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2872 Uppsatser om Lived world - Sida 6 av 192

Webbens klassifikationssystem. En komparativ studie

This thesis deals with subject-based hierarchical search-services on the World Wide Web. The purpose is to investigate how systems of this kind facilitate information retrieval through subject-based information seeking. Its starting point is taken from the study of texts and qualitative analyses of search-services on the World Wide Web. Important aspects and features of the Internet and the World Wide Web are explained as well. Three systems are examined: Mölndals Stadsbiblioteks Länkkatalog, Svesök, and Alta Vista.

"Nobody never gets to heaven, and nobody gets no land" : En nivåstudie av produktion, struktur, ensamhet och begär i John Steinbecks Of Mice and Men

My main purpose with this paper of John Steinbecks Of mice and men is to both analyze the long-lived structures and the unique individual destinies of the novel. I employ the method of the historical Annales-movement and use three divided levels in my analysis to try to capture these high structures and low moments of humanity in Structure, Konjuncture and the Individuality. The first level, Structure, is used to see how long-lived almost invisible geographic structures set the human act of condition. The second level, Konjuncture, is easier to grasp in understanding of time and embraces for example economic structures as the industrialism. The last level of Individuality is the fastest in time and easiest to understand but in the long run also the least important.

Bibliotheca Alexandrina: Den fjärde Pyramiden?

This is a master thesis about the reconstruction of Bibliotheca Alexandrina. With a hermeutical approach utilizing literature review and interviews it examines how the library have come into existence, and what the Swedish efforts have been to help the project along. Using a mainly structural perspective, the major factors examined are world politics, Egyptian society and library values. The conclusion is that myths about the ancient library of Alexandria, the city of Alexandria itself, world politics, a more stable Egyptian society, improved world and Egyptian economy, an improved Egyptian reverence for reading and writing, less censorship, more freedom of speech and Egyptian national pride all have contributed to new library. Swedish efforts by Sida, the Swedish Institute in Alexandria, FAV and SWEBA have mainly been in the areas of information technology, education of Egyptian library staff and childrens literature..

Meningen med livet : hur 15-åringar i en stor och en liten stad i Sverige ser på livskvalitet

There are many good reasons to ponder about what it is that makes life worth living. To observe and reflect on what it is that gives a person a good quality of life is arguably the essential core of social-work. The aim of this research was to investigate how 15-year old youths interpret quality of life. The key areas that we explored in order to meet the research aims were: what did the youths interpret as a good quality of life for a 15-year old and for an adult, how did they view their own quality of life, and did they think that the regional context (i.e. if one lives in a big city or in a small town) affects how one interpret quality of life.The studywas based on interviews with four boys and four girls.

Empirecraft

I have in my thesis produced a start of a multiplayer, voxel, strategy sandbox game withadvanced AI. The world is made out of voxels in the form of blocks that both the players andother units can affect and change. In a world where every block follows the laws of physicsfor both fluids and physics. The game is designed for several players that fights for controllover land and resources..

Wow! : En studie i identitetsskapande i World of Warcraft

Datorspelet World of Warcraft har växt något enormt i popularitet sedan det kom 2004. Idag är det den största mötesplatsen på nätet med användare över hela världen. När vi möter användare på nätet är det precis som i verkligheten viktigt för oss att framställas på det sätt vi helst vill. Vi spelar en roll och bygger en identitet. Spelet erbjuder en alternativ, virtuell värld åt oss och det som är intressant för mig är att se på vilket sätt detta påverkar våra möjligheter till detta.

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.

Ett kommentarsfält blir till : När sociala föreställningar sammanflätas med digitala material

Many people perceive a division between an online world and the ?real? world outside of the World Wide Web. However, this view often leads to a reduced sense of importance ascribed to what takes place online, even though it affects life in very real ways. In our study we aim to explain the importance of how meaning is built in to sociomaterial compositions. By analyzing comment fields hosted by a Swedish IT-journal we illustrate how what is being said interplays with the technological platform in various ways.

World of Warcraft -spelandets inverkan på individen och det sociala livet

I och med Internets framväxt de senaste tio åren har en ny underhållningsmarknad öppnat sig. En ny form av kommunikation och interaktion har möjliggjorts. I denna uppsats behandlar vi nätspelsfenomenet World of Warcraft. Dataspel och beroende har blivit ett vanligt ämne i media den senaste tiden. Det finns därmed misstanke om att detta ökat den senaste tiden i och med Internets framväxt.

