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1003 Uppsatser om Marknadsföring online - Sida 30 av 67

Interaktivt visuellt säljstödssystem

The purpose with this study was to elucidate the pros and the cons with a sale support system. This has been narrowed down into two questions: ?What are the pros and cons for a company that have a sale support system? and what are the pros and cons for a company that does not yet have a system?? Configurator that is a sale support system has been studied. It is a system that presents products by accepting different functions, qualities or parts that are possible to match. It can be used in business-to-business or business-to-consumer situations, through different sale channels, namely direct sale, indirect sale and online sale.

Ny i Inre Skandinavien : Webbaserad Personutställning - Ett verktyg för visning och underhåll av intervjuer

Some people do not have the opportunity to visit a physical exhibition because of limited time or long travelling distances, it is here the need for a web-based exhibition arises.This dissertation describes the development of an interactive web-site representing a part of a physical exhibition of over 200 interviews on different peoples immigration to inner Scandinavia. The interviews contain text, audio clip, pictures and video clip.The website contains modern programming technologies such as HTML5, ASP.NET MVC3, SQL, JavaScript and jQuery.A cover of the technologies used and how the project has been designed and implemented is explained in the dissertation. In the end of the dissertation we discuss about how the result of the project follows the goals we set up in the start phase. The result of this project is an interactive and easy to use web-site showing a part of the physical exhibition online. An easy administration to insert new information and edit existing without any major computer knowledge..

E-boken 5 år senare : En studie om läsvanor och uppfattningar kring e-boken

This paper attempts to replicate a study from 2009 about users reading habits and the future of e?books. Due to the increased use of smartphones and tablets since 2009, there is a reason to reasearch if the perception and use of e?books has changed. The methods used is qualitative interviews complemented with an online questionnaire.

N?r ekonomin stryper En kvalitativ studie om Europeiska unionens sanktionsf?ring i f?rh?llande till ideologiska v?rden och interdependens

This thesis examines the European Union's sanctions policy regarding human rights and interdependence. Previous research has discussed whether sanctions are effective or result in desirable outcomes. This paper aims to take a step back and understand motives by analyzing consistency in the EU?s decisions to impose sanctions. The question is relevant because formal justification can be used to cloak actual motives, and by examining actual decisions, the analyses shed light on motives.

Flyhov p? Kinnekulle. Flyhov L1962:5485, Ra?-nummer Husaby 70:1

The aim of this essay is to contribute to a better understanding of the prehistoric site Flyhov in the province of V?sterg?tland, Sweden and its immediate surroundings from an archaeological perspective. The site contains material artistic and ritual expressions from different prehistoric periods, and its long use-history (from the Stone Age until today) shows that the site, and its remains, has attracted the interest from people in prehistory, in modern times, as well as today. With a point of departure in perspectives derived from hermeneutics and phenomenology the essay examines the site?s prehistoric remains, the use of, and the interest directed towards, the site and its remains during different time- and use-horizons and how these horizons have been affected and intertwined with each other, in a manner where earlier material expressions have affected people and their new expressions.

Veckorevyn på papper och webb : en kvalitativ undersökning av tidskriften Veckorevyn och dess motsvarighet på nätet

Purpose/Aim: The aim is to examine the cooperation between the magazine Veckorevyn and its Internet based counterpart, veckorevyn.com. The purpose is also to see if veckorevyn.com is taking advantage of Internet and its possibilities.Material/Method: There are two qualitative methods used for this study: interviews and a three-pieced content analysis. The material analyzed is the magazine Veckorevyn (number 25/2008) and the website www.veckorevyn.com during a two week period.Main results: The study shows that Veckorevyn and veckorevyn.com have several differences, but also some similarities. The result is not unexpected, since we are dealing with two different types of media. There seems to be some cooperation, though on the web it is not very visible.

En utvärdering av programmet Voddlers användbarhet

The purpose of this essey is through empirical methods investigate usability factors on Video On Demand applications for the Internet. More specificly we will focus on a application called Voddler. The purpose is to identify usability problems that exist in Voddler, and present the reader with suggestions on possible solutions. This could be used as guidelines to how to design for usability in this kind of system. We will use an online survey to investigate Voddler usability and use this data as a basis for our analysis.

