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1835 Uppsatser om Mediated interaction - Sida 13 av 123
Elevers föreställningar om liv : undersökning av elevers lärande ur ett socialkonstruktivistiskt perspektiv
The purpose with this study was to analyse students' conception of living things, and to establish how a social constructivist learning situation affect their conceptions. The method consisted of questionnaires, followed by group discussions and a final survey. The main result was that students have everyday conceptions about scientific phenomena that are reinforced by the social interaction. Some students were positively influenced by the interaction with their peers, where non-scientific conceptions were replaced by conceptions of a scientific nature. Furthermore, the cultural artifacts are of very good means, but the study showed a strong need for a knowledgeable person, e.g.a teacher, to guide students in the right direction during the discussions.
Budgetens roll innan och efter finanskrisen
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Relationen mellan ledare och medarbetare i en decentraliserad organisation. : Hur tar den sig uttryck i en LSS-enhet
We have completed our investigation on a LSS organization located in Västra Götalandsregionen. This organization has four leaders who has responsibility for multiple devices but do not have any physical contact daily. We have seen that organizations constantly living in some kind of change, which means that organizations are becoming more decentralized. This decentralization affects leaders' way of working in the organization, because the employees are geographically dispersed in the municipality. Our survey shows that the physical meetings between managers and employees are an important factor in creating a motivated team.
Hur man kan skapa uppmärksamhet för tidningen Guinness World Records Magazine genom en digital artefakt
This project practise methods used in the interaction design discipline to develop a concept related to the Swedish Guinness World Records Magazine.
This project is a challenge to accommodate both the users? and client?s needs. We focus on interaction and the experience, which is acquired through the use itself, and how to connect it to a theme from a client. The aim of this project is to create a meeting place for children where they can interact with technology.
Vad är omsorgskvalité inom äldreomsorgen? : - En kvalitativ studie om omsorgskvalitet ur ett brukarperspektiv
The purpose of this study was to understand what the care recipients considering as care quality in their long-term eldercare. Our intention has been to contribute a bit to the development of the care work. Previous studies show that user surveys are carried out regularly but there is very few studies that are based on care recipients own opinions and experiences. The main questions in the study have been to examine what is considered as good elder care from a user perspective. Even to understand the characteristics of a good meeting with the care staff and also examine how the elder care in Nybro municipality can improve.
Social interaktion i afasigrupp : En samtalsanalytisk studie med inriktning mot socialt fasadarbete och gester
Every year, 12,000 people in Sweden are diagnosed with aphasia. Many people with aphasia supplement their logopedic treatment by participating in an aphasia group. Aphasia groups provide both social and linguistic stimulation. The aim of the present thesis was to study the social interaction between participants, and between participants and leaders in aphasia groups.In the present study, eleven persons with aphasia and four leaders participated divided into three aphasia groups. The groups were video recorded during sessions with a total of four sessions.
Underhållning eller meningsskapande : En intervjuundersökning om lärares didaktiska övervägande gällande underhållningsfilm i historieundervisningen
Movies are a part of everybody?s, including student everyday life. Teachers have to give their students the tools and means to critically examine movies and media as a whole. This study aims to examine how seven teachers in southern Sweden didactically motivate their use of movies; specifically entertainment features in the history subject. The theoretical framework of this study is Knud Illeris theories about the three dimensions of learning.
Den elektroniska handeln och Relationen mellan Kund och Leverantör -Ett kundperspektiv
Background: Commerce over the Internet has exploded in recent years. For many companies it has become a necessity to offer their products overthe Internet. This new market ought to change the conditions for relations between customers and suppliers. Purpose: Our aim is to describe and analyse the factors that influence the relations between customers and suppliers, from a customer view, when commerce is conducted over the Internet.Delimitations: The study is limited to B2B commerce with IT-products. Methodology: The thesis is based on a study of the company IMS, their e-commerce site and organisations that buy IT-products over the Internet.Conclusion: Internet opens up new possibilities for custom designed offers.
Mötet, ett dilemma eller en möjlighet? : - En kvalitativ studie av myndighetspersoners beskrivningar av individer med ett socialt funktionshinder.
This is a study with a qualitative approach and a social psychological perspective. Our purpose is to describe and analyze authority officials descriptions of individuals with a social disability and their perception of how the interaction in the encounter with its implementation. We are interested in how they experience their power as authority representatives. The following issues are highlighted.? How do people in authority describe individuals with a social disability?? What is the authority officials view on the interaction in meetings with individuals with a social disability?? How do authority officials experiencing his or her position of power in relation to the meeting?Our results are based on semi-structured interviews with five persons in authority, which is active in Insurance and Employment Service in Örebro County.
CMS och UX : tekniker för hur man utformar en god användarupplevelse
The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it..
Vem är kvinnan på kvinnodagen? - en kvalitativ analys av Gomorron Sverige på internationella kvinnodagen
In this study we examine how the image of women, through framing and stereotyping in interviews, is constructed in the Swedish television morning show Gomorron Sverige on International Women?s Day. Our study is based on qualitative method, using the ECA (Ethnographic Content Analysis) model.Our main theoretical assumptions are that media contributes to constructing the images of reality we see in our heads, and that the images of women mediated through television are stereotypes which are displayed in the presenter?s questions and in the respondent?s answers. By defining the problems related to International Women?s Day, showing causal connections, making moral judgments and presenting solutions, television contributes to the viewer?s perception of what is important, why it is important, what is wrong and how to make it right.Based on our theoretical assumptions we have divided our study into three analytical themes:1.
Vi vill inte skriva om böcker. Vi vill prata. : En studie i boksamtalens betydelse för yrkeselevers litteraturläsning.
This qualitative study was conducted to investigate how subordination and superiority emerges in the interaction between heterosexual couples between 20 to 30 years old, without children. Eight semi-structured interviews with four couples have been conducted to provide insight into how subordination and superiority is made in the interaction between the cohabiting couples. All interviews were transcribed and then manually categorized along specific main themes and sub themes. The empirical data were then assayed by a hermeneutic interpretation. Three previous studies have formed the basis for this study, Det kallas kärlek by Carin Holmberg, the anthology, Jämställdhetens pris and Familjer i tiden by Christine Roman and Helen Peterson. The theoretical framework consists symbolic interactionism, and especially the concept of asymmetrical role-taking and also doing gender.
Samverkan mellan socialtjänst och polis, när ett barn misstänks för ett brott : - En kvalitativ studie, ur ett myndighetsperspektiv
The purpose of our study is to see how the interaction between the social services and police work when a child under 15 years is suspected of crimes.What happens to the child from an agency perspective? How is the experience for the child and how do they get their voices heard? How is the professional perspective for a child when a child is suspected of a crime? What do the various authorities for short-term and long-term measures for the child?We have chosen to do a qualitative study using semi-structured interviews. The study includes six interviews with two police officers, three field secretaries and a social worker in two different municipalities. A medium sized municipality, and a larger community.The people we interviewed think differently about collaboration. The municipality have different workforms.
Humorns gränslösa begränsningar och möjligheter : En studie av humorns praktiker utifrån exemplet samtida ståuppkomik
For this study I use a critical realism approach and the aim with the thesis is to elucidate humor as a socially reflexive tool. My investigation has its starting point in the stand-up comedy arena, which I mean can exemplify a social context where the communication is focused around humor. I mean that humor can be used to create imaginary variations of the knowledge and truths, which we live our lives according to. The asymmetrical interpretations of the socially reflexive tool humor can be used to identify, elucidate, and cope with the diverging truths of life. But even though humor has boundless possibilities to reshape knowledge, it is also limited by the social contexts where it is mediated and by the involved individuals that create the humor or sanction the humor positive and/or negative..