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61 Uppsatser om Interactivity - Sida 4 av 5

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.

Interaktivitet och deltagande : - en kvalitativ studie kring skapandet av machinima med World of Warcraft -

AbstractTitle: Interactivity and participation - a qualitative study about the making of machinima withWorld of Warcraft (Interaktivitet och och deltagande ? en kvalitativ studie kring skapandet avmachinima med World of Warcraft)Number of pages: 68 total, 50 without appendixAuthor: Peter BrandbergTutor: Else NygrenPeriod: Autumn 2006Course: Media and Communication Studies CUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim of this study is to take a closer look at the phenomenon machinima by analysing a number of specific movies from the site worldcraftmovies.com. This analyse is focusing on how the content of these movies relate to the wider game culture of the MMORPG World of Warcraft, what specific elements in the movies is referring to and if there is differences or similarities between different genres (or categories).Material/Method: The method used in analysing the movies is a combined method inspired by hermeneutic, semiotics and discourse analysis.Main results: Instead of answers this study raises many questions about the diverse content of the movies. A general division can be seen between movies focusing on the games rules and movies that are trying to present a fictive world. But the study also shows how there are many movies moving between these two points.

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.

Vargolyckan på Kolmårdens djurpark : En studie av Kolmårdens kriskommunikation vs medias berättande

With the rise of the internet especially and information- and communication technology in general, the opportunities for fast and effective communication and sharing of information have proliferated. In relation to the new technologies, the citizens? demands on organizations? communicative efforts have increased. Today?s citizens have high standards regarding transparency, the opportunity to dialogue and have hopes to influence the public sector.

Informationsfrihet och IT-användning i demokratifrämjande syfte

The potential of information technology as a means to invigorate democratic practise is constantly under discussion. Regardless of the differing opinions as to the most suitable way to utilise IT, there are certain democratic core values that have to be considered. One of these is freedom of information, defined by us as the right of every citizen to seek, obtain and express information. The aim of this study is to explore whether the use of IT as a means to enhance democracy can strengthen the citizens right to freedom of information. As an instrument for analysis we use an article by Jan van Dijk, professor of communication science.

Byggnader för arbete och fotboll : Kanal 5, Stockholm. Canon, Solna. Swedbank Stadion, Malmö

Examensarbetet utgörs av en sammanfattning av tre genomförda nybyggnadsprojekt. Foton, ritningar och skisser visar hur arkitektoniska koncept omsatts från vision till verklighet. Gemensamt för projekten är att målbilden varit inriktad på nytta, identitet och mervärde. Kanal 5 i Stockholm är en mindre glasbyggnad som blivit en symbol för omvandlingen av ett helt innerstadskvarter, där verksamheterna ändrats från industri och hantverk till arbetsplats för idéprojekt och mediaproduktion. Byggnaden fungerar som huvudentré till äldre lokaler som renoverats. Stadsutveckling.

Styrsystemets roll i balanseringen mellan kontroll och empowerment : En kartläggning av ett styrsystem och varför användningen leder till observerade effekter på personalen

Problem discussion: That empowerment and autonomy can lead to desirable effects on employees is clear. Previous research has found correlations between empowerment and e.g. motivation, job satisfaction, productivity, loyalty and commitment. However, a control problem arises when employees have more freedom in decision-making which could potentially lead to undesirable outcomes. It thus becomes a type of dilemma for management and managers where you have to try to balance a restrictive use of the control system (to maintain control) and an enabling use (to promote empowerment).Purpose: The purpose of this study is therefore to identify how a company can use its control system in order to achieve empowerment while maintaining acceptable levels of control.

Facebookförvaltning : En kvalitativ studie av tre Värmländska kommuners användning av sociala medier i e- förvaltningen

With the rise of the internet especially and information- and communication technology in general, the opportunities for fast and effective communication and sharing of information have proliferated. In relation to the new technologies, the citizens? demands on organizations? communicative efforts have increased. Today?s citizens have high standards regarding transparency, the opportunity to dialogue and have hopes to influence the public sector.

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.

