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291 Uppsatser om Interactive whiteboard - Sida 4 av 20

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.

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.

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.

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.

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..

Interaktiv marknadsföring och Internet : ? En studie utifrån Radi Medical Systems webbplats för kundutbildning

AbstractTitle: Interactive marketing and Internet - A study of Radi Medical Systems? educational site (Interaktiv marknadsföring och Internet - En studie utifrån Radi Medical Systems webbplats för kundutbildning)Number of pages: 43 (including enclosures 47)Author: Daniel PalmgrenTutor: Mats LindCourse: Media and Communication Studies CPeriod: Spring 2008University: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim of this thesis is to examine if Radi Medical Systems? educational site has the potential to create value for the company?s customers, and by that promote improved customer relations. Questions asked are: What kinds of visions does the company have for the site? Which services are offered to the customers through the site? How do the customers experience these sInervices?Material/Method: Information from interviews with representatives from Radi Medical Systems and their customers, observations of the webpage and information from an internal Radi document concerning the educational site has been collected and analyzed through the use of a theoretical framework, in order to provide an understanding for the questions asked. The visions were discussed and analyzed by general concepts of interactive marketing and Internet.

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.

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.

The Student Habitat : "a small and interactive community where students can live, interact and socialize."

I?ve chosen a subject that's close to my heart, as a student who has experiences the need of a change in the traditional student living.I've focused my theses on ?nding the key ingredients for improving an individuals time as a student. In a time when students are struggling to ?nd accommodation that ful?lls the need of being close to university, close to social places, adequate size and affordable. This is close to impossible! This is not just a problem in Stockholm but an international dilemma.The heart of my thesis is, how can we create clever ways of student accommodation with emphasis on community and a more sustainable way of living?Only when we start embracing change and by breaking out of our traditional individual living, can we then start to realise and recognise the bene?ts of working, studying and living together.

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