Kommunikation pa? sociala medier : En studie om fem svenska TV-kanalers strategi pa? Facebook

Fo?retag och organisationer anva?nder sig allt mer utav sociala medier i syftet att kommunicera med sin ta?nkta ma?lgrupp. Oavsett om fo?retag va?ljer att delta i diskussionerna eller ignorera samtalen online a?r det definitivt att konversationerna kommer att a?ga rum. Denna studie fokuserar pa? kommunikationen mellan anva?ndare och fem svenska TV-kanaler samt hur denna kommunikation kan fo?rba?ttras med hja?lp av sociala medier.

Möblering med Procedurell Generering : Furnishing with Procedural Generation

I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll. Manuellt av personer som skapar allt innehåll för hand eller automatiskt av program där ekvationer istället beskriver innehållet och generera detta vid behov. Att låta ett program generera digitalt innehåll kallas Procedural Content Generation (PCG) och används i grafiska applikationer, dataspel, simulatorer och online-applikationer. I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuellt rum genom att bruka konceptet för PCG. Genereringsalgoritmen är regelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan att innehållet i rummen behöver lagras. .

Fl?ckreducering ? Bl? Vinranka En j?mf?rande studie av tv? efterbehandlingsmetoder vid reng?ring av glaserad keramik

This study explores the effects of two different post-treatment methods on stain reduction in glazed creamware from the late 20th century. The objects stains have been characterized by type one and type two stains which is the result of prolonged contact with food residues, were subjected to the same initial stain reduction. The two post-treatment methods examined are soaking the objects in deionized water and surface rinsing with deionized water. The comparative analysis included photographs under normal and UV-light exposure to assess stain visibility, weight measurements before and after treatments to monitor the absorption and evaporation of liquids, and observations throughout the experiment. The results revealed that while type two stains showed significant alterations after treatments, specifically after soaking, type one stains remained unaffected by both methods.

Optimering av dataleverans fo?r Internetanslutna TV- applikationer

TV-apparater och kringutrustningar a?r numera ofta Internetanslutna och har inbyggda webbla?sare som fungerar som en plattform fo?r HTML5- applikationer med JavaScript, vilket har lett till att utbudet av applikat- ioner som finns tillga?ngliga pa? dessa plattformar o?kat explosivt de senaste a?ren. Tyva?rr lider dock ma?nga av da?lig prestanda med avseende pa? datao?- verfo?ring och anva?ndargra?nssnittet upplevs ofta som segt eftersom ha?rd- varan inte kan ma?ta sig med en modern dator. Det ha?r examensarbetet underso?ker vad som kan optimeras pa? na?rverkssidan.

Interaktiva, digitala lärresurser : Med underhållning kommer motivation

Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.

Utbildningssimulator av funktioner i spa?rfordon : Ha?rdvarusimulator med felso?kning pa? do?rrsystem

I denna rapport beskrivs en utvecklad utbildningssimulator o?ver spa?rfordon och dess del- komponenter pa? ja?rnva?gen. Simulatorn a?r en ha?rdvarubaserad prototyp o?ver ett do?rrsystem pa? spa?rfordon. Prototypen ska anva?ndas av systemspecialister och tekniker inom ja?rnva?gs- branschen.

?Klicka? ?Gilla? ?Dela? En studie om användares uppfattningar, attityder samt beteende till anpassade annonser i nyhetsflödet på Facebook

This thesis is a study of Facebook users? beliefs attitudes and behaviour towards personalised adverts on the site, using Wang & Suns theory about the relationship between beliefs and attitude toward online advertising (ATOA) and the connection between attitude and behaviour. The result, based on qualitative research and interviews, will introduce a deeper understanding and interpretation of users? beliefs, attitudes and behaviour toward personalised adverts. The result showed that people perceive the site?s personal adverts as intrusive and interfering with their personal space and the purpose of the site.

Designteori i praktiken : En undersökande fallstudie om hur designteori manifesterar sig i praktiken

New technologies and new consumer behaviors are having a large impact on mediacompanies. The biggest change is in the behavior of the younger demographic whereold platforms like television are abandoned for new online platforms. In this newworld, media companies and organizations need new tools and business models tostay competitive. One such tool is Design Thinking, a term used to describe a cognitivedesign-specific set of activities used during a design process. It has been popularizedin commercial areas and there the term is used to describe an applicable workflowused to promote the skills required to use Design Thinking.

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