Klicka här för gemenskap : Hur interaktivitet skapar engagemang och lojalitet

Digital marketing has been changing continuously and rapidly since the introduction of Web2.0 ten years ago (Lin, Li, Deng, & Lee, 2013). Companies are now engaging their users intheir digital marketing by providing with interactive contents in digital campaigns. The digitalcampaigns are getting more converge with SNS (social networking sites) in order to let the usershare the content with others and therefore the e-WOM (electronic word of mouth) helps thecompanies digital campaigns to be shared by more users (Moran, Muzellec, & Nolan, 2014).The interactive content in the digital campaigns have shown to provide for engaged users andtherefore leads to loyal users. The reason for this has its roots in the culture of consumptionthat has brought our everyday consumption to a whole new level where we no longer justconsumes a product, we are the brand (Davis, 2013).The study, Click here for solidarity, aims to explain the interactive phases and rhetorical elementsthat companies use to engage the user to interact with the content of the digital campaigns.The study is based on four digital campaigns in four different market areas in order to providewith an overall picture of how companies work with interactive and rhetorical elements. Thusthe study falls into the area of marketing and branding.

Oscar Jacobson - Ett värdefullt företag för slutkund och återförsäljare?

Oscar Jacobson was founded in 1903 in Sweden, which at the timewas a leading country in the textile industry. During the 1960s morecompetitors arose as the fashion industry grew stronger and theglobalization became a fact. Today there is an abundance of brandsand products in the fashion- and textile industry. This has given thecustomers a greater range of products to choose from. We can seetendencies of customer not being as brand loyal as they used to.

Den sportjournalistiska bloggens karaktär : En kvantitativ innehållsanalys

The aim of this paper is to describe the characteristics of the sport journalistic weblog. To achieve this we have used the following questions: Which themes are included in the sport journalistic weblog? How much text does the sport journalistic weblog content? How often is multimediality incorporated in the sport journalistic weblog? Which references occur in the sport journalistic weblog? How many hyperlinks occur in the sport journalistic weblog? How many of the hyperlinks is internal respective external? How often does the sport journalistic weblog offers possibilities to interaction between the journalist and the reader? How often does interaction between the journalist and the reader occur?The theories we have used is both online publishing and Jan Schmidt?s analytical framework on blogs. Online publishing describes an important part in our paper, online journalism, which in turn describes three important definitions for this paper; hypertextuality, multimediality and Interactivity. Jan Schmidt?s theory is central to understand the phenomena, and functions as a starting point in the analyze part.

Interactivation design : places for social imagination and conversation in Lindängelund

This master project in landscape architecture is named Interactivation Design - places for social imagination and conversation in Lindängelund. There are two main purposes of this thesis the first being to bring forth a study of Interactivity implemented in the subject of landscape architecture. The second purpose of this thesis is to present a proposal to design a confluent landscape weaving together the upcoming botanical garden of Lindängelund and the residential area of Almvik, both situated in southern Malmö, Sweden, and also weaves people and their experiences together. This project may be described as investigative and experimentative reaserch by design.The first part of this project, Interactivation, is consisting of a theoretical report which discusses different ways of approaching when, how and why we interact in public space. Literature studies in for example space, placemaking, social life, people, participation and Japanese emptiness concepts has been undertaken to gain knowledge in the aim to create interactive landscape design.The second part, Context and Design Proposal, introduces the project context area of Southern Fosie in Malmö which consists of different kinds of residential areas, people of different nationalities and a large building site for a botanical garden and recreational area.

Läsa spel. En analys av Alice-böckernas adaptation till spelformatet

The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.

Från spel till e-sport : Vilka faktorer påverkar att ett spel utvecklas till en e-sport?

Uppsatsen kommer reflektera kring vad som gör ett spel till en e-sport med fokus på tre huvuddelar inom e-sport idag. Detta baseras på Klines, Peuters och Dyer-Withefords teori om Three Circuits of Interactivity; Teknik, Marknadsföring och Kultur. Dessa tre delar utgör e-sport.Alla spel som finns på marknaden idag är tävlingsinriktade och går ut på att lösa problem, men alla spel är inte e-sporter och det finns även spel som försvunnit från scenen. Vi ville undersöka hur detta var möjligt. Vilka faktorer är det som gör att vissa spel bli e-sporter?Vi samlade information under DreamHack Vinter 2011 från flera källor inom e-sport.

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