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6596 Uppsatser om Media technology - Sida 50 av 440

Att designa användargränssnitt för äldre människor med afasi

Our aim in this work has been to redesign ModernFamilies and make a user-friendly interface for people with aphasia. The focus has been to identify general issues they might face while using different technology and applications, in order to find better alternative design for ModernFamilies, with a focus on usability. To approach this issue, we used a qualitative method. Our study includes several interviews and observations preformed in conjunction with the AGNES project (AGeing in a NEtworked Society) and speech therapists. Aphasia requires simple design that in the same time gives them support to understand and use technology and different applications.

Den amerikanska drömmen Rika fruar och lyxproblem : En kvalitativ fallstudie om hur familjerelationer ironiseras i Svenska Hollywoodfruar

This study highlights the stereotypical depictions of journalists in film using a narrative analysis of four major Hollywood productions, starting with All the President?s Men from 1976 through The Girl with the Dragon Tattoo from 2011. Its purpose is to highlight traits given to journalists in the movies and re-occuring themes in the portrayal of the media and the journalistic occupation. Differences and commonalities between the films are concluded in a discussion of ethics, personalities and the media?s self image.

Media i undervisningen : Hur undervisas elever i årskurs 4-6 i media?

Syftet med denna rapport var att undersöka om det bedrivs undervisning kringmedia inom årskurserna 4 till 6. Undersökningen som jag bedrivet är en kvalitativundersökning kring ämnet. Jag har intervjuat fem stycken lärare inom dessaårskurser. Intervjuerna tog upp frågor som undersökte om lärarna använder olikamedieverktyg i sin undervisning, samt om det sker en viss form avmedieundervisning i deras klasser. Resultatet jag fick från dessa intervjuer varväldigt intressanta.

Svenska sociala medietjänster : En studie om svenska sociala medietjänsters uppkomst och hur de gynnas av det svenska klimatet

AbstractTitle: Swedish social media services (A study about Swedish social media services birth andhow they benefit from the Swedish climate)Number of pages: 38Author: Robin SchwabeggerTutor: Else NygrenCourse: Media and Communication Science CPeriod: Fall 2009University: Division of Informatics and Media, Uppsala University.Purpose/Aim: To see if the Swedish advantage or interest in developing new social mediaservices and networks has anything to do with our society. With society I mean our culture,attitudes and history. Do people, especially young people, have a more positive attitudetowards the Internet and has the fact that we, as a country, were among the first to use theInternet anything to do with it.Material/Method: Data collected from books, newspapers and articles from several sites onthe internet. I?ll use the information I?ve gathered to try to find an answer to my givenproblems for the paper.

Om jag säger Rinkeby, vad tänker du då?

The objective of this research was to study how two newspapers in Sweden, Aftonbladet and Expressen are creating an image of the Stockholm suburb Rinkeby. The method used to do the study was qualitative content analysis. Ten articles were chosen, five off either newspaper and were found on the internet homepages of the newspapers on 15 November of 2013 and 27 January of 2014. Several theories were used in the study. Agenda setting theory, a media theory that explains the power of media, Figuration theory developed by Norbert Elias that deals with power struggles between different groups in society.

Kubism i digitala spel

Den här uppsatsen behandlar kubism och digitala spel samt hur spelmediet kan utvecklas. Dessa ämnen samt kringliggande relevanta ämnen diskuteras för att undersöka hur dessa två kan sammanföras för att skapa en visuellt säregen stil i en spelproduktion. För att undersöka problemområdet utvecklades en spelprototyp vars visuella stil var baserad på kubismens ideologi och formspråk. Prototypen testades av spelstudenter för att få deras åsikter och skapa en diskussion kring hur väl gestaltningen lyckades och hur spelmediet kan utvecklas i framtiden. Arbetet avslutas med att undersökningens resultat presenteras och diskuteras.

ZigBee-teknikens möjligheter att trådlöst överföra EKG-signaler

In many clinical applications, it is desirable to transmit sensor information wireless. In earlier research, investigation transmit ECG signal using Bluetooth, was performed. However, when Bluetooth has some drawbacks it is of interest to investigate alternative methods, one such method is ZigBee. Bluetooth has higher data rate speed (1Mbps) than ZigBee (250kbps). However, Bluetooth consumes more power.

Säkerhetsstandard för ett mjukvarubaserat säkerhetselement

Researchers today anticipate that in the near future, the majority of the owners of a smartphone will use it as a wallet, i.e. for contactless payment. The technology that enables contactless payment today is ?Near Field Communication? (NFC), which is increasingly embedded in smartphones. Applications like mobile payment between a phone and a terminal use NFC.

Skolkuratorers syn på ungas användande av sociala medier : Med en diskursteoretisk ansats

AbstractAuthor: Josefin Gustavsson, Moa OsbäckTitle: School social workers view on young people using social media ? a study with a discourse theoretical approach [Skolkuratorers syn på ungas användande av sociala medier ? en studie med en diskursteoretisk ansats]Supervisor: Anders GiertzAssessor: Jan Petersson The aim of this study is to investigate school social workers view on young people using social media. With this study we are intended to understand how discourses affect the interventions of school social workers. This study has a qualitative approach and contains seven interviews with school social workers and one social worker who responded through a written response document. The interviews were semi-structured to enable spontaneous reflections and to catch the essence of the respondent?s language in the context as a school social worker.

