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18056 Uppsatser om Online information - Sida 11 av 1204

Strategisk Gender-Swapping: En kvantitativ studie av hur motståndarens kön påverkar beslutsfattande i Texas Holdem

Abstract: According to previous research, it is not unusual for online poker players to create profiles which indicate they are members of the opposite sex. This phenomenon, known as 'Gender Swapping', is partly being utilized in a strategic fashion. The purpose of this thesis is to evaluate whether or not the gender of an opponent has an impact on decision-making in an online poker environment. An experiment was constructed where subjects made 15 poker-related decisions against seven randomly generated opponents, consisting of three male, three female and one genderless opponent. The results indicate no significant differences in decisions against male and female opponents.

?Tala är silver??: En undersökning av användarrecensioner på webben och på biblioteket

The purpose of this bachelor thesis is to examine reviewswritten by users in library online catalogs, online bookstoresand on the web community LibraryThing, in order todetermine whether there are any differences in the way usersreview books, and whether these differences might explainwhy libraries experience difficulties in getting their users toreview books. At the core of web 2.0 and library 2.0concepts lies the thought of user participation, and largerlibraries have sought to implement systems for reviewingand tagging items in the catalog in ways similar to onlinebookstores and other websites.By analyzing the contents of user reviews, however, thisthesis shows that users express themselves differentlydepending on what kinds of literature they review, and inwhat context. Most notably, user reviews of ?the Classics? orcanonized literature recognizes the high status of suchliterature, while users reviewing popular fiction expressthemselves in a way that admits that the reviewed titles areconsidered less valuable. There are also signs that booksreviewed at online bookstores are seen as products ormerchandise, while the reviews at the library to a greaterdegree treat the books as works of literature.The conclusion reached in this thesis suggests that there maybe a relation between the image of the library as a defenderof high culture and the perceived status of literary works,causing users to become hesitant to review books, feelingthat they do not have the knowledge to describe or reviewthem ?correctly?..

Ungas nyhetsvanor : Vilka medier använder sig ungdomar igymnasieåren av för att ta del av nyhetsflödet?

This paper is based on a quantitative survey. The study aims to answer the questionwhich media young people rather use to take part of the news. The results showthat young people today in Kalmar preferably and often read newspapers on theInternet and mobile phone.The questions asked was about which media they usually use, the level ofconfidence they had in various media, how interest was in different newscategories, willingness to pay for online news and background issues relatedsubjects. The survey was aimed at high school students in Kalmar and weredistributed and collected on-site at the schools. What was remarkable among theresponses was that young people largely had access to a morning newspaper athome and said that they would consider subscribing to one in the future.

Erkännande och verkställighet av skiljedomar i Ryssland : Hinder mot erkännande och verkställighet av utländska skiljedomar enligt rysk processrätt

This paper is based on a quantitative survey. The study aims to answer the questionwhich media young people rather use to take part of the news. The results showthat young people today in Kalmar preferably and often read newspapers on theInternet and mobile phone.The questions asked was about which media they usually use, the level ofconfidence they had in various media, how interest was in different newscategories, willingness to pay for online news and background issues relatedsubjects. The survey was aimed at high school students in Kalmar and weredistributed and collected on-site at the schools. What was remarkable among theresponses was that young people largely had access to a morning newspaper athome and said that they would consider subscribing to one in the future.

Narrativ för arenaspel : att skapa ett narrativ till ett ?mutiplayer Online Battle Arena? koncept

In 2011, I and fellow student at Gotland University created a multimedia game. To fit the time constraints a ?vertical slice? was created. This means a small sample of the game is taken which allows the user to understand how the game works, and at the same time, get a visual demonstration of how the game is designed. The goal of the project was to create a narrative for stadium games in which the backstory is told as players interact with their surroundings.

Tillit inom illegal e-handel. En fallstudie av marknadsplatsen Silk Road

Since the beginning of the internet the criminal world has used the medium as a platform for operation.This dark web is a domain where illegal sites are flourishing due to the possibilities offered by newtechnology. Net-based criminal activity is a challenge for society as it uses hard proof technologicalsafety measures to avoid the law. Silk Road is the most prominent example, an online illicitmarketplace where drugs and illegal substances are being traded based on conventional e-commerceconcepts. This paper argues for trust as an important factor for the survival of illicit online trade andapplies existing theories on e-commerce and virtual communities. To identify patterns of trust andcommon trust-based issues among Silk Road users, a netnographic study was conducted on the site?sdiscussion forum.

