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342 Uppsatser om Interactive homepage - Sida 4 av 23

Att vara ensam eller ha en vän: Bilder av barns vänskap i fyra svenska barnböcker valda ur Barnbokstipset.

This thesis analyses how friendship between children is described in four Swedish childrens books, published in 1995-2001 and recommended in Barnbokstipset, which is used in libraries for recommending books. Today there are many childrens books that describe various aspects of childrens everyday lives and these books can have an influence on the children who read them. But I found that there has not been much research about how friendship is described in childrens books, although much has been written about the importance of social relationships with peers for childrens lives and development. I analyze the books one by one with the help of a number of questions and categories that I have constructed beforehand. In the analysis I apply Zick Rubins theory of two different stages in childrens understanding of friendship and William Corsaros theory of interactive space which deals with who is allowed to join in games and friendships and who is not allowed to do so and how this is played out.

Watashi wo aishite ? älska mig : En lacaninspirerad läsning av Haruki Murakamis Sputnik Sweetheart

A rhetorical analysis of the educational interactive film ?Riskprofilen?, produced by the Swedish Civil Contingencies Agency (Swedish: Myndigheten för Samhällsskydd och Beredskap). This essay uses the theories and methods of Procedural Rhetoric, as described by Professor Ian Bogost, and Visual Rhetoric, as described by Professor Brigitte Mral to analyse the interactive and visual component parts of the artefact, and compares them to the intended purposes of the artefact as stated by documents pertaining to its creation, found to be those of educating the public; marketing the agency; and driving traffic to its webpage. The artefact is through analysis found to fulfil the purposes of marketing the Agency and of likely increasing traffic to the website upon which it is hosted. Regarding the primary, educational purpose this analysis finds that the artefact does not teach a user the accident-avoidance strategies it claims to do, but is dependent upon further materials..

Yttre påverkan ? inre anpassning. En kvalitativ fallstudie av Biblioteket.se

The subject of this Master?s thesis is the process of change in a public library context, the implementation of the Stockholm City Library?s homepage Biblioteket.se. The aim is to examine the factors that influence this particular change and how they affect the process and extent of change in practice. The study designed as a qualitative case study is based primarily on document analysis, and supplemented by an interview. DiMaggio?s and Powell?s three mechanisms of change; coercive, mimetic and normative isomorphism, is applied.

Inlevelse genom narrativ i spel

Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor?s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor?s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment.

Bibliotekarie 2.0: Minabibliotek.se och bibliotekarierollen - en fallstudie på Umeå stadsbibliotek

Library 2.0 is a term which emerged a few years ago and is frequently discussed. There is no uniform definition of the term but the central aspect of the concept is to encourage increased participation from library users.The aim of this Master's thesis is to investigate if and if so, how the professional role of the librarian is affected by Library 2.0. To do that, we have conducted a case study at the public library in Umeå. Their homepage minabibliotek.se is a practical example of Library 2.0. The homepage is based on interactivity and the library users can participate in various ways.We thougt that qualitive interviews was the best way to gain an understanding for how the librarians at the public library in Umeå experience how the work with minabibliotek.se affect their professional role.

Visualization of Particle In Cell Simulations

A numerical simulation case involving space plasma and the evolution of instabilities that generates very fast electrons, i.e. approximately at half of the speed of light, is used as a test bed for scientific visualisation techniques. A visualisation system was developed to provide interactive real-time animation and visualisation of the simulation results. The work focuses on two themes and the integration of them. The first theme is the storage and management of the large data sets produced.

Rekommendationssystem för interaktiva musiktjänster : en utredning av aktuella trender och attityder gentemot framtidens rekommendationssystem diskuterat ur forskar-, industri- & användarperspektiv

Parallel to new technological advancements, including the development of interactive recommender systems, digital music services on the Internet, such as Spotify, have in a short time span gradually replaced former physical media such as CDs and MP3-players and become pioneers on a market with an otherwise uncertain future. By subscribing to the service, users have access to a vast library of music and from any device with Internet access. In order to provide a satisfactory and useful musical experience, different ways of coping with the vastness is required - which is precisely what recommender systems are for. Improved filtering techniques and use of devices built in sensors, make way for new opportunities of more precise and contextually tailored suggestions for track selection, which in turn leads to potential privacy issues when using interactive music services. But where do we stand today? By compiling, exemplifying and discussing three different perspectives with relating to the development of interactive music recommender systems, the objective for this paper is to provide a for science, industry and user, objectively nuanced account of current potentials and expectations.

