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790 Uppsatser om Online och offline - Sida 5 av 53
Crescendo Online: en programsvit för kollaborativ musikproduktion
Collaborative music making on the Internet is not a new phenomenon, but no applications have yet caught on with the vast number of laptop and bedroom studio musicians active today. This is strange considering the inherent social and interactive nature of music, especially amongst trends like Web 2.0 where collaboration and user-generated data is key. In this paper I study the problems these applications face, and why they do not have a greater appeal to musicians. With the results I develop and evaluate my own framework, known as Crescendo Online: a multi-user sequencing and modular synthesis environment, intended to pave the way for a new type of online music creation platform..
Kul, spännande, och socialt: online-spelare om livet i "bubblan"
Uppsatsen handlar om varför man spelar online spel, och vilka orsaker det är som gör att man lägger ned så mycket tid på det. Jag har intervjuat nio stycken väldigt erfarna onlinespelare runt om i Sverige. Syftet var att ta reda på varför man spelar onlinespel?.
Mozilla Open Badges för motivering av lärande på miljöområdet
Idag är det inte bara genom traditionella utbildningar som värdefulla förmågor kan erhållas, utan detta kan även ske genom internet, samt på andra fysiska platser utanför skolan. Dessvärre finns det inte något allmänt accepterat sätt att redovisa denna informella kompetens. För att lösa detta problem har den amerikanska stiftelsen Mozilla Foundation, känd för att ha utvecklat webbläsaren ?Mozilla Firefox?, skapat ?Open Badges?. Open Badges är en typ av e-utmärkelse, dvs.
Kända Varumärke - Större, Starkare, Säkrare
In todays high-technological society where the Internet plays a central role in our day-to-day life, many e-retailers are not able to attract customers to complete a transaction on their website. In order to succeed, many e-commerce sites must improve several safety aspects regarding online payment, in order to be perceived as a reliable and secured retailer. The purpose of this paper is to investigate if increment in various combinations and aspects in online payment will in fact improve the customer's perception of the e-retailer and result in completed transactions. In order to investigate this aspect, an experiment was conducted to be able to compare eight independent groups, that each had been exposed to a different security scenario on the online payment website of either a known or unknown retailer. Our results clearly prove that perceived security of the retailer's payment website increases willingness to purchase from the retailer.
Nätverkandets påverkan på organisationssammansättningen
Networking is an important part, for organizations, in the recruitment process. This since the emergence of Internet networking has become more common and the organizations finds that networking is applied more frequently in the recruitment process. Organizations have noticed that networking often is a more cost efficient option compared to traditional recruitment. Since networking in the recruitment process has increased, we intend to investigate if and how it affects the composition of organizations. This thesis aims to examine networking in the recruiting process, and aims to make no differences between networking offline and online.
The Influence of Multiple Drivers on WOM Behavior in an Online Context - A quantitative study on what drives consumers to share word-of-mouth online
Word-of-mouth marketing (WOM) has been considered as one of the most effective marketing tools, yet the least understood. While its lucrative effects have been well proven in academic studies worldwide, little is yet known of why consumers engage in WOM, and what factors actually drive this sought-after behavior, particularly in an online context. While today's research lacks holistic views on the simultaneous effects of multiple WOM-drivers, this paper takes on a meta-analytic approach by building on the pertinent literature to construct an aggregated model, including several previously acknowledged drivers divided into two categories: (1) Brand related drivers and (2) Personal and situational drivers. The authors then empirically examine what drivers are the most influential on WOM in an online social media context. By doing so, this thesis does not only contribute to marketing managers' better understanding of online communications management, it also sheds light on the theoretical knowledge of the behavioral drivers of WOM.
Ytkarakterisering tätningsytorMed omkonstruktion av tätningskonceptför stegram
In this degree project I have studied how an anti-discrimination bureau can adapttheir online information to the target group ? immigrants who only have modestunderstanding of the Swedish language. This group is often subject of discriminationmatters, and therefore it?s important that they can take part of the information.To find answers to my questions I have studied different relevant theories, performeda readability analysis on the online information and have had qualitativeinterviews with representatives from the target group. I have also tested my rewrittentexts on both representatives and other readers.The result from my studies has shown that it is words that are the most difficult inthe current online information, while length and structure of the sentences are alsoof importance when it comes to the readability.
Religion på Internet : Hur argumenterar Internetanvändare kring olika skapelseberättelser på Internet?
Religion på Internet är en undersökning som behandlar frågor om hur Internetanvändare argumenterar kring skapelsemyter på diskussionsforum på Internet. Vidare argumenteras det för en identitetsskapande aspekt av Internet ? kan sökare, med hjälp av diskussionsforum på Internet, skapa sig en identitet? I ett sekulariserat samhälle utgår man ofta från att religionen förlorar sin betydelse, men det är viktigt att skilja mellan sekulariseringen på organisationsnivå och på individnivå. På individnivå är religionen fortfarande viktig, vilket framgår av de forum som används i den här undersökningen samt i den litteraturstudie som är en del av uppsatsen. Många, framför allt unga, Internetanvändare använder diskussionsforum för att ge uttryck för sina funderingar och med den o-begränsning som Internet innebär kan användarna lätt hitta svar och kommentarer som både kan stärka och bryta ner den egna identiteten. När det gäller religion på Internet är det viktigt att skilja mellan Internet-religion och religion på Internet.
