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284 Uppsatser om Interactive - Sida 10 av 19

Företags användning av tävlingar på sociala medier : Hur har sociala medier förändrat livsmedelsföretags tävlingar?

This study has examined how social media has changed food companies way of holding contests. The study examines how food companies use contests with the help of social media and how they used to do the contests before the use of social media. We have also researched the users behaviours and opinions of companies contests on and outside of social media.In this study we have interviewed four people responsible for contests on the social media department on their respective food company. We also performed a survey that was published on Facebook and followed it up with interviews from two of the participants.This study has showed that contests on social media, as a technical aspect, have given new possibilities for the design of the contests. But there are still some unexplored areas around contests on Facebook and the companies do not know exactly what the users are demanding.

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.

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.

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.

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.

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.

Översättning av självutvecklat skriptspråk till Lua i spelmotor.

I dagens växande spelindustri är det vanligt att abstrahera ut delar av kodbasen till ett så kallat skriptspråk. Genom dennaskriptdel är det vanligt att det programmeras "in-game"-nära handlingar som kan utvecklas av rena skriptare istället förprogrammerare som istället kan koncentrera sig på att utveckla själva spelmotorn. Det finns en uppsjö av olika skriptspråksom alla har sina för- och nackdelar. Ett av de mest kända språken inom spelindustrin än Lua. Paradox Interactive har själva utvecklat ett eget skriptspråk som de använder. Deras önskemål var att undersöka hurvida detär möjligt att idag använda Lua istället.

Intern Marknadsföring - Kommunicera Mera, Kommunicera med Flera : Inom den Svenska Sjukvården

The aim with the study is to find key factors relating to internal marketing and to improve the process between the operating organization and its customers. A qualitative study is carried out within an organization active in the Swedish healthcare. The qualitative approach is carried out by collecting empirical data through observations, personal interviews and group interviews.The Physiotherapy Clinic at the Karolinska University Hospital is in the focus of the empirical study. The study locates existing differences in perceptions and comes up with recommendations for actions to improve the process of organisations within the Swedish healthcare and their customers. The study's results are that internal marketing can bring a lot to service-selling organizations and that the organizations internal conditions are as important as the external ones.Communication appears to be a key factor for an organization that has applied internal marketing.

Näraståendes upplevelse av förändringar av pragmatiska aspekter i samtalsinteraktion hos patienter med typisk parkinsonism

The purpose of this study was to examine if atypical Parkinsonism affectsthe pragmatic ability in conversational interaction. 15 persons close to individualswith atypical Parkinsonism answered a questionnaire, "Bedömning av förändring isamtalsinteraktion", estimating experienced change in Interactive skills comparedto before the disease. The study also examined if perceived change correlates withdisease duration and if perceived change differs between types of atypicalParkinsonism. The results show that at group level the participants experiencechange in many aspects of conversational interaction, particularly regardingspeech, body communication, response latency, phrase length, word finding andability to understand. There was no correlation between perceived change anddisease duration.

Grafisk formgivning : Östersjöfestivalen

I denna slutreflektion beskriver vi tillvägagångssättet för att skapa en grafisk profil och webbplats för Östersjöfestivalen i Karlshamn. Målet var att skapa en profil som passade en bred målgrupp och förmedlade den känslan Östersjöfestivalen ger till besökarna. Vi presenterar hur det har varit att arbeta med en kommun som klient, hur det har varit att skapa en interaktiv webbapplikation med funktioner som sammanfogar en karta med en gästbok, samt hur det har varit att producera något som kommer synas av en stor publik. Utöver detta reflekterar vi över denna process och ger våra tankar och åsikter om projektets gång. In this final project essay we will describe the procedure for making a graphic profile and website to Östersjöfestivalen in Karlshamn.

"Hur dricker du?" : En studie av kommunikationsstrategiers utfall hos målgruppen med avseende på olika konsumtionsbakgrund

In this paper the authors aim to examine the effects on consumers using different strategies in a campaign within social marketing. A model by Evans et al (1996) has been used in order to see the different steps in which advertising catches the viewers? attention and eventually leads to action or purchasing. However, in the case of this thesis, the intention of the chosen campaign is to change the consumers? attitudes and behavior towards alcohol.

[demos.v1.0] till [demos.v2.0] : En fallstudie av modifierbarhet

This report is an examination paper in computer science at University of Växjö. The report will focus on the possibility to create adaptable systems and to cost calculate the work needed to modify a system to meet new demands. A project [demos] developed by Interactive Institute studio [12-21] in Växjö is the starting point in our work. They have during a period of two years developed a prototype of a system which intends to get youth and democratic selected representatives a communication platform where they may communicate with SMS. Today they are in a position when they want to develop the system for other user groups with slighter different purpose and to do that they need a more flexible system.

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