteten av de påverkade inte förstår sig på. För att demonstrera Mystech har två olika miljöer utvecklats, både i bild och skriven form.

Kritisk diskursanalys av skönlitterära genreutbrytningar i folkbibliotekets litteraturförmedlingskontext

This master?s thesis aims to study the practice of separating popular genres of fiction from the rest of the fiction stock, often seen at public libraries. The method being used is critical discourse analysis according to Norman Fairclough?s three-dimensional conception of discourse. The textual dimension of this analysis is the book shelf itself and the sociocultural practice is the everyday practice at a public library of supplying and mediating books to the visitors.

Om du lyder : En studie av interaktivitetens villkor och verkningar utifrån tre performancebaserade verk

The aim of this thesis is to examine interactivity in the context of performance-based interactive art. The questions asked are: what are the conditions of interactivity, how interactivity happens, and what artistic results it may yield. The method is an analysis based on close studies of three performance-based interactive artworks by applying theories of interactivity, audience participation, and collaboration.First, current theories are outlined, after which, the three artworks are introduced in detail. Next, the artworks are examined, thematically rather than individually, expanding on parameters such as the degree of artistic direction of the artwork, the degree of agency allowed to the spectator in their interaction with the work, and the idea of the ?passive? spectator as being ?activated? by interactive art.

Jippieserien : En kvalitativ studie om hur multimodal media kan nå ut till barn med neuropsykiatriska funktionsnedsättningar och deras föräldrar

This report describes the work process to an interactive movie addressed to children with neurodevelopmental disabilities, where Jippieserien is the client. The aim is to explore how multimodal media can convey Jippieseriens message to children with neurodevelopmental disabilities and their parents, by taking the users needs into account.It is important to focus on the people who will use the system when designing interactive systems. This project is therefore using the designprocess human-centered design for interactive systems. The process includes four basic elements and provides guidelines for user-centered design. These parts are analysis, prototyping, implementation, and evaluation (Johansson.

Utopia Trek : utopibegreppets resa genom Star Trek

Humanity has always dreamed about a better world. These dreams has manifested themselves in the vision of Utopia - the good place, but also the non-existing place. Up until World War II man still wrote optimistic descriptions of this ideal world, and spread the idea through literature. In the aftermath of the atomic bomb and under the influence of the cold war, these publications seized to surface in literary surroundings. Despite this utopia did not die - it has only changed.

Författaren, läsaren och texten : En undersökning av deltagarkulturen i två fanfic-berättelser med fokus på interaktionen mellan författare och läsare

I denna uppsats undersöks hur deltagarkulturen ser ut på gräsrotsnivå, hos de som skriver och läser fan fiction. Utifrån två fan fic-berättelser undersöks interaktionen mellan författare och läsare. Eftersom forskningen inom fan fiction och deltagarkulturer belyser möjligheten till lärande undersöks hur och om konsumenternas produktion på denna nivå främjar lärandet i skapandet av fan fiction. En intressant aspekt när det gäller deltagarkulturen är hur gränsen mellan producent och konsument blir diffus. Kan man, utifrån undersökningen utläsa om gränsen mellan dessa, producent och konsument ? författare och läsare ? upplöses? Frågeställningar för undersökningen är:Hur interagerar läsarna och författarna med varandra?På vilka sätt engagerar sig läsarna i berättelsen och dess utveckling? Hur förhåller de sig till författarens tolkning och hur ser de/använder de sin roll som läsare?På vilka/vilket sätt uppmanar och/eller uppmuntrar författarna kommentarer och respons från sina läsare? Hur hanterar de kommentarerna?I vilken utsträckning framträder en informell lärmiljö på communityt? Hur ser den ut och kännetecknas den av deltagarkulturen?.

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