"Arken är skjuten i sank": En kvalitativ studie kring rapporteringen av The Arks medverkan i Melodifestivalen och Eurovision Song Contest 2007

The purpose of this study has been to follow how the Swedish press covers the Swedish music competition Melodifestivalen and the Eurovision Song Contest. To do so, I have followed how the image of The Ark, a Swedish rock group, changed in the press during Melodifestivalen and the Eurovision Song Contest 2007. They won in Sweden, but in the big European finale they ended up in 18th place. The study is based on a discourse analysis with the focus on the social dialogue of the band in the newspapers. I have applied the analysis on 14 articles published the day after Melodifestivalen and a week ahead, and 14 articles published the day after the Eurovision Song Contest and a week ahead.

Sverigedemokraterna. : En kritisk diskursanalys av medias framställning avpartiet.

SammanfattningSverigedemokraterna (SD) är ett parti som har befunnit sig i hetluften under det gångnavalåret. Vi har valt, att genom en kritisk diskursanalys analysera och presentera hur media iform av dags- och kvällspress konstruerar talet om Sverigedemokraterna. Det teoretiskaramverk vi genomfört studien inom rör socialkonstruktionismen, där vi utgått från att allt i våromgivning är socialt konstruerat. Tidigare forskning har visats oss hur olika medier anpassarsina texter efter sociala och ekonomiska intressen och att all information vi tar del av ärkonstruerad. Forskning kring rasism och fascism i Sveriges historia samt forskning kring detdiskursanalytiska perspektivet har hjälpt oss att uppnå vårt syfte.

Digital delaktighet i Sverige : Om att inkludera alla i framtidens samhälle

Almost all Swedes today have access to the Internet, if not through the home then via the library or work. Despite this, around 20% of the population stand outside the information society in that they lack in knowledge, assistive usability tools or positive attitude towards technology and its influence on society. The main factors influencing the digital divide in today's society are age, disability and education, while the main reason for staying outside seems to be disinterest.The question about digital inclusion is important as we now stand on the breaking-point between a society where the industry has had a prominent position for private as well as national economy and a digital society where access to the Internet is no longer about prestige, but where significant differences between users' knowledge levels can create a power gap. Gaps in access and use not only reflects already existing socio-economic conditions, but can also maintain and enhance these.It is crucial for the future expansion of Internet usage how today's non-users feel about becoming users. To understand what underlies the motivations not to use computers is one of the keys to get non-users to embrace becoming users.

Bajen var namnet : Studien av en elitfotbollsklubbs informationsarbete

AbstractÖrebro UniversityDepartment of HumanitiesMedia and Communication StudiesBachelor Thesis, Spring 2007Title: Bajen is the name ? The study of the information business of a professional soccer clubBy: Erik Johansson and Markus WelinSupervisor: Göran ErikssonPurposeThe purpose of this essay was to examine how a professional and multinational sport organisation works to present a positive image of it. The object of our study was Hammarby, one of the by media most intensive covered Swedish clubs. We have also investigated the relation between the sport communication strategies and the media.TheoriesWe have used prior research in the areas of sport and media, Sport Management, journalism and Public Relations. We have also applied Public Relations and Marketing theories.MethodWe chose to use the methods of qualitative interviews, and participant observations.

Hur blir politiska skapelser virala succéer? : En komparativ argumentationsanalys.

Since the beginning of the 1990s, Swedish society has gone through a great change. Firstly with the personal computer and then with the internet moving in to everyday life, a new arena for interaction with society evolved. Work, education, doing bank errands and reading or discussing the news, just to name a few, now all take place in the virtual world online. Not to mention social media sites such as twitter, instagram or facebook, the last of which has over half of the Swedish population represented as members.   Companies, corporations, interest groups, political parties and politicians must be aware of the massive impact that a post spread through social media can have.    This thesis will, with the text analyzing tool, argumentation analysis, and on the theoretical platform of political communications theory, analyze three of the most viral Swedish political posts spread over 120 000 times each, to see if there are any combined qualities that point to the fact that there is a formula for getting a post to become a viral success on social media.    The main result showed that of the three posts analyzed, all were built up around a factual thesis, argued for with foremost example arguments, not only appealing to the logical branch of argumentation but also to the ethical, and that they tended to be of high relevance and sustainability. The conclusion must therefore be that these are all qualities that tend to be of relevance for making a political post on social media into a viral success..

Marching Cubes med Deferred Rendering motor

Spel idag kräver en enorm mängd arbetstimmar för att skapas, därför behövs alltid sätt att spara tid och automatisera processer. Algoritmer för polygoniseringen av skalärfält, som Marching Cubes, har under de senaste åren blivit ett allt vanligare tillvägagångssätt för att automatiskt generera terräng. Scenkomplexiteten och kraven för visuell kvalitet i dagens spel ökar ständigt. Därmed kommer också kravet för prestandaeffektiva renderingsmetoder. Deferred rendering är en renderingsmetod som kan hantera scener med stora mängder ljuskällor och hög scenkomplexitet samtidigt. För att undersöka integreringen mellan procedurellt skapad terräng och en deferred rendering pipeline, skapades en applikation i DirectX 11 för att undersöka implementeringen och potentiella optimeringar av denna integration..

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