Gymnasieskolans samverkan med det omgivande samhället : En studie i hur dagens näringsliv och gymnasieskolans näringslivskontakter återspeglas i företagsekonomiundervisningen vid två gymnasieskolor

Non-compulsory schools in Sweden should make use of the knowledge and experience that is available in society according to the aims and objectives of the Curriculum for the Non-Compulsory School System - Lpf 94. There are however only a few studies which have focused on the contacts between non-compulsory schools and society as represented by the business world in Sweden.The purpose of this study is to examine in what ways and to what extent non-compulsory schools are following the Curriculum by using the knowledge and experience of the business world. The perspectives have been: Which contacts in the business world and which working practices from the business world are implemented in teaching in non-compulsory schools? In what way do these contacts and working practices affect the teaching and learning of business administration? The purpose of this study is also to examine if the teachers in non-compulsory schools use business information and different kinds of business knowledge and experiences in order to keep themselves up-to-date regarding the business world. The perspectives have been: Are the teachers using up-to-date business information or business experience? Are the teachers applying a multicultural perspective in teaching business studies? In what way does this kind of information or first-hand experience affect the teaching and learning of business administration?The method used in this study was to interview seven teachers from two non-compulsory schools in Stockholm.

Samtalande rum - ett socialpsykologiskt perspektiv på individens erfarenheter av onlinerollspelet Word of Warcraft

Den här uppsatsen är en teoretisk och empirisk studie över unga vuxnas erfarenheter av onlinedatorspelet World of Warcraft. Perspektivet som anläggs på spelet och dess användare är ett socialpsykologiskt perspektiv. Det socialpsykologiska perspektivet utgörs av den symboliska interaktionismen, sociala roller och rum samt Johan Asplunds teori om social responsivitet. I uppsatsen relateras även teorier om det medialiserade samhällets inverkan på individ och sociala rum. Kunskap om fältet har genererats främst genom ostrukturerade intervjuer med användare, samt genom en kulturanalys av verket.

A world of illustration - Ett utforskande projekt om Illustration som begrepp och koncept, dess gällande och möjliga användningsområden samt utformningen av en arbetsprocess

It is not about the perfect tune or pretty picture.It is always, always about the story. (Is or ought to be)When we release a new album, publish a book or show a brand newcollection of clothes or furniture etc. it is (or ought to be) because we havesomething to say (tell/share). The choice of language, in which we tell our stories,is vital for how they will be perceived.This is where illustration comes in. Illustration is a tool for storytelling, for contributingto the world in the most legible way.Illustration is legibility, it is the italic, the underline, the ?quotation mark?, the exclamation mark!It is not about the pretty picture.I want to talk about this.

Utveckling av kompetenser i MMORPGs : Ur spelares perspektiv

ABSTRAKTUnder de senaste åren har det släppts flera onlinespel inom genren MMORPG och deras popularitet har ökat. Vid vår litteraturstudie framgick det att tidigare forskning visar på att spelare av MMORPG spel utvecklar olika kompetenselement genom sitt spelande men tar inte upp spelares uppfattning kring detta. Därför har vi undersökt spelares uppfattning kring sin egen kompetensutveckling i ett MMORPG spel samt vilka spelmoment som kan bidra till detta. Vi utförde en netnografisk studie med enkät, intervjuer och deltagande observation i World of Warcraft. Vår slutsats är att spelare uppfattar en utveckling av sexton olika kompetenselement.Nyckelord: Onlinespel, MMORPG, Kompetens, Kompetenselement, Kompetensutveckling, World of Warcraft.

SECOND LIFE: SECOND CHANCE - A netnographical study of the online virtual world Second Life as a place of...

Our study illustrates the nature and characteristics of the virtual world Second Life. We have identified that the online community aims to satisfy hedonistic needs through social and conspicuous consumption, for online use only, concentrating on socially accepted identity construction..

"Man måste ju typ lära sig, annars går det inte" : World of Warcraft och lärande av engelska

Det här examensarbetet har sin utgångspunkt i elevernas intresse av att spela onlinespelet Word of Warcraft (WoW) vilket har lett fram till en undersökning om spelets eventuella påverkan på elevernas färdigheter i engelska, och hur den i så fall ser ut. Eftersom spelet inte finns på svenska är de flesta spelarna beroende av sina färdigheter i engelska för att kunna förstå och göra sig förstådd i spelet. Arbetet utgår från tre huvudfrågeställningar:1. Finns det ett samband mellan elevernas resultat i engelska och deras spelande av World of Warcraft? Om det finns ett samband, hur kan det beskrivas?2.

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