Talande ord : En jämförande studie av taggar och kontrollerade ämnesord för indexering av skönlitteratur

How do you summarize the content of a fictional work, let?s sayLord of the Rings, into a few "telling" words that may represent it? This master?s thesis is a comparative study of how library users? freely chosen tags/keywords deviate from controlled vocabulary made by professional indexers when representing fiction. The thesis answers four main questions:? Do the tags that the library users give fictional works correspond to the categories used in professional indexing in Sweden?? Do the tags follow the standards for vocabulary, semantics and syntax used when indexing professionally?? Do the tags add something to document representations?? Are there differences between the tags used for adult fiction and the tags used for children?s literature?With a starting point in indexing theories of Frederick W. Lancaster, Annelise Pejtersen, and the semiotic theory of the indexing process of Jens-Erik Mai, 383 tags from totally 70 fictional works are analyzed.

Ingen reklam tack! Men gärna Ikea-katalogen : En studie kring vad som händer när marknadsföringen kliver in i sociala forum på Internet

The social network services (SNS) on the Internet are becoming more common, and are starting to have a higher range of users, which is affecting Internet marketing. We (the authors) have a feelingthat a growing online marketing within social networks could interrupt the order of social standards. That is why we in this paper have tried to figure out what position marketing has ? and might have ? within SNS, and what impact it will have on social relations.During qualitative interviews along with both representatives of public relation offices as well as with SNS users, we became aware of the occurring strategies of online marketing, and the usersunderstanding of it. In the information from the interviews, we found some interesting contradictions on which this paper underlies.

Webbsida med interaktiv banguide

This degree project is made for Sundbyholms Golf&Country Club in Eskilstuna. The aim of the report is to produce a website which include a golf course interactive guide and an online game. Programs that have been used during the project are Adobe Photoshop, Macromedia Dreamweaver, Macromedia Director, Discreet 3DS Max and the plug-in 3DS Max Exporter. The choice of programs are based on experience and knowledge from the university education Media and Communication Engineering at Linköping University. The golf course guide contains a 2D-guide (image) and a 3D-guide (interactive image).

Sportkonsumtion online

Sammanfattning Svensk titel: Sportkonsumtion online Engelsk titel: Online sport consumption Utgivningsår: 2014 Författare: Celina Flügge Prapharot, Sara Johansson & Matilda Svensson Handledare: Anita Radon Det råder stor konkurrens för företag som verkar på E-handelsmarknaden. I takt med att allt fler konsumenter väljer att handla över nätet ökar tillväxten på e-handeln. Allt fler företag blir verksamma på denna intressanta marknad och konkurrenstrycket blir allt hårdare. Detta sätter press på företagen att tillmötesgå sin målgrupp för att vara konkurrenskraftiga. Det innebär att företag måste förstå hur kundvärde skapas i en onlinemiljö för att kunna tillgodose konsumentens krav och önskemål.

Marknadsföring av folkbibliotekens tjänster en studie av ett hemsidesprojekt i Östergötland

In the digital era, new services have entered the public libraries, like seeking information on the Internet, in databases, newspapers online etc. But many citizens do not know that these services exist. The libraries have a democratic responsibility to inform about them. In the county of Östergötland a project started in 2001 where libraries in five small municipalities built websites in which they present all their electronic services available. One of the aims was with the help of different kinds of marketing to reach special groups of people, like adult students, small companies and politicians.

"HBTQ-ungdom, den hårda skolan"

The aim of our study was to examine Swedish crime reporters? approach to the social medium Flashback. Our main focus was the crime reporters? use of the medium Flashback, and attitude towards their own use of media ethics in relation to the medium Flashback.Flashback as a medium is not obliged to any media ethics and lacks a legally accountable publisher. In the search for information about committed crimes people tends to visit Flashback for the information that the traditional media cannot offer.

VARN  Ett nätverksbaserat 2D-actionmultiplayerspel skrivet i Java.

VARN A network multiplayer 2D action game written in Java. All games that support any form of play across networks is in one way or another affected by the delay, or "ping", that occurs from the time it takes for information to travel over the wires. Not only does it take time, it varies depending on how far away the connected partner is and the current status of the network you are on. Through the years a lot of different methods have been developed to combat these delays. I have reviewed some of these methods and implemented a synchronization system in Java meant to be used in online action multiplayer games..

Bidrag till metodutveckling för webservicedesign, baserat på en verklig fallstudie

Web services are now a day often mentioned when speaking of systems communicating with each other online. This master thesis describes how we, with a grounded theory, developed a web service from scratch and then used it to describe how to develop a method for this case scenario. The purpose of the web service is to simplify the information exchange between Infra Gaming, which is the company who assigned this project to us, and their customers. This master thesis is not a guide to how you develop a web service. It is a master thesis that describes how we, in three steps, solved the assignment from Infra Gaming and our problem, with a web service..

Data och Tv-spel : Data och tv-spels påverkan på ungdomar

The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.

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