"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen

Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.

IDQ Viewer: För enklare Visning av Databasstruktur : Viewer : För enklare Visning av Databasstruktur

The social community is structured around data, a lot of that data is stored in different types of databases. The meaning of this essay is to develop an interactive tool that will change the way database visualization is done, and also to research in which fields a tool of this type can be used. With the help of different methods we discovered areas where it could be of use, such as; presentation of a database, development and documentation of a database. The primary goal of the prototype was to make viewing of database structures easier, even people without prior database knowledge should be able to understand the structure. During the development we used prototypes.

Echoing nature - A design of an exhibition concept based on a natural phenomenon as a model to explore and learn

In the project Echoing Nature i have searched a design for an exhibi¬tion concept. That visualizes the natural phenomenon of self-assem¬bling materials in a simplified way. My question is, how can you emo¬tionally re-connect the modern man to nature and raise awareness. I assume my thesis that the experience of a natural phenomenon can inspire us to see a bigger context, provoke curiosity and generate an initial sense of belonging to nature. The result is an interactive sculp¬ture that consists of 3-dimensional Tetris blocks.

Privata markägares reflektioner med hänseende till den minskade röjningsaktiviteten : så kan skogsvårdsstyrelsen anpassa sitt arbete

This project was a request of Norrbodal´s Forestry Board, Västra Götaland. It was performed as a qualitative interview analysis of private forest owner?s deficient motivation regarding pre-commercial thinning. The purpose of the project is to investigate what the Forestry Board can do to motivate private forest owners to do more pre-commercial thinning. The results build upon 16 qualitative phone interviews with forest owners that have their forest within the district of Norrbodal. The owners are divided into two groups, the one who have performed the pre-commercial thinning and the one that has possible pre-commercial thinning needs on their properties according to the pre-commercial thinning analysis ,which is the result of a satellite analysis.

En möjlig väg till återhämtning : En studie om det själavårdande samtalet som en resurs i ett samhälle där alltfler drabbas av psykisk ohälsa

The purpose of this study is to discuss the use of social media by the Swedish Police for democratic purposes. The idea of citizen empowerment is closely related to the development of new communication technologies such as social media. Yet many studies indicate that governmental institutions rarely make use of the assumed potentials of social media.In this study, the democratic potential of social media is derived from Habermas normative concept of deliberative participation. Operational definitions emphasize discursive equality, interactive reciprocity and external impact. The analytical framework is combined with qualitative text analysis to highlight the conditions of interaction between representatives of the Police and citizens.In conclusion: the democratic potential of social media, from a Habermasian point of view, is to a significant extent neglected at the expense of its strategic advantages.

The myth of social media : A qualitative study of deliberation and power in Facebook-pages of the Swedish Police

The purpose of this study is to discuss the use of social media by the Swedish Police for democratic purposes. The idea of citizen empowerment is closely related to the development of new communication technologies such as social media. Yet many studies indicate that governmental institutions rarely make use of the assumed potentials of social media.In this study, the democratic potential of social media is derived from Habermas normative concept of deliberative participation. Operational definitions emphasize discursive equality, interactive reciprocity and external impact. The analytical framework is combined with qualitative text analysis to highlight the conditions of interaction between representatives of the Police and citizens.In conclusion: the democratic potential of social media, from a Habermasian point of view, is to a significant extent neglected at the expense of its strategic advantages.

Human vs environment. En visuell identitet

This is a project with the main purpose to create a visual identity and platform for the release of the new started record label Human vs Environment, by finding a form and logotype for the homepage and packaging of the first vinyl ep record by the artist Mr Kaizen. This has also been an exploratory work with the target to get a broader competence in the field of visual communication and increase my understanding of the designs communicative aspects of running a design project with an external partner from concept to finished product..

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.

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