Taggad! : Identitetsskapande och sja?lvpresentation genom taggning pa? en svensk dejtingsajt
This study investigates how tagging is being used in a new way when members of a Swedish dating site get to tag themselves in an act of self-presentation with the aim of meeting new people. In the study seven members of the dating site Mazily were interviewed about their self-presentation, tagging and identity formation there. The questions concerned how they formed their own tags, but also how they interpret and use other members' tags in their search for a potential partner.I have been using queer theories for this study, in order to find out what kind of norms and structures that lie behind and affect the members' behaviour on the website. My study finds that the interviewed members to a high degree reflect about both their own and other members tagging and self-presentations. Although they spend quite some time trying to analyse other people on the website they have a great sense of understanding that a person may give two very different impressions on the site and offline.
Medieanvändning för individer som nätdejtar : en kvalitativ undersökning om mediernas roll i olika faser iinteraktionen
AbstractTitle: How does people that meet online communicate? -An qualitativestudy of the media use for individuals that date online.Number of pages: 34Autohor: Malin JanssonTutor: Amelie HössjerCourse: Media and Communication Studies CPeriod: Spring term, January 2010University: Informatics and Media, Media and Communication ScienceUppsala UniversityPurpose/Aim: The aim of this essay is to see if mediea use changesthrogh time in a relationship between individuals that have metonline.Material/Method: Qualitative method with nine interviews divided into two groupsdepending whether the person is an actively dejting online or ifshe has a long term relationship with someone she have metonline.Main results: The use of digital media changes thorugh time in therelationship. The individuals stop using the net dejting whenthey meet someone. The digital medias are stage at the begginingof the relationship. Through time they use a multiple ofdigital medias but they have preferenses and prefers to use thetelephone both when they are communicating positive andnegatvie information.Keywords: Online dating, social penetration, process of getting to knoweachother, communication.
Grupp- och kommunikationsprocesser i en online community : En explorativ studie
Syftet med denna studie var att undersöka grupp- och kommunikationsprocesser i en online community där den gemensamma nämnaren mellan medlemmarna var intresset för spelet World of Warcraft. Undersökningen utfördes med hjälp av en egenkonstruerad enkät samt observationer vars syfte var att undersöka deltagarnas grupptillhörighet, vänskap, konflikthantering och kommunikation online, samt deras beteenden gentemot varandra. Syftet var även att undersöka om sociala anpassningsstrategier, standardroller och in-och utomgruppsfavoritism var applicerbara på en virtuell grupp. Undersökningsresultaten pekar på att många av de teorier gällande grupptillhörighet och vänskap även är applicerbara på grupper formade online samt att kommunikationshjälpmedel såsom smileys underlättar konversationer i skriven form. Resultaten pekar även på att de sociala anpassningsstrategierna och standardrollerna är applicerbara på en virtuell grupp, dock anses urvalet för litet och observationstiden för kort för att med säkerhet säga att dessa återfinns.
UTREDNING SAMT UTVECKLING AV ETT PLATTFORMSOBEROENDE GEOGRAFISKT INFORMATIONSSYSTEM
This thesis have been performed at Sweco Position in Jönköping. The work was split into two, where one part included an investigation regarding the possibility of developing a cross-platform GIS (geographic information system) with HTML5 and CSS3. A prototype would also be developed within this part.The second part included development of a cross-platform GIS for a client to Sweco Position. The client operates in the forest sector and had already an existing solution, with many problems. The client required an application with delimited functionality and which was not bound to a specific hardware.As the client users often were located in areas with limited Internet access, one additional requirement was that there would be some offline support.The students handle subjects within development of GIS, for example map projections, map services and mapping libraries.The application came to be developed in HTML5 and ASP.net.
Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations..
Online visual merchandising : På e-handelssidor riktade mot den svenska marknaden
År 2014, var kläder och skor två av de varukategorier som resulterade i flest transaktioner online, i Sverige. Till följd av att e-handeln växer, behöver företag inom modeindustrin utveckla sin visual merchandising online, så att den är lika effektiv som i fysiska butiker. De amerikanska forskarna Ha, Kwon och Lennon (2007) utvecklade i en studie en taxonomi där de undersökte visual merchandsing-element på den koreanska och amerikanska e-handelsmarknaden. Syftet med denna studie är att testa den taxonomi som Ha et al. (2007) utvecklade, på e-handelssidor riktade mot den svenska marknaden.
Fotboll på sociala medier ? här för att stanna : En undersökning i hur och varför en läsare väljer sin kanal och vad det innebär för sportjournalistiken
Through earlier research it has been established that more and more readers are turning to social media in their search for everyday news. In this report we zoom in on news concerning football and try to find out how readers reason in picking their sources, whether it is social, online or traditional media. By interviewing a group of six, all interested in football and active within social media, we have seen that allthough social media is becoming a major influence in news reporting, it does not seem to be competing with traditional online media. Instead the two are offering the readers very different things all together, and theese differences are what we try to show in this report. Our hope is that the research in sport journalism can be translated in to all kinds of areas and be an indication on how journalism and our society is evolving online..