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132 Uppsatser om Mediated intimacy - Sida 3 av 9

?Det är inte gay om man inte ser varandra i ögonen? : en kritisk undersökning av maskulinitet, våld och intimitet inom MMA

Föreställningar kring maskulinitet och våld är i dagens samhälle nära sammankopplade och har så varit även historiskt. Denna studie har som mål att undersöka hur dessa sammankopplingar påverkar män som tränar och tävlar MMA och hur det påverkar deras maskulinitetskonstruktioner. Genom att undersöka dessa mäns inställning till våld, maskulinitet och intimitet inom MMA, syftar studien till att tydliggöra den diskurs som vuxit fram på en kampsortsklubb i Sverige. Slutsatsen av denna undersökning är att en tillsynes motsägelsefull bild kring våld och intimitet konstruerats inom denna diskurs. Inom MMA-diskursen finns utrymme för fysisk intimitet på ett sätt som sällan accepteras mellan män i samhället utanför.

Vaccinationsbiverkningar hos hundar i Sverige

Vaccinology is an ever expanding field. As a member of the veterinary staff it is important to stay up to date with the continuous new scientific data and recommendations that affect the care that our companion animals receive at the veterinary clinic. This paper presents adverse vaccination reactions, their cause, risk factors and suggestions how we can minimize the risk of adverse vaccine events in dogs. Dog owners in Sweden were allowed to answer a questionnaire about adverse events following vaccination. Lethargy, edema and pruritus were among the most frequently seen adverse effects.

Vad är Mångfald? : En studie om lärare samt ledning i två skolor i olika delar i

The subject of this paper is to examine the view of diversity among ten teachers and three principals in the Swedish compulsory school. The purpose is to investigate how they relate to the diversity and in what ways it is involved in their work.The French sociologist Pierre Bourdieus basic ideas of habitus, capital and field are used as a theoretical starting point. The study is mainly based on interviews supported by literature in the subject area.The findings show that diversity is associated with ethnicity among all informants. The drawn conclusion is that this is partly due to the mediated picture but also since ethnicity mainly serves as a starting point in the literature..

Språkstimulerande miljöer och metoder - språkstimulering i förskolan

Syftet med min studie är att undersöka ett antal kommunala förskolors språkliga pedagogiska miljöer för att få kunskap om vilka metoder några pedagoger i förskolan arbetar med för att stimulera barns språk- och begreppsutveckling. Jag väljer att lägga fokus på en central frågeställning: Vad menar pedagoger med språkliga pedagogiska miljöer? I ett försök att få svar på mina frågor väljer jag att observera och samtala med yrkesverksamma pedagoger. Resultat visar att pedagogerna betonar att det sociala samspelet har betydelse för barns språk- och begreppsutveckling..

Odour-mediated behaviour in codling moth, Cydia pomonella : do fermentation odours affect the attraction and oviposition behaviour in codling moth?

The codling moth, Cydia pomonella is a common pest in apple orchards and can be found worldwide. Feeding by codling moth larvae can cause a substantial decrease in apple yield. Control methods comprise for example the use of pesticides, viruses and pheromones. As a sustainable control method, pheromones have been successfully applied to disrupt moth mating behaviour. Other behaviours like foraging, search for mating sites or host finding could be potential targets for additional odour-mediated behavioural manipulation but need further investigations of the underlying odour stimuli and behavioural plasticity. Many insects are attracted to the smell of fermenting fruit and associated microorganisms.

Hemmet, kvinnan och moralen : I Malmö stads barnavårdsutredningar 1930-1936

This study, a narrative analysis of it, deals with the term, home, its importance and the use of it by Child welfare investigators in the city of Malmö between the years 1930-1936. Commonly used and acknowledged, home stood for security and order while the term, street, had just the opposite meaning. Living in the countryside symbolized health and sensibility, while city life was considered to be cramped, dirty and immoral. The responsibility of achieving the liberals and conservatives ideal of a sunny, clean and orderly home was given to the woman of the house, as was the task of keeping the home morally correct, and providing the necessary atmosphere for proper upbringing of the children. Consequently, the basis of theory, using Karl Marx and Friedrich Engels in regards to the conflicts between the upper and lower classes, and even theories of Jane Lewis of woman´s connection to home and family, have been the grounds for the study.

Resan är målet: En kvantitativ studie om kongruenta erbjudandens påverkan på köpintentionen

The technological development and increasing popularity for integrated multichannel solutions constitutes both severe opportunities and challenges for todays' and tomorrows' retailers. On the account of consumers leaving traces when using digital channels and the technological development enabling retailers to use this information to create relevant offers, goal-congruity is relevant to apply in the multichannel shopping context. Based upon previous research on goal congruity and channel integration, our main purpose in this study is to increase the understanding for how congruity in an offer increases the intention to redeem the offer. Several studies focus on and contrast the product characteristics hedonic and utilitarian. However, it has been stated that it is crucial that research also examines the difference in target audience, buying situation and as examined in this study: buying decision process.

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.

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.

Prostitutionen och sexköpets många ansikten

This is a qualitative study with a descriptive approach. The main purpose with this study is to examine the view of prostitution and sex trade among Social worker students at Malmö Högskola. Our research questions are; To which extension and consideration is the view of male and female prostitutes divided? Is the view of the male and female sex buyer different among the students? How do the students explain and understand male and female prostitution? How do the students explain and understand the male and female sex buyer? To collect data and to be able to find out the students views and thoughts about the phenomenon we used focus groups with four to six students in each group. To categorize the material we used four topics; explanation/understanding models, the individuals behind the phenomenon, love/sex and intimacy, and the society?s responsibility.

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.

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..

Vägen mot folkhemmet : En analys av en medieidentitets utveckling i populärkulturen

Denna uppsats undersöker hur en utveckling av en medial identitet går till. Vilka faktorer får en medieidentitet att ändra dess mediala bild och framtoning? För att besvara denna fråga studerar jag en artistkarriär som har genomgått stora förändringar, vilka har inneburit att även dess medieidentitet kraftigt förändrat framtoning. Artistkarriären jag har valt att studera närmare är förgrundsfiguren från Latin Kings, Douglas ?Dogge? Leóns.

Individers och deras närståendes upplevelser av att leva med långvarig smärta

Background: Individuals in pain is something that most nurses encounter on a daily basis. Chronic physical pain is often followed by psychological pain. The total effects of chronic pain are felt by the patient as well as by close ones. The findings showed that life changed radically after getting chronic pain. Individuals and closeones both had to take every day as it came, because the degree of pain was hard to predict and could worsen at any time off the day.

Